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Lost Lands 6 walkthrough (Mistakes of the Past)

Exploring the past.

Lost Lands is one of the most popular point-and-click puzzle series around right now and rightly so. If you’re a little stuck anywhere in Lost Lands 6, Mistakes of the Past, read below for my full walkthrough. 

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The series follows our hero Susan as she heads back in time to try and right some wrongs that will hopefully put things right in the present. This is done by solving tricky puzzles while finding and combining objects to piece together clues. 

Full Lost Lands 6 walkthrough - Lost Lands Mistakes of the Past

This is the first part of my full Lost Lands 6 walkthrough. This guide goes from the start of the game up until you find Maaron’s Diary, which should convince the witch to talk to you. If you’re already further through the game, follow the links below to get the section of the game you need:

You don’t need to have played previous games in the Lost Lands series to enjoy this one. However, it does include references to characters from previous games. Remember you can use the in-game hint system (bottom right of the screen) if you get stuck or change the difficulty. Finally, there’s a handy map feature you can access by clicking the compass above the hints button. Use this to fast-travel between locations.

The secret room

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The story begins when you meet Fiora, the grandaughter of your old friend Maaron. She has summoned you because Maaron has been taken captive by an evil witch, Cassandra. Maaron was working on a weapon to defeat her but Fiora is unsure of the location of his secret workshop in the old forest. 

After the initial conversation with Fiora, grab the Collection Item (a1) and Morphing Object (a2), plus the Shovel (a3). Get a close-up of the broken door (a4)  and take the Hinge. Use the shovel in the fire (a5) to get a Shovel with Coal, then use it on the creature (a6) in close-up. You can now use the hinge on the creature too to defeat it. 

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Click the stairs (a7) to tidy up the broken steps, then get a close-up to start a board puzzle. You can’t go wrong here because it is just trial and error. If you try to drag and drop a board in the wrong place, it will either overlap, return to the pile, or look wonky. It needs to look like the image above, with the final piece ready to go bottom-right. Once done, you can click the door above to escape. 

The old cemetery

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Take the Collection Item (b1) and Morphing Object (b2). If you now get a close-up of the grave in the center (b3) you’ll see it needs a total of six letters. Select the three gravestones to the left of it (b4) and get a close-up of each, finding the letters you need. 

Add them to the close-up of the grave and then rearrange the letters to spell Maaron. This opens a way down into Maaron’s secret workshop. Before you go down, also collect the Stone of the Moon and the Figurine of a Man from the grave at the back (b5), where you can also find a Manuscript.

Maaron’s laboratory 

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Take the Morphing Object from the floor (c1) and the Collectible Item from beneath the cupboard (c2). Click the table (c3) for a close-up to find that you need to fix the Mirror of Memory by filling a special hourglass with enchanted sand, then turn it. 

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Once you’ve read the note, click it again to reveal and take a Key. Then click the middle of the table once more to move the papers and click the button in the center of the table that’s revealed, allowing you to take the Sand of Time and a second Figurine of a Man from the secret compartment. 

Select the cupboard (c4) next and use the key to open it. Once open, click the bottle on the bottom shelf to get a third Figure of a Man, and then all the bottles on the middle shelf to get the Empty Hourglass. Now you can combine the hourglass and the sand in your inventory to get the Hourglass. Click the top of the mirror (c5) for a close-up, add the hourglass, and watch the cutscene.

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Select the door (c7)  and enter the correct code (see above) to gain access to a simple object-finding and item-matching puzzle. If you’re struggling, once you need a broken ring you need to use the vice to make it using the hammer. 

Completing the Time Hexagon

Once you have the key you need, you need to move the clamps in the correct order to free the object. The order is bottom right, bottom left, top right, top left. Now you can take the Time Hexagon.

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Back in the old cemetery, select the crypt (b6) and add the three figurines to begin a jigsaw-style puzzle by making all the hands of the figurines touch the circle. You’ll know you’ve got two correctly positioned next to each other if their hands touch and create a white glow. However, they may not be in the right place around the circle. See the completed image above. 

You can now click the open crypt door for a close-up. Take the Urn with Ashes. Select the Time Hexagon in your inventory and add the ashes. You’ll now be prompted to enter the correct date Maaron wanted to go to. Starting from the top central dial, going clockwise, set the dials as follows: 30-88-08-23-00-20. Once done, click the center of the Time Hexagon for a cutscene. 

Past-time - The new cemetery

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Collect the Collectible Item (d1) and Morphing Object (d2), then get the Spade in the close-up of the locked doorway (d3). Pick up the Package (d4) then select it in your inventory and unwrap it to get the Stone of the Sun

Select the statue (d5) for a close-up and place the moonstone and sunstone in its hands. Follow the beam of light that follows and click the plants (d6) for a close-up, using the spade to dig there to find a box. Click the box to open it and take the Magnet and Firesteel. This will trigger a cutscene. Afterward, the gate (d3) will be open so head through and click the background for another cutscene. 

The dried swamp 

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Take the Morphing Object from the tree (e1) and the Collectible Item from the grass (e2). Now click the boarded-up hole (e3), use the spade to move the earth, then click the boards again to remove them and take the Boards

Click the hole once more afterward to unwrap a package containing a note about the hideout. Take the Map with a Placemark. When you close the book, click the cloth it was wrapped in to get a Rag, then take the Piece of Sword that is underneath it. 

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Once the hole close-up closes for good, select the boards in your inventory and click anywhere on the screen to start a path-making puzzle. Note you can pick up longer boards when you get to them, so follow the order I’ve noted above to collect all the boards. Then just move board 5 to position 7, then board 6 to position 8 (which will become available once you place 7).

You now have a few extra areas you can reach. Select the water (e4) for a close-up and use the rag on it to get a Wet Cloth. Also, get a close-up of the tree roots (e5) where you’ll get a Manuscript and a Shaft.

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Finally, use the piece of sword on the hut entrance (e6) to start another basic object-finding puzzle. The potentially tricky bit is the track puzzle (see above). Once done, take the Key to the Hut and use it on the door in the close-up to gain access to the hut (e6). Head inside.

The deserted hut  

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Take the Collection Item from the wall (f1) and the Morphing Object (f2) from the broken crate. Use the piece of sword on the mattress close-up (f3) and take some Straw. Get a closeup of the fireplace (f4) and add the damp cloth to the bars, using the shaft afterward on the rag to bend the bars. Click the witch to get the Key to the Padlock.

Use the key to open the padlock on the crate (f5), get the Manuscript, and then take the Bottle of Rum that’s underneath. Now put the straw over the witch in the fireplace. Select the rum in your inventory and break the top off with the sword, getting some Uncorked Rum. Add the uncorked rum to the straw on the witch, add the fire steel, then use the sword on the fire steel to spark it.

Next, use the scoop that’s already in the fireplace close-up to collect some Witch’s Ashes. After doing so you will appear back outside the hut in the dried swamp. Select the Time Hexagon in your inventory, add the witch’s ashes, and you’ll be transported to the past once more.

Past-time - The witch’s swamp

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The Morphing Object is in the puddle (g1), while the Collectible Item is by the open crate (g2).  Grab the Fishing Scoop (g3), then click the hut door (g4) for a close-up and take the Shaft of the Door Knocker. However, when you try to take the other item, it falls through the floorboards.

Click under the hut (g5) for a close-up, then select the magnet from your inventory and click anywhere on the screen. You can now pull the magnet around trying to find the Door Knocker. You’ll find it roughly in the lower middle of the screen, but can’t fail to pick it up. 

Select the hut door (g4) for the close-up once more, add the door knocker, and then add the shaft of the door knocker to it. Click the knocker to knock on the door, prompting a cut scene with the witch. Unfortunately, she is not in a chatty mood. 

Go to your map and select Maaron’s Lab to be transported back to the present day. Select Fiora for another cut scene where you can fill her in on your progress. She will give you Part of the Puzzle. Select Maaron’s chest (c8) for a close-up, then add the puzzle piece to start a rotating puzzle

You need to create a pattern that has no loose ends. See below for the solution. Once completed you’ll find your fourth Manuscript, a second Magnet, and Maaron’s Diary. That concludes part one of my walkthrough. For Part 2 of my Lost Lands 6 Walkthrough, click the link at the top of the page.

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For more puzzle RPG walkthroughs here at Pro Game Guides, why not check out How to beat Trace Escape Room - Full Walkthrough and On Thin Ice Walkthrough Guide (Chapters 1-4)!


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