Susan is back in yet another exciting adventure, this time trying to save Jim’s life after an artifact turns him to sand! Read on below for my full Lost Lands 8 walkthrough.
Full Lost Lands 8 Walkthrough - Sand Captivity
Lost Lands games have a handy fast-travel map feature you can access via the compass at the bottom-right of each screen. I’ll use the location names on the map rather than describing how to get from A to B on foot. The map also reminds you about any collectibles you’ve missed, all of which I’ll point out below.
As we begin the game, Susan uses the compass to return to the Lost Lands in the hope of getting her old friend Maaron to help her save Jim. This is part 1 of my guide, covering up until you open the greenhouse door in the School of Magic courtyard. For help with the later parts of the story, follow the links below
- Lost Lands 8 walkthrough Part 2: From entering the greenhouse to getting the underwater potion recipe.
- Lost Lands Walkthrough Part 3: From making the underwater recipe potion to putting out the fire in the centaur village.
- Lost Lands Walkthrough Part 4: From speaking to the chieftain in the centaur village to the end of the main story.
- Bonus chapter: The full bonus chapter walkthrough.
Maaron’s hut
Pick up the first Morphing Object on the rock on the right (a1) and the Collectibe by the pond (a2) in Maaron’s Yard, also taking the Gardening Scissors (a3). Use them on the overgrown pot (a4), click the pot to move it, and take the Key. Use the key to unlock the door (a5) and head inside.
Once inside Maaron’s Hut, you’ll find the Collectible on the broken barrel (b1), and the Morphing Object to the right of it (b2). Click the window (b3) and then the glass to get Colored Glass. Move the pot in the same close-up and take the Kyoll. Now select the fire (b4), use the implement there to move the ashes to get a Coin, and then click the coin and use it in your inventory to get a Wire and a second Kyoll.
Click the rug next (b5), pulling it back to reveal a trapdoor. Get a close-up and use the wire on the crack next to the trapdoor, fishing out a Detail. Select the shelf above the fireplace (b6) and read the note there, taking the Gear behind it afterward. Move the cushion on the chair (b7) to find an Owl, and take the Knife from the desk (b8).
Use the colored glass on the carp painting (b9) to find you need poppy seeds, snakeskin, and pearl, but one piece of glass is still missing. Add the owl to the lock on the trapdoor (b5), then head back outside.
Use the detail to open the mailbox (a6), read the note, and then take the Star and the second Gear. Use the knife to remove the broken key from the gate (a7), get a close-up of the mechanism, add the cogs, and then move the latches to open the bolt. If you need the solution:
- 5 up, 7 down, 2 right
- 7 up, 4 left, 9 down, 3 right
- 9 up, 4 right, 10 down, 3 right
- 8 down, 2 right
- 7 and 6 down, 1 left
- 6 up, 2 left, 6 down, 1 left
- 6 up, 2 all the way right
- 7 and 8 up, 3 left
- 10 up, 4 left, 10 down, 3 left
- 9 up, 4 right
This gives you access to the Halfling Village. Before you go, take two Poppy Seeds from the tree stump close-up (a8, top left and bottom right).
Related: Lost Lands 4 Walkthrough
Help the halfling
The Morphing Object is on the fence (c1) and the Collectible is on the path (c2). Take some Grain (c3), some Steps (c4), a Pearl plus two Kyolls from the tree (c5, one you need to cut down with the knife), and some Rope (c6). Select the shed (c7), unlatch it, and give the grain to the chickens. Now select the shed once more, read the Manuscript, and take the Wheel. Use the wheel to fix the wagon (c8, everything else you need to do so is already in the close-up).
Return to the yard and use the steps and rope to repair the ladder (a9) and start an item-finding game. Note that some items are drawings on things and that as you get more, others replace them on the list, but everything is simply clickable. Once complete, you’ll get the Needle and Thread.
Go back to the halfling and use it to fix the grain sack (c3). Click the sack to return it to the wagon, and the halfling will give you a Tile. You can now take the Stick (c4) and use it to move the rock behind where the wagon was (c9). Take the Snakeskin, your fifth and sixth Kryolls, and a Bottle Shard.
Back in Maaron’s hut, use the bottle shard on the carp image (b9) to find the last ingredient, an eggshell. You can now go back to the shed (c7) and collect the Eggshell. Add the poppy seeds, pearl, snakeskin, and eggshell to the desk (b8), use the mortar and pestle. Take the Mixture of the Hidden Light.
Pour the mixture into the carp pond (a10), take the Hook from near the bucket (c6), mix the hook and rope in your inventory to get a Rope With Hook, and use it on the pond (a10) to fish out the chest (you also get the Rope back). Add the star to the chest, click it for a close-up, and add the Kyolls to start a coins puzzle (see the solution above). Take a Manuscript, Boar, and Rune from the chest. Now, you can use the room to activate the portal and head to the Stronghold of the Five Worlds!
The Stronghold of the Five Worlds
Take the Collectible (d1), the Morphing Object (d2), Skull (d3, also click the sand here), and Tile (d4), and then read the note on the table (d5) to get a new task and take a Tile and a Manuscript. Add the skull and the three Tiles to the door (d6). Head inside to start a maze puzzle.
To get through, do the following:
- Go left.
- Go right and take the Spear (on the left wall).
- Go back and then left, then use the Spear and take the Mask.
- Return to the first room, go right, and use the Mask on the door.
- Go through, then left, and press the torch.
- Move forward and take the Sword.
- Go back twice, then right, and use Sword on the dwarf statue.
- Move forward to the room with three exits, go left, and take the Crystal.
- Go back, take the right door, and use the Crystal
- Move forward, then go left, and take the Lever Arm.
- Go back, go right, use the Lever, and then move forward to escape.
You find yourself at the river. Take the Collectible (e1), Morphing Object (e2), and a Plank (e3), and then take two Planks from the boat (e4). There are two more Planks by the Golem (e5), a Plank by the rock (e6), and a seventh Plank by the tree (e7). Take a Gem from the fishing net (e8), along with your eighth Plank. Select the stone circle (e9) to find the ninth Plank and the signpost (e10) for the final Plank.
Return to the stronghold and use the planks to fix the scaffolding (d4). This involves doing three mini-games, which I’ve pictured completed above. You can now open the box on the scaffolding and take the Hacksaw. Use it to break the lock on the chest (d5) and take the Rune from inside. Go to the halfling village, add the rune to the portal (c10), and move to the Academy of Magicians.
The Academy of Magicians
After speaking to the cleaner in the courtyard, pick up the Colectible (f1), the Morphing Object (f2), and the Manuscript from the notice board (f3), noting the symbols on the other notice here. Select the door to the greenhouse (f4) and click the small box in the close-up to open it. Read the note, take a second Gem, and then head through the triangular door to the Hall of the Academy.
You’ll find the Collectible above the busts (g1) and the Morphing Object on the middle banner (g2). Select the winding mechanism (g3) for a close-up and click the crowbar to pry open the gate on it. Add the lever to the wheel, and take the third Gem. Select the long corridor ahead (g4) for you for a close-up of the rooms, and then click the central background again to look at the suit of armor. Take the Halberd and use the knife to get your fourth Gem from the shield, then click the helm to open it and find the fifth Gem.
Use the halberd to remove the rug covering the board on the wall (g5), then get a close-up of it and take the sixth Gem. Also, note that Maaron’s office is Room Three. Select the corridor (g4) and click room three to look at the door. Take the Crayon in the close-up, then move through the large doors (g6) to the library.
Grab the Morphing Object from the table (h1) and the Collectible from the dark recess (h2). Select the table (h3), click the books to move them, open the boxes, and take the seventh Gem and the second Crayon.
Return to the plains, select the sharpener (d7), and take the third Crayon in the close-up. Return to the academy entrance, select the stables (f5), and click the saddlebags on the horse. Use the crayons on the runes here to open them and take the eighth Gem, Bull, and Torn Drawing.
Click the small door in the academy hall (g7), add the torn drawing, twist the sections of the door lock to match it, and then click the door again for a missing objects puzzle. If you’re struggling to get going, make sure you’ve got the corkscrew from the bottle by the owl chest, as this opens the desk drawer. Click key three at the end to get the Key. You can now select Maaron’s room (g4) and head inside.
Maaron’s room
Grab the Collectible (i1) and Morphing Object (i2), and then take the Raven and ninth Gem from the birdcage (i3). Select the desk (i4), read the note (noting the pattern), and take the Deer. Click the area at the back of the office (i5) to get a close-up of the table, click the potion to move it, and take the final Gem. Now select the chest (i6) and move the discs to match the pattern. If you’re having trouble, do the following:
- Move both the top-left and top-right parts of the swords one spot outwards
- Twist the middle disc three spaces clockwise and the central disc two spaces clockwise
- Move the top-left sword all the way down (so a gem is outside the discs), then move the central disc one space clockwise
- Move the top left sword out to its central position, then move the central disc one clockwise
- Move the top left sword out one more, and move the central disc one space clockwise again
- Move the top left sword in again to its central position, then move the middle and central discs until they’re in the positions above
This opens the chest. Add the gems to the golden ball inside, which opens it, and take the orb. After the cutscene return to Maaron’s room and take the Magic Wand from the desk (i4). Go to the library, select the wall you saw in the vision, and use the wand to trace out the symbol you saw (see below if you’re stuck, drawing a continuous line from the top-central space). Once it opens, click the open area behind the wall to talk to Maaron.
Move to the library next, select the lectern (h5), click the scroll on it for a list of departments, then click the shelves behind until you get to the Department of Motion in Space and Time. Click the lectern here, note that you want shelf 12, then take the Hairpin. Look at shelf 12 and click the book that shows you how to make a Rune for a Dolmen. You’ll get the Runes of Darkwoods book.
Go back to the courtyard and use the hairpin to pick the lock on the cabinet by the horse (f5), taking the Pickaxe and Bust from inside. Back in the hall, add the bust to the empty plinth (g8) to start a movement puzzle (see solution below). Once complete, in the same close-up, click the compartment above them to open it and take the Scales and the Drop.
Now, go to the greenhouse door (f4) in the courtyard and add the drop to the door mechanism to start another movement puzzle. To complete it, click the following colored butterflies in order:
- Yellow, blue, yellow, blue (twice), red twice, blue, yellow (right to the end, back again, and then back left until it is one space down and right of green), green, blue (right down to its spot), yellow (it will push green onto the yellow spot), green, yellow, red
This opens the door to the greenhouse.
If you want to continue this guide with me at Pro Game Guides click through to the Lost Lands 8 Walkthrough, Part 2.
Published: Feb 11, 2024 02:29 am