|Walkthrough • Xbox 360 achievements • Locations • Easter eggs • Credits|
Below are links to the synopses of the Lost: Via Domus episodes. Underneath that are the episode walkthroughs to assist in playing the game.
The chart below is a list of controls for the various consoles that support the game.
This section of the page will include a detailed, play by play walkthrough that can be used for all of the consoles that the game was released for. All versions of the game are the same, however the Xbox 360 game will also include achievements. A few of these will be included into the walkthrough, however if that is what you are looking for, you are advised to go to the achievements page. This walkthrough will not contain a lot of pictures from the game because it saves loading time. More pictures can be found on the individual episode pages. This role-playing game is a one player adventure played in the third person camera view. Via Domus has no multi-player capabilities. For your information, this walkthrough is written in both the first and third person point of view.
Via Domus begins with Elliott opening his eyes to find himself laying on the ground somewhere in the jungle. He can't seem to remember anything before waking up, most likely from a bump to the noggin. After a short scene you will be able to stand up and walk around. To advance, look for a trail of plane wreckage that you need to follow. Walk (or run) down the path and you will come across Kate standing in front of an open field area. Talk to Kate, and she will tell you that you were involved in a plane crash. Continue to talk to her to get a bottle of water which will trigger the first of many flashbacks.
Once the flashback kicks in, you will see a picture broken up into several ripped up shots that come together as one photo. The trick is to get a picture of everything that is shown in the broken photo. Once the scene ends, you wind up on the plane in a chair with the ability to control a camera. The buttons are fairly easy to use and are listed on the screen (and they also tell you when you start). This will all begin when you see Cindy handing Kate some water in the front of the plane.
Just as Cindy hands Kate the water bottle you need to take a focused picture to complete your goal. The scene will kick back in with Kate asking if she can have some juice, Cindy replies that she will see if she can find her some later and walks over to Elliott's seat. You can now look around at three objects to get an achievement or talk to Cindy who will tell you that there is a convict on plane and this will end the flashback.
The Second are photographs to your left on the seat divider
The third and last is a magazine slightly above the photographs
Your goal is to find Jack, who is on the right side of the plane next to the ocean giving CPR to an unknown passenger. He will instruct you to shut down a fuel leak before the plane explodes and tells you that you must to hurry (time is not a factor for this goal). Head over to the electrical panel at the front of the plane (closest to the jungle) and correctly distribute the current. Watch out for the plane engine on the way because if you step to close to it you will get sucked into making you the unlucky guy in the first episode of Lost (killing you). Once at the front of the plane you will have to go check out the fuse panel which is in the middle of the broken section of the fuselage. This is your first of many fuse puzzles that you will need to accomplish in this game. You have 3 different fuse types to work with including; 2-prong, 3-prong, and 4-prong. Each fuse type subtracts a different amount of power from the circuit, the key for this is in your upper left part of the screen. The idea is to complete the circuit and carry enough voltage to the end, while staying within the range (not going to high or to low).
At the far end of the beach (to the right if looking at the ocean) is a backpack. When Elliott picks up the pack, an previously unseen man named Beady Eyes comes out of the jungle and starts to attack him. He promises you that he is going to get the photograph and then kill you, as if you knew exactly what he was talking about. The fight attracts the attention of Sayid who yells to everyone and informing them that someone is being attacked, followed by Jack yelling to "leave him alone" which makes Beady Eyes run away into the jungle. This ends the scene and the episode.
Episode 2 starts with Jack, Kate and Charlie running out of the jungle in fear of something and falling to the ground frantically. Charlie yelps out "Monster" and the game begins again. Once able to walk, find and talk to Kate who suggests that your camera might be in the cockpit however Jack is not allowing anyone to leave the beach because of the monster. Go to the tree line to find Jack and talk to him for a quick second. This will get you nowhere but after you exit talking to him a girl named Lisa appears on the beach. Walk down the beach and talk to her, this will enter you into the next flashback.
The second flashback starts with Lisa in a bikini on a beach telling you to "hurry up and take the picture before she runs away with the fisherman" that is standing next to her. Take the picture as soon as she gets as far down beach as the Thai fisherman and starts to pose for the camera. This will trigger Elliott's memory a bit and he will remember he was taking photos in Thailand for the travel section of a newspaper. You then can look at the three objects needed for an achievement. After you are finished checking out the items talk to Lisa to end the walk around. Lisa (who speaks Thai apparently) tricks the fisherman so they can steal his boat to go to a local island not to far away. She tells the fisherman a story about a woman in trouble and he runs to help.
The first is a newspaper
The third is a tape of Lisa
Once all of this ends and you wind up back on the beach remembering that Lisa tricked the fisherman. Go back to where you found Jack and talk to him again, this time there are different topics to discuss. Elliott tells Jack that Claire has fainted tricking him to leave his post at the jungle and run to her aid just as Lisa did in the flashback. Elliott than is able to walk into the first part of the jungle for the first time. When he gets there he starts to hear the whispers and also sees some plane wreckage like the junk that he followed in the start of the game. Walk a little further ahead and Locke with yell out to you that he is in the trees. Go talk to him and he will tell you that if you ever get into trouble head for the trees for protection and also to follow the plane wreckage to get where you need to. While in the woods always keep notice on how close the monster is by listening to the sounds it makes to judge how close it is. After following the path and picking up random fruits and other trade goods, one of the Others will shoot at Elliott from a high up tree, but once you run far enough in the correct direction the monster will swarm around the tree and kill the shooter. The monster ignores Elliott at this time unless you run right into it (which is fatal). Continue on to the next area where you are safe from all attacks of any kind. You will then see Michael gathering wood for a raft he is building next to a cave without Jack's permission. Michael tells Elliott that the cockpit can be reached through the cave ahead, keep talking to him and he will give you a lighter that is very necessary throughout the rest of the game. You can access this lighter in the equipment menu while in the game.Trade whatever you have to Michael for torches, make sure you get at least two or three to progress with ease. You can use the lighter, however, it gets hot and goes out fast. Also remember that torches go out when you walk under waterfalls or get caught in a bat trap in certain areas of caves. Follow the wall to the first light spot in the cave. If you get caught in the dark without light, the monster will eventually kill you (you can tell by the closeness of the sound and controller vibrations). Follow the wall again to the second light spot in the cave. There is a bat-filled tunnel on the right side, if you have a torch (or lantern), put it out before going through the short tunnel.
The monster is in the next section of caves and there are also pits on either side of the cave entrance that you can fall into and die. Look down as you enter to avoid them and make sure you use the torch in this next cave. Its possible to do it with the lighter, but not easy. There are waterfalls that will put out the torch so if it goes out, relight it as fast as possible or the monster will attack. The cave is really long and difficult to describe, it may take you a couple minutes to find your way. At the very end, there will be a tunnel full of bats leading to an exit. You will know you are close when you find a dead polar bear with a torch that you can pick up next to it - pass through the waterfall next to the polar bear, and head to the right.
Once out of the cave you will see a path that leads to the cockpit (which isn't tipped up as much as it was in the show, but anyway...), enter the plane threw the back and head to the front section. Right before the cockpit is a wall with two electrical panels, one that works and one that doesn't. Use the broken panel to collect as many fuses as possible and then go to the shut down panel next to it and get it going again.
You start this episode with Hurley finding you on the beach as you regain consciousness and he asks where you've been. You are disoriented, asking where the others are, and inform Hurley that you were attacked and stuck with a needle by some unknown people at the cockpit. He explains that the same thing happened to Claire, and that people are growing suspicious of you.
Begin by talking to Sayid who is in the middle of the beach working next to the tree line. He will inform you that he can indeed fix your laptop to help you remember what you can (if you can find a battery), Sayid then suggests that you ask Locke for one. Walk a little way in towards the ocean and speak to Locke who will tell you that you have no need for a battery because this island is giving you a fresh start, "brand spanking new." This will enter you into another flashback.
You begin in the back of a somewhat run down pawn shop in Australia. You need to get a picture of Lisa speaking to Rico with the "Rico's Shop" sign clearly in the picture. This will trigger Elliott to remember that he was watching Lisa argue with a source about information on Savo. After she leaves, Locke comes up in a wheelchair and spend some time arguing with Rico about camping equipment that Locke is trying to sell because he wasn't able to go on the walkabout. Locke wasn't able to sell the equipment because Rico stated he wouldn't be able to sell it to anyone else. You can now check the items.
Flashback items that can be examined;
The second is an article that details the nerve agent SARIN
The final one is a tape
To end the walk around go and talk to Rico who is leaning in the door and he mentions that you and Lisa used to be an item (romantically). You ask him if you can get the dirt on Savo and he agrees to give you what you want.
Once you get back to the island you will find yourself standing in front of Locke just as you were before the flashback. If you continue to talk to him you will mention that you remember him being in a wheelchair. For some reason Locke doesn't want any one to know this and Elliott uses this to his advantage by blackmailing Locke for a battery. Locke agrees and asks you to follow him. He will run towards the jungle and after he stands there will be a backgammon game board that you can check out.
Follow Locke into the jungle and he will tell you to follow his markers on the trees and if you make it through he will meet you at the other end. Just follow the markers and try to avoid being shot at by random Other's in their little tree forts.
You will stumble upon the Hatch, fully dug out just as it was before the losties blew it open. Locke explains you found another one of his secrets and then you need to go talk to him. Press him for the battery and he says to get it you will need to follow him and then he runs out of the hatch area. Locke also references the French poet René Char in this scene just in case you were wondering. If looking at the hatch from the direction that you walked in at, you can take a picture of the small numbers 4 8 15 16 23 42 on the hatch's side. Locke will already have run to the next area so follow him, but as soon as the screen loads turn right back around and head to the previous area with the hatch. Now there will be a bright light beaming out of the hatch towards the sky, take a picture of this to get an achievement. Follow Locke over a bridge to get to the entrance of a another unknown cave. He explains that the cave contains answers and that he will meet you on the other side with the battery. You must cross a river in order to get to the cave entrance but it sure is a great site to look around and check out a little bit. If you need a light source you will now be able to trade with Locke just before entering the cave. He has 3 torches and 1 can of oil to use if you have an oil lantern at this point (Lantern's can remain lit under waterfalls unlike torches). Take at least 2 torches in with you, and remember if you are holding an old torch that was partially used, it will still only have the remaining amount of burn time on it so be prepared.
Enter the cave and you will see Lisa directly in front of you facing the other direction. By the time you reach her you will need to light your torch and she will then run around a corner to your left, continue to follow her through the narrow passageway (there is only one way to go). Watch the floor once you reach a small opening as there is a pit on the left side and if you fall in you will die and have to restart from your last checkpoint. Just as you pass through this area, be prepared for bats to appear that will knock out your light source. Continue forward and you will find a larger "room" and directly in front of you is a waterfall. Extinguish your torch and walk through the waterfall, then relight it (unless you have a lantern). Follow the passage way until you reach a fork in the road, and go left. Continue along this passage way and you will come across another waterfall. Be careful when walking through the waterfall as there are pits on both sides, relight your torch as soon as you pass through the water. Hug the left wall and you will find a small downward hill portion that leads to a small pool of water and you will see Lisa running away again, continue to follow her. You will eventually catch up and at which point you can speak to her. She will tell you that "Everything that happens on this Island, happens for a reason." (like we've heard so many other times in the shows past). You can now jump down from a small cliff right behind where Lisa was. Walk until you find the corpse to the right next to the wall and take the object in her dead hand, it will turn out to be a compass. Locke will now meet up with you on an above ledge and ask you to give him what you found, you refuse at first saying there's no time but in the end you throw it up after hearing the monster coming. He then helps you up and explains the engraving on the compass says "Via Domus" means "The Way Home" in Latin. He then carries out his end of the bargain and will give you the battery and the compass back.
The episode opens with the Elliott sitting down at the beach and witnessing the explosion of the Swan station threw the jungle. Elliott's new goal is to find Sayid so he can give him the battery and get his laptop working. Talk to some of the Losties and you will find out that Sayid is at the hatch.
Before you enter the jungle and go to the Swan there is a little secret you may want to check out. You need to view six different objects (each with 4, 8, 15, 16, 23, or 42 on it) on the beach. Go to the very end of the beach and look under a little lean-to/shelter to find a suitcase. Examine it for the number 4. Next, go along the beach next to the ocean and find the seashells in the form of an 8 and examine it. Then, go to the other end of the beach and look on the side of where Sayid usually is working to find the number 15 on a piece of what was the plane. Examine it. Next, go to the tarp beside it and under it is a crate with the number 16 on it, examine it. Then, go to where Hurley is and examine the food cart beside him for the number 23. Finally, go to Charlie and examine the cards beside him for the number 42. After viewing these objects in sequence, Elliott can go to the Staff station. Once in the staff, take a photo of the Dharma Logo on the wall (this will give you another achievement) then return to the beach. (There are also some Apollo bars if you wish to look around, plus it's pretty cool to walk around these secret area's to get a better feel of what it's like to be in there)
Enter the jungle and use your compass to move from point to point toward the Swan. There are markers on the trees showing the path that Locke put up earlier in the game. You eventually meet up with Desmond in the jungle. After talking to him, go to the near-by marker and you have reached the area around the Swan.
You can find Sayid standing near the main entrance to the Swan station. Walk up and talk to him and Elliott will give him the battery, however Sayid tells Elliott he will not allow him into the hatch until Elliot remembers his own name and can prove that he was on the plane. To learn his name, Elliott must return to the beach camp and talk to Hurley which triggers a flashback.
The flashback starts with you once again in Rico's Pawn Shop. You are standing by a glass counter and Rico is on the other side. You need to take a snap a shot of the folder on the glass counter with a picture of Savo on it. This will make Elliott remember that he was cheating Lisa out of her story. From here you can look at the three items or talk to Rico to end the walkaround. After talking to Rico you trade him picture's of his wife cheating on him in return you find out that Savo is staying in the hotel in room 42, Lisa comes in and is very angry with you for stealing her story and the scene ends.
The Second is a letter;
The Third is folder;
Answer key for the Swan entryway;
There are two light sources that can be activated inside the Swan. These allow maps drawn on the walls to be seen. There are two maps in the Swan. One is on the blast door leading to the living area. It shows the other section of the Swan and how to enter it. Inside the living area on one of the walls is the blast door map from the show. If the second black light source is activated, a new set of writing on the blast door map is revealed including information on the Looking Glass, the Orchid, the Hydra, the Barracks and the Pala Ferry.
When the third blast door leading to the outside is raised, the survivors rush in and overpower Elliott. They take Elliott and lock him up in the armoury. Sayid reveals that Elliot's laptop contains information on various weapons including C4 and sarin gas.Elliott back in the locked armory where you ended the last episode. He awakens in a the dark and to advance you will need to light you lighter. Lisa appears to him once again and says "she can help you". She is talking about Kate who is standing outside of the door to the armory. Just walk up to the door and talk to Kate and the flashback will begin after she mentions the Chenchey Institute.
This episodes flashback begins with you standing in the lobby of the hotel. Across the room you can see Lisa sitting at the computer doing some work on her laptop. You need to walk up and take a picture of the computer screen that she is looking at, but if you get to close to her she will close the laptop and you wont be able to snap the photo, if this happens just walk backwards a little bit and she will go back to working. Elliott then remembers meeting Lisa at the hotel and also seeing Savo arrive and going into the elevator. Lisa then reveals that Savo killed her sister and she offers to distract the bodyguard next to the elevator in order to get Elliott upstairs. This scene also reveals that the laptop actually belongs to Lisa.
The second is a folder on the table next to Lisa
The third is a letter also on the table next to Lisa
Once finished return the beach and find Hurley who is making a list of the food at the camp kitchen next to the tree line. He will tell you to head to the Black Rock to find the dynamite that you are after. If you have some goods for trading it's slightly advised to buy a gun for it will make your upcoming trip a little easier. To get to the Dark Territory just go into the jungle and jump your way back to the hatch area. Once you get there walk along the tree line directly to the left and you will find two black flags that will jump you straight to the Dark Territory.
In this new area you can find the same black flags and you will need to follow them just like you have before in order to get you to the Black Rock. As you makes your way from flag to flag, keep your eye out for the monster as it seems to come to you a lot more than usual in this area. You will have to hide in the Banyan trees between checkpoints and quite a bit too or there's no way you will make it. If you bought a gun from charlie use it to kill the Others that shoot at you from their tree forts, this will make your return journey easier with the dynamite because they wont be there. The DHARMA van can be found in the Dark Territory, however it will be tough to find but here is the best way I can get you there. Get all the way to the end of the path where you can check the black flag to enter the next area, don't, just follow that tree line to the left for a little bit and then you will see the van in some brush a little way's in the jungle from the tree line. It may take a while to find it your first time and you will most likely have to run back and forth to from the Banyan trees to hide from the monster.
When you arrive at the Black Rock, go inside and get the dynamite on the first "floor". It's not hard to find but this does give you a good chance to look around the ship and check some stuff out and angles that you didn't get to see in the show. Once you have the dynamite and are ready to head back, leave the ship threw the same hole in the wall you came in from. Make sure you do not run with the dynamite or will will blow up just like Dr. Arzt (you can run for a VERY short period of time). After you exit the ship, leave the area and return to the Dark Territory. The return journey is more difficult because you must dodge the monster who seems to attack constantly (but never run because of the dynamite). Getting through this requires being slow and methodical, and will take some time. Just make your way back to the hatch and hope you got good timing.
If you don't have a gun, you'll need to go and buy one from Charlie back at thebeach camp. One way or another first you need to go to the area mentioned before under the waterfall next to the Swan's side door. Place the dynamite on the door, move back as far as possible and then shoot the dynamite opening the door (or head to the beach to buy the gun and then do the previous). This will allow you to enter into an area of the Swan that we have never seen before in the show. It is the area behind the magnetic walls that the loud buzzing sound comes from. There is a large wrecked reactor of some sort in the center of the building almost completely tipped over on it's side. Along the outside wall is a computer, to access it you must pass another psychology test.
The episode starts with Elliott following his compass through the jungle looking for a way home. After a couple moments the monster comes crashing out of the jungle at Elliott, and now he has to run away from it as it chases him. This is a unique game sequence unlike anything you have played so far. With the monster chasing you; you'll need to jump over logs and rocks, slide under fallen trees, and carefully cross thin ledges that will either slow you down or kill you (if you fall off). Eventually you will come to the Sonar Fence at the Barracks and if you get far enough into an opening you will be interrupted by a cutscene. Juliet will appear on the other side of the fence and will begin talking to you. She accuses Elliott of killing Lisa which triggers a flashback.
You'll appear back at the Hotel Persephone and need to take a picture of Beady Eyes as he pulls out his gun and threatens Lisa, they both need to clearly be in the photograph. This triggers a memory of Lisa and Elliott each trying unsuccessfully to distract Beady Eyes from the elevator. Elliott tries again and tells Beady Eyes that Lisa is a Journalist investigating Savo. He takes Lisa away at gunpoint while Elliott slips into the elevator. Elliott realizes that he didn't kill Lisa.
The Second is a Newspaper on the table;
The Third is a Guestbook Computer Screen ne the front door;
Elliott tells Juliet what he remembered and that he was not the one who killed Lisa. Juliet decides to let him through the fence allowing you to continue. If you need supplies you can trade with her for a light source and other useful items. There is also a field next to the cliff overlooking the lake. If you would like to explore around a little there is a capsule that can take you to the Pearl station and if your playing on the XBox 360 you can also get an achievement. To find the capsule walk into the large open field and follow the right tree line. While slowly walking look at the ground and you will find it relatively close to a large tree out of the line on the ground. After you are finished, go into the underground Flame entrance which is located near the left of the area if facing the direction you came through the sonar fence.
The lights are mostly out and you have to work your way around in the dark. There is an electrical panel in one of the rooms towards the end that will open a door leading up into the Flame station. Find it and activate the panel.
Once through the door, you enter into the more above ground section of the flame station. There are many items in this room including beer, ammo, and an Apollo Bar. You can walk around and pick this stuff up or check out the next computer. There are three options to pick from which are; "Pallet Drop" (24), "Audio Archives" (32), and "Mainland Communications" (38). The audio archive is a radio interview from 1999 with Elliott saying that he would give up anything for a story. If you press Mainland Communication, it will tell you that communication is down and asks if there was an attack by the hostiles, if you let the computer know that there was a take over caused by the hostiles the computer will explode and you will then be killed.
After exploring the room for a little while you will come across a door at the end of the building where Beady Eyes is holding Mikhail hostage and has him tied to a chair. This part can be tricky to do and may take a couple tries to nail it right. Open the door and let him talk for a sentence or so. If you try to aim at him too soon, he will shoot you down. If you let him talk, the game will give you plenty of time to aim and shoot. Once you have shot him, Mikhail claps and then three of the Others come into the room and Elliott is knocked out. This will end the episode.
The final episode begins with Elliott waking up locked inside an empty aquatic tank in the underwater Hydra station. Lisa suddenly appears in the corner of the room and says "don't let it happen again, Elliott." Tom then appears on the other side of the glass in the observing room. Tom promises to let Elliott go if he tells him what he remembers about "Hanso and a girl named Lisa." In the conversation, Tom says that Juliet has given him a drug to help him remember, causing Elliott to have another flashback.
The final flashback begins inside Savo's room (the Opal Suite of Hotel Persephone), Elliott is hiding inside a small, dark room outside of Savo's main office when Zoran Savo and Thomas Mittlewerk enter the room. To continue you need to take a photo of Mittlewerk giving Savo a Hanso Foundation briefcase. The photo needs to be taken directly when the briefcase is in both hands.
In the full flashback, Mittlewerk is revealed to be selling Savo Sarin gas. It turns out that Savo is using the gas for E.S.P. experiments. After the deal is completed, Savo orders Beady Eyes to bring in Lisa and he asks her about her partner. Lisa tells Savo nothing forcing him to order Beady Eye's to shoot her. After the gunfire Elliott falls to the floor in fright letting Savo and his coleages know he's there. Elliott runs out the room with Beady Eye's chasing him and now realizes that he betrayed Lisa for a photograph ending the flashback.
Elliott tells Tom what he saw in the flashback and Tom keeps his word and lets him out of the cell. You are now free to roam around the underwater areas of the Hydra station. Your mission is to get out. All your possessions have been confiscated and you have to locate as many fuses as you can. You can find fuses just like any other place, they will be spread out around the room. The path ways are long and twisty and at one end of the station, there is an electrical panel. To access this panel you will need more fuse's than you currently have. You can continue searching around and while your at it go to the big open room with a huge pool in it. There are a couple of fuse's laying around but the two main things in this room is the shark in the pool and the computer next to it on the other side of the metal bridge. Before you can lift the shark out of the water you will need to pass another computer psychology before this happens.
Answer key for Adivisory room fuse panel;
Elliot curiously walks into the room finding Ben and Juliet sitting at a long metal table staring at him. Ben tells him that he has a proposition for him and that they want him to lure Jack to the Black Rock where Tom will be waiting for them. Ben makes a promise to Elliott that he will give him a safe passage home in exchange for Jack, Ben also reveals that the Others are responsible for him finding the compass and have been manipulating him all along.
Elliott returns to the beach camp. You can trade with Sawyer, but the only items he has are gun clips. Elliott goes to talk to Jack telling him that there is something he has to see at the Black Rock. Jacks asks what the deal is and Elliott tells him it is something he just has to see and Jack in return promises to meet Elliott at the Black Rock being the trusting fellow he is. The game doesn't give much guidance, but go into the jungle and jump to the Black Rock to get to the next part of the level.When you get to the Black Rock you see Jack at the entry to the hold of the ship ready to enter with you. Right as you walk to the Black Rock Jack turns and gives Elliott a gun for protection. Lead Jack up a couple flights of stairs to the deck of the ship where Tom is waiting for you guys to enter. It cuts to a scene with Jack becoming trapped and it also turns out that Kate (who has been following Jack once again, unknowingly) has been captured and taken as a hostage. Tom gives Elliott his compass back revealing his betrayal to Jack and Kate and tells him to leave.
Elliott has a change of heart based on the flashback of him betraying Lisa. To complete this next part you will need to use your gun. When looking at Jack and Kate there is a couple boxes to the right of the room, there is a small thing of dynamite on top of one of the crates. You will need to stand in between Kate and the dynamite and then shoot the TNT saving Jack and Kate's lives. Elliott gets knocked unconscious in the blast, but everyone lucky survives the explosion. Kate and Jack, unable to carry Elliott back to camp due to their wounds, drag him to safety in a field and argue about whether or not to leave him and then make their choice and Elliott passes out.
Elliott is woken up by Juliet on top of a cliff near the shore of the Island. Juliet says that Ben has ordered the Others to kill him for his retaliation and that the boat will be destroyed in two minutes. She also tells Elliott if he makes it to follow a compass bearing of 325 on the boat to get off the island safely. Juliet lets him know she was wrong about him and gives him back his camera.
You now have to go threw another running mission just like when you ran from the monster before you go to the Flame station. You have to run fast and screw up as least as possible to finish and as you do it the Other's shoot at you from there spots in the trees. You are in the clear and finished when you get to the beach and started to run on the rocks for a couple seconds. You can also see a boat controlled by the Other's headed to blow up Elliott's ride home. If you don't reach the boat in time, the Other's in the boat will throw a Molotov cocktail at the boat destroying it.If you reach the end in the designated time you will see John Locke standing on the dock waiting for you as if he knew you were coming all along. You can talk to Locke for the last time during the game and then leave the island on the boat. Via Domus is the name of the boat just as the compass you have used the entire game. While sailing away, Elliott hears the sound associated with the day the Swan imploded. Elliott looks up in the sky to see the plane crash happening again and then wakes up on the beach only this time Lisa is now alive and a passenger. She yells out to Elliott as if she's trying to find him ending the game with just as much mystery as the day you first turned it on
Below is a list of the different items that can be found on the island during the game. The list is in alphabetical order.
Below is a list of the bonus artwork that is included in Via Domus. When you take specific pictures you can go to the Extras section in the main menu and view these various conceptual art pictures.
Tips, hints and credits
This is a small list of different tips and hints that will prove useful while playing the game for any of the game systems. Some of these tips have come from people who have played the game, while other are from a broad span of different internet sites.