I love getting lost in a point-and-click fantasy puzzle RPG and the Lost Lands games are some of the best. Read on for part 3 of my full walkthrough and puzzle guide of Lost Lands 2, The Four Horsemen.
Lost Lands 2 Walkthrough, Part 3 - Full guide and puzzles
In part two of this guide, we’d just opened the gates to the swamp after creating the turning potion for the werewolf. It includes exploring Fire’s dwelling and continues up until your very first meeting with the centaurs when you are asked to go and bring them a real dwarf shield.
If you need some information about events that happen earlier or later in the game, instead refer to my Lost Lands 2 Walkthrough hub page which has links to all the other parts of the game, including the bonus chapter.
The lantern potion
Open the door in the mines with the key and enter Fire’s dwelling. The Collectible is at the top of the right staircase (a1), while the Beyond Object is on the statue on the right (a2). Take the Dwarf Figurine from the hole in the floor (a3), then add the puzzle pieces to the throne (a4) to begin a shape-arranging puzzle.
Note the darker parts are towards the bottom of the puzzle as you put it together. I’ve pictured the completed puzzle above if you’re stuck. Once complete, take the Moondust from inside the throne.
Head to the upper corridor of the tower next and insert the stone flower into the dias (b1). Take the Flask and Glass Pipe from the revealed compartment.
You can return to the forsaken sea next and use the glass pipe on the cactus (c1), followed by the flask, to gain the Cactus Juice.
Move to Maaron’s cottage next. Add any figurines you have to the shelf (d1), which at least helps clean up your inventory, then select the alchemy machine (d2) and add the lantern potion recipe.
Place the vial on the coaster (e1), add the cactus juice (e2), then add the moondust (e3), the divine tree flowers (e4), and the gold nuggets (e5). Make the ice (3 to e6), melt the gold (1 to e5), vaporize the flowers (2 to e4), and kindle the coals (4 to e7). Pull the handle (on e6), place the lid on the flask (5 to e3), use the ice (6 to e8), then connect the final pipe (7 to e9) and you’ll be able to take the Lantern Potion.
Entering the swamps
Move to the swamps, grab the Collectible (f1) and the Beyond Object (f2), and then grab the Stone of Fire from the harp close-up (f3). Read the note on the tree (f4), which explains how to make Fanglon’s Lantern, hang the lantern in the same close-up, then add the wool and lantern potion to guide your way through the swamp. Now click the broken wagon (f5) to start a straightforward missing objects mini-game. Once complete, you’ll get the Weight. Click the background to move on to the Abandoned Farm.
The Beyond Object is hanging on the right shelf (g1), while the Collectible is on the broken left shelf. Take the Manuscript (g3), use the hammer on the cannon (g4) to find a Cork, and then grab an Alcohol-soaked Cloth (g5) along with a Bottle of Rum (once you’ve put the cork in it).
Note the code drawn on the mirror (g6, pictured above) and use it to open the leather bag (g7). Take the Precious Stone that’s inside, and then click the mirror once more to get a fright. Afterward, click the Mirror a final time to take it. Try the telescope (g8) to find if a lens is missing, and then continue through the hole in the wall to the dead lake.
After a brief cutscene with Death, take the Collectible from the rocks in the background (h1) and the Beyond Object from the ones in the foreground (h2). Select the boat (h3) next and take the Manuscript and Scissors from inside. Select the chain (h4) for a close-up and select it once more to pull it in, dragging a chest out of the water. Click the chest, add the precious stone to the eye on the lid to open it, and take the Tuning Table from inside.
Completing the fresco
Return to the swamp, add the tuning table to the harp (f3), and then click the tuning clip at the top of each string until the string goes green. There’s no puzzle here; simply click each one until they’re all done. Once done, a compartment opens at the bottom of the harp, and you can take the Fresco Detail.
Return to the halfling settlement, add the weight to the chain in the deer’s mouth (i1), and collect the Handle. Now go to the marquee, use the handle to open the cellar door (i2), and take the Red Stone from inside. Look at the picture underneath the stone to find it is the core of a golem.
Your next stop is the dwarf slums. Select the broken golem (i3), add the red stone in the close-up, and its hand will open. Take the Jack. Move on to the dwarf cemetery and use the jack to pry open the bars of the mausoleum (i4). Take the package behind the bars, use the knife to open it, and take the Punch Card.
The next place you need to visit is Maaron’s cottage. Select the desk (d3), use the punchcard on the book, and note the symbols in the close-up (you’ll find it in your notes but I’ve included it here). Now you can go to the abandoned halfling settlement and use this code to trigger the obelisk there (j1). Once done, take the Key.
Go to the canyon next and use the key to open the box in the tent (j2). Take the Chimera Head. Take it to the swamp, add it to the statue (f6), and take the Fresco Detail from the statue’s mouth.
You now have all you need to complete the fresco, so head back to the dead lake, select the fresco (h5), add the pieces, and complete the puzzle to get the Vial For Living Water. If you’re stuck on this one, follow this code using the image below to complete it straight from a reset, or just use the image as a guide to what you're aiming for:
- 2, 3, 6, 5,
- 2, 1, 4, 5,
- 2, 3, 6, 5,
- 4, 1, 2, 5,
- 8, 7, 4, 5,
- 8, 9
The Lake of Life
When you return to the Lake of Life, you’ll find that the mermaid has returned. After speaking with her, make a note of the symbols on the tablet (k1) and then use the vila to collect the Living Water from the pool (k2). Move to the canyon, select the puzzle (j3), and match the symbols with the snakes using the information you just got from the tablet.
Take the Boomerang. Go back to the swamps and use the boomerang on the cage (f7), reading the note and taking the Key once it drops to the ground.
Follow this clue, return to the border of the swamp, and use it to open the floor cache (l1) to retrieve an Easel.
Head to the tower hall, select the mirror (l2), and set the easel up in front of the mirror in the close-up. Put your mirror on the easel, remove the wall mirror cover, and watch the cutscene. Select the now broken mirrors afterward and collect the Rune.
Take the rune right back to the glade outside Maaron’s cottage and use it to activate the other portal there (m1). Head through for the next part of the adventure.
Entering the dark woods
Once you arrive on the forest path, you’ll find both the Collectible and the Beyond Object on the tree (n1). Select the wooden shelter (n2) to find a Ram and a Wolf Figurine, then cut the rope here with your knife to drop the net.
Take the Boar Skin next to the campfire (n3), then click the wooden shelter (n4) to start a missing objects minigame. Once complete, you can take the Colorful Threads.
Return to the attic on the edge of the swamps and use the wolf figurine to open the chest (o1), taking the Needle from inside. Go back to the dwarven slums now and add the scissors, needle, and colorful threads to the tapestry (i5) to start a coloring mini-game. You just need to follow the pattern.
The one thing that confused me was forgetting to fill the outline of the frame with brown thread. Once complete, use the scissors to cut it out and receive the Tapestry.
Go back to the dark woods and move on to the junction. Pick up the Tongs (p1) and then click the battering ram (p2) for a close-up. Click the hook to connect it to the ram, and then add your ram to the ram itself. Assess the rest of the situation by looking at the bell (p3), then move back to the forest path.
Breaking the magic barrier
Use the tongs to open the trap (n5), taking the Wheel. Go back to the junction and select the ram once more, click the branch under the ram to raise it, and add the wheel. Click the winding wheel on the side of the bell (p3) and then click the ram’s head to ring the bell, which lifts the magical barrier.
You can now find the Collectible on the tree root to the left of the stone steps (q1) and the Beyond Object high above the steps (q2). Replace the tapestry on the pole (q3) with your tapestry, opening the way forward at the top of the carved wooden stairs (q4). Note the carved bird on the face made from roots (q5), while noting the door (q6) is marked with a centaur.
Head up the stairs and into the forest hunter’s territory.
You will find the Beyond Object up in the tree on the right (r1). Take the Manuscript from the tree (r2) and the Medallion from the hole in the ground (r3). Then, examine the picture that is by the encased staff (r4) to reveal a keyhole underneath.
Stopping the pendulum
Next, select the natural mechanism at the base of the tree (r5) to begin four simple arrangement puzzles. You can’t go wrong here, as the pieces in each of the puzzles change color once they’re in the right spot. Once you have completed all four of them, the pendulum will stop swinging, allowing you to examine the whole scene.
Click the stopped pendulum (r6) and take the Forest Hunter’s Star from inside it. You can place the star on the pedestal at the foot of the statue (r7), but unfortunately, you can’t raise it to the statue just yet. Take the Axe from the tree (r8), and read the note stuck in that was written by the centaurs.
Now click the seating area (r9) to start an item-matching mini-game. This one is pretty straightforward, as all the pieces are easy to find except for the button, which is on a shelf partially obscured by some greenery. Once completed, you’ll be rewarded with the Pendulum Figurine. The Collectible for this area is in the roots just below where the pendulum stops swinging (r10).
Finding the centaurs
Head back down the steps to the junction and use the axe on the centaur’s doorway (q6). Head through the door and click the centaur to watch a cutscene. He asks you to bring him a real dwarf shield before he will help you.
Before you head off, open the box (s1) and take the Stone of Fire along with a Manuscript. You’ll find the Beyond Object on the roof of the hut (s2), and you can also grab the Collectible, which is hidden in the tree roots on the left of the screen (s3). You can also take the Comb from next to the sewing machine (s4) and some Pincers from the hut in the distance (s5). Before you continue any further, though, you’ll need to find that shield.
If you’re looking for the next part of this guide covering the end of the main story, click through to my Lost Lands 2 Walkthrough - The Four Horsemen, Part 3 right here at Pro Game Guides!
Published: Mar 15, 2024 10:06 am