Planet of Lana II has eight numbered chapters, but the playable route is really four large puzzle arcs separated by short Mui memory chapters. Chapters 3 and 7 contain most of the hard gates; Chapter 8 is an epilogue made of cutscenes, not a final set of rooms you somehow failed to unlock.

Spoiler and update boundary: this route names objectives, puzzle solutions, story locations, and the Chapter 7 boss. It was checked on July 20, 2026. The latest official Steam announcement visible at that point was the May 8 stability update, which fixed a skipped puzzle, a loose Roller, the Wemari Forest cage framing, Mui teleporting, and several water-lily and diving issues. If your room behaves differently, install the current update and trust the live checkpoint state over an older guide.
Read a room by control, hazard, then exit
Before moving anything, identify which actor can change the room. Lana pulls, climbs, swims, slides, and hacks disabled machines. Mui can hold a position, reach remote generators, cut ropes, purify dangerous growth, or possess a creature. A hacked flying robot supplies magnetism or a weapon. Ink fish create cover underwater, Rollers carry a combustible trail, and water insects grow yellow plants.
Then identify the hazard’s rule. Yellow markings show a surface or handle Lana can use. Light walls hold back the early creatures. Red camera cones demand snow, cover, a disabled generator, or a deliberately moved platform. Electric fish are bypassed with ink clouds or air-safe staging. If Lana is performing a long sequence while Mui is idle beside an obvious device, the room is probably still in the wrong state.
Finally, look at the exit before you commit. Doors, lifts, tentacle gates, ropes, and vents reveal the state the puzzle must end in. Call Mui back before leaving a camera, chase, or machine room; several solutions work for Lana first and then fail because Mui was left on the wrong side.
Chapter 1 makes light and distance do the fighting
During the game with Anua, move between grass patches only while she looks away. At the electrified floor, climb the yellow wall grips and pull the upper switch. The following water gate needs a physical stop: lower it, bring the small cage beneath it, then raise and lower the gate so the cage leaves a swimmable gap.
The first creatures are not combat targets. Turn off the light, wait until the creature crosses the beam, and restore the light to trap it on the far side. In the next encounter, activate the lamp mounted on Anua’s movable platform before pushing. The lit front becomes a moving barrier while you reposition the platform.
Mui’s solo rooms establish the generator rule. Cut power before severing an electrified rope, use the falling platform to gain height, and operate the lift twice so the lower door is open when Mui returns. After reuniting, leave Mui on black-and-yellow floor panels to raise tentacles, and station Mui at generators before Lana approaches timed doors.
The double-rope room is solved from the middle. Move the platform within Mui’s jumping range of the first rope, cut it, carry Mui across on the same platform, and cut the second. Park the platform between both ropes so Lana can swing rope to platform to rope. In the later monster room, move the light platform while Mui rides it, cut the light only after Lana is safe on the grips, then use the platform’s new position to pin the creature away from the exit.
To reach the Captain’s Quarters, bring submerged blocks to the surface for Mui, then coordinate the elevator with the power switch: move Mui off the lift at the top, cut power, sever the rope, and use that rope to swing Lana over the live floor. After the quarters cutscene, have Mui start the hydraulic presses, slide under both, and climb over the second press to escape.
Chapter 2 is solved from the controlled creature backward
Disable the flying robot with Mui, hack it with Lana, and use its magnet to place three marked cubes on matching pads. Do not memorize a screen position if the camera has shifted: compare the glyph on each cube with the pad. The three-dot cube belongs by the lift, the line-and-dot cube crosses to the right, and the remaining far-right cube fills the middle match. Once all three symbols agree, the lift descends.
The healing seaweed sequence is a relay between Lana, Mui, and an ink fish. Put Mui on the boat over the second pool, possess a small fish, and release an ink cloud at the junction below the large electric fish. Switch to Lana, use the cloud to pass, and remove both submerged obstructions.
Return Lana to the log cart above the first pool. Possess another small fish and lure the electric fish through the cleared passage into the space beneath the cart. Switch back to Lana and move the cart to close the improvised trap. The seaweed can then be collected without the predator controlling the route. Backtrack left through the village and graveside scenes to close the chapter.
Chapter 3 changes the rule every time the scenery changes
Mountains: shelter, fuse, and camera states
Cross exposed snow in gust cycles: sprint when the wind drops and crouch behind the next rock before it returns. Mui can possess the small white Rollers. While controlling one, lay a continuous combustible trail from a web barrier back to fire. A Roller can cling to walls and ceilings but cannot bridge a large empty gap or hold to ice, so place Lana’s movable crate before drawing the trail.
In the two-blocker room, route fire to the upper and lower living blocks, then move the crate onto the lower block as it retracts. Ride the returning block upward before the path closes. Poisonous rock is a separate rule: keep Mui close or use Mui’s purification rather than trying to jump through it.
Snow hides both Lana and Mui from cameras. Rotate the first camera, send Mui through the concealed lane, rotate it back, and disable the exposed generator from the safe side. At the cable-controlled camera, turn power off, have Mui cut the cable, then restore power to open the door without reactivating the severed camera.
The mine: make the robot carry the missing height
After the twin-camera elevator, descend into the mine and use a loose rock as bait. Pull the rock so the mining robot drops, put Mui on the robot, then move the bait away so the robot carries Mui back to the upper generator. Power the lift, bring the rock up, and use the robot’s next descent as Lana’s bridge.
The combined robot-camera-Roller room uses the camera as an ignition source. Free a Roller, start a fuse at the upper web, and carry the trail across the mining robot while it is high. Let the camera hit the Roller only when the trail is connected; the shot lights the route and burns the web. This is intentional, not a failed stealth attempt.
Near the Mountain Flower, hack the flying robot and use its magnetized rock to pull the mining robot into two different heights. That creates Lana’s crossing. At the flower itself, burn the web, have Mui purify the movable toxic rock, place it beside the closed flower, and then move Mui away. The returning corruption opens the plant so Lana can take the first ingredient. Escape upward immediately when gas fills the mine.
Demoa and the sea: build air and cover before distance
Carry the black water plant to Mui to make a mobile float, and use golden coral as air restoration during the long dive. When controlling an ink fish, place clouds at the electric fish or camera that blocks Lana’s next short swim; do not waste the cloud at Mui’s current position.
One passage needs five jellyfish lifted to the surface before Mui can cross. Sweep the pool for their long yellow-tipped tentacles, touching each one, then return to the surface path. At the underwater facility, lower the diagonal platform to block the red camera, travel underneath it, and ride it back up. In the next room, lure the patrolling robot through the generator door and jump onto the crate so the door closes with the robot trapped on the camera side.
The submarine’s magnet opens the lower gate, carries loose rails, and moves blocks. At the seashell, join the two loose rail sections to the metal piece beside the shell. Park the submarine in the air pocket, swim right, and wake the jellyfish; its current opens the shell so Lana can take the second ingredient.
For the four-pad door, read the damaged sign above the room. From left to right, the verified arrangement is the L-shaped or line-and-dot block, the division-like line-with-two-dots block, the three-dot block, and the two-line block. If one graphic appears rotated, grab the block from the other side before deciding it is wrong. The later girder puzzle is a circuit: wake the jellyfish, lock one rail at a time with Mui, move the still-active rail with the central control, and press the submerged switch only after the current reaches it.
Chapters 4 and 6 are short memory passages
Chapter 4 asks Mui to soothe the baby with a five-color pattern: purple, blue, blue, purple, green. Press the opening switch, enter that sequence, and continue right to the ceremony. There is no hidden second route after it.
Chapter 6 is even shorter. Move Mui onto the flying cradle, control it, and continue right through the memory scenes until the present-day transition. Neither chapter contains a normal Lana-and-Mui puzzle chain, which is why the next large mechanical jump occurs in Chapter 5 and then Chapter 7.
Chapter 5 turns the escape tools into a forest ritual
Wake Mui with the same purple-blue-blue-purple-green sequence, break the cage, and open Lana’s cell from the vent-side generator. In the first hacked-box room, drive the box left, up, right, and down onto its socket. In the larger room, the goal is more reliable than a copied input string: drop and hack the powered box, place it on top of the movable metal box, climb the stack, shift the pair left with Mui’s switch, then drive the powered box into the door socket above and to the right.
Outside, use the rock creature as a moving step by placing Mui in the safe recess on the side you want it to approach. Do not leave Mui beneath it. Possess the water insect at the pond and wet all four yellow plants: one at each side of the water and two on the upper log. Their grown stalks form Lana’s climbing route.
The cage trap is part of the solution. Trigger it with Lana, possess the water insect, and spray the two wooden wheel shapes until both align with the yellow cloth. After Lana escapes, trigger the trap again with the insect so the lowered cage becomes a platform.
The flute ritual uses three note positions: low, middle, and high. At the first shrine play high; low+middle; high; middle; middle. At the second play middle; low+middle; high; middle; high. Return to the tree and play middle+high; low+middle; high; middle; middle+high. These combinations matter; pressing the two-note beats one after another will not satisfy the ritual.
During the drill-tower raid, disable and hack the flying robot. Circle the structure to expose generators, then shoot the red cores only while their camera lane is safe. Clear the right-side core, climb the left side to disable the upper camera, clear the next core, and finish at the central red core. The remaining village sequence leads into Mui’s second memory chapter.
Chapter 7 carries one machine through four different jobs
Keep control of the opening flying robot. Its magnet raises Lana’s platform, drags a metal bridge across the water, and holds a gate long enough for Lana to pass. Have Mui drop the rope from the far side before abandoning the machine.
In the wasteland, wait for cameras and spider-like robots to face away, then use Mui to interrupt the nearby generator while Lana moves between the wall recesses and vents. Underwater, surface blocks for Mui, disable camera generators from above, and use ink fish to lay one cloud directly across each camera’s view. In the long fish section, finish the fish route first and leave the last ink cloud beside Lana’s exit before switching control back.
The city box room is a state puzzle rather than a speed puzzle. Rotate the ceiling magnets away, drop and hack the black box, move it beneath the travelling block, attach it, carry it horizontally over the blue receiver, and then lower it into place. Use the next flying robot to raise Lana’s lift; send Mui to the upper generator before releasing the robot.
On the train, cut the suspended crate, drag it left, and use it to reach the hanging panel. Lana’s weight lowers the panel while Mui takes the upper switch. In the guarded car, send Mui to the generator first, open the descending door, and have Lana sprint and slide beneath it before the robot recovers.
Inside the secret base, drop and hack the black box, use it as Lana’s first step, then reposition it so the moving magnetic platforms carry Lana to the conveyor. Keep Mui below the belt to disable cameras in sequence. The May 8 update specifically fixed a puzzle-skip and camera-related behavior, so update before assuming a conveyor or camera state is permanently broken.
The final robot is a two-cycle circuit
At the Chapter 7 boss, slide right and use Mui to disable the small flying robot, then hack it. Leave Mui with that machine. Draw the missile robot toward the left wall and pull the lever when it enters the electrified zone. The stun exposes a generator near its head.
Switch to the flying robot, carry Mui to the exposed generator, and disrupt it. Two red targets appear; shoot both with the flying robot. Repeat the lure and wall shock. On the second exposure, disrupt the generator again and destroy the two yellow targets. The fight ends after those two environmental damage cycles; firing at the armored body between stuns does not advance it.
Chapter 8, Temati’s Journey, begins after the boss. Let the cutscenes run through the credits. There is no playable final hologram hunt or extra puzzle branch in that chapter; collection and achievement cleanup belong in chapter select.
Sources & credits
Wishfully’s Planet of Lana II Steam listing, the developer’s Steam announcements, and the Planet of Lana website establish AppID 2997230, Thunderful Publishing, the March 5, 2026 launch, store features, media ownership, and the May 8 stability boundary. Room states were accepted only after comparison among multiple readable walkthrough references. The 1920×1080 hero remains the original Steam store JPG.