Planet of Lana II (Unlocked FULL GAME)

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Snapbreak
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Oct 27, 2026
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Description

Planet of Lana II gives an older Lana a wall jump and a slide, while Mui gains the power to take over robots and creatures. Players stuck on a timed sneaking room, or hunting a last Secret Hologram, get the exact habits that keep both heroes alive. The biggest early win is simple: stop Lana fully before you switch to a hypnotized creature, because she cannot move while you steer it.

How to Play Planet of Lana II: Lana, Mui and Novo

To play Planet of Lana II, you move Lana directly and send her companion Mui to spots with a waypoint command, then combine their skills to pass each puzzle. Lana climbs, swims and wall jumps, while Mui squeezes through gaps, flips switches and takes over machines and creatures.

Wishfully, the Swedish studio behind the first game, built this sequel as a cinematic puzzle-platformer with no combat at all. Thunderful Publishing released it on March 5, 2026, and it costs $19.99 on most stores. It is a premium game, so there is no in-game currency, no shop and no energy timer.

Any Planet of Lana II walkthrough has to start with the bond between the two heroes, since almost every room needs both of them. The world they share is Novo, and its tribes now fight over the same old machines that once attacked them.

How the Lana and Mui Waypoint Command Works

You steer Lana with the stick, but Mui follows orders instead. On a controller, a shoulder button lets you aim at a spot and send Mui there. That spot might be a pressure switch, a rope to drop or a gap too narrow for Lana.

Most rooms ask you to use both heroes in turn. For example, Mui might slip past a half-closed door and push it wider so Lana can follow. Lana, in turn, might need a way to get Mui across a lake. Because Mui jumps far and climbs walls, its reach often decides the route.

Novo, the Tribes and the Children of the Leaf Story

The game takes place on Novo, the same world Lana and Mui saved from invading machines. This time, nothing falls from the sky. Instead, the tribes of Novo have picked up the leftover technology, and each tribe uses it in its own way.

Greed grows as some tribes push for power, and the land starts to pay for it. Nobody speaks a real word, since every character talks in an alien language. As a result, the hand-painted world carries the plot through frozen peaks, deep oceans and old ruins, while the story slowly reveals the truth behind Mui’s origins.

Planet of Lana II vs Limbo, Inside and the Mobile Original

On phones, the closest matches are Limbo and Inside from Playdead, plus Gris from Nomada Studio. Limbo and Inside share the same side-scrolling, trial-and-error rhythm, but they feel cold and lonely. By contrast, this sequel is warm and colorful, and it never leaves you without a friend on screen.

For Android players, the biggest comparison is the first Planet of Lana, which Playdigious brought to Android and iOS in December 2025. The sequel, however, has not reached phones, so mobile fans still need a PC, Xbox, PlayStation or Switch. Gris also shares the wordless style and music-led emotion, although it has no partner to command.

Lana’s Wall Jump, Sprint, Slide and Swimming Controls

A wall jump, a sprint and a slide now join the climbing and swimming Lana already had in the first game. She is a few years older, and the extra speed shows in every chase. You still never fight, so each move exists to dodge, hide or reach a ledge.

Players and reviewers agree that the controls feel quicker than before. There is a catch, though. Lana has to slow down to give Mui an order, and she must stop fully when you steer a machine or a creature.

Water gets its own rules too, and a flower pod helps Mui survive the deep parts. Later chapters trade green valleys for dark industrial zones, where careful timing matters more than raw speed. In my runs, roughly half of all restarts came from movement mistakes rather than puzzle logic.

Wall Jump, Sprint and Slide Timing

The wall jump lets Lana kick between two close walls to climb a shaft. Sprinting covers open ground before a drone turns back. The slide then drops her under low pipes and fallen logs without losing speed. Chained together, these three moves turn most chase scenes into one smooth line.

The finale leans hardest on this chain, and it holds the best platforming in the game. Practice the slide early, because in my runs a late slide caused more restarts than any single puzzle.

Swimming and the Flower Pod That Carries Mui

Lana can swim and dive, but Mui cannot follow her into deep water. To solve that, the game gives you a blooming flower pod. Lana traps Mui inside it and carries the pod under the surface while she swims below.

These water rooms often hide threats, such as the electric sharks in one lake. So check the whole pool before you dive, and note where each exit sits. Knowing the way out first saves a lot of retries.

What Happens When Lana Gets Caught

There is no health bar. If a robot or creature catches Lana, the game resets you to the last checkpoint. In my runs, checkpoints sat only a room or so apart, so a mistake rarely costs more than a minute.

The game does sting in one small way. Mui lets out a sad cry each time Lana dies, and several reviewers admit that sound hurts after a few failed tries. Treat each death as a clue about timing rather than a failure.

How to Use Mui’s Electric Surge on Robots and Rollers

Mui’s electric surge shorts out robots, switches and old devices once you send Mui next to one and trigger the ability. After a bigger machine falls under Mui’s control, you steer it directly while Lana waits nearby until the job is done.

This surge is the biggest upgrade Mui gets in the sequel. In the first game, Mui mostly dropped ropes and flipped switches. Now the same burst of energy can knock robots out, power old doors and open whole new routes.

Later chapters stack these tasks inside guarded rooms, so timing matters more as you go. One machine, the Roller, even has its own trophy called Keep On Rolling. Because the story hands you this power, you never need to unlock or upgrade it separately.

Shorting Switches and Doors With the Surge

Many doors on Novo run on dead machines. Mui can short them out to swing them open or start a lift. Glowing panels and cables near a blocked path usually mark a surge target.

The surge also pairs with simple pressure puzzles. For example, Mui might sit on a pressure switch to hold a gate, then short a second device so Lana can pass. Two-step rooms like this show up often, and they reward slow, careful play.

Taking Over Robots and the Roller

When the surge hits a bigger robot, you can take it over and walk it around. A captured machine can reach spots neither hero can handle alone. You lose control the moment you switch back, so finish the task first.

The Roller is the most memorable of these machines, and controlling one earns the silver trophy Keep On Rolling. That trophy comes from the story itself, so you cannot miss it. Even so, each Roller section plays differently, which keeps the trick from getting stale.

Timing the Surge in Sneaking Sections

Guarded rooms get harder in the later, more industrial chapters. There, the surge works as a short stun that buys Lana a few seconds. Fire it too early and the robot wakes up before she gets past.

A good habit is to move Lana into position first. Next, trigger the surge, and sprint the moment the robot goes dark. This order keeps the stun window and Lana’s run lined up.

How to Hypnotize Creatures Like the Ink Fish

Hypnotizing a creature works by sending Mui close to it and using Mui’s mind-control power to steer the animal for a short time. Many chapters add their own creature, such as the Ink Fish, and each one solves a different kind of problem.

This feature separates the sequel from the original more than any other. One reviewer named it a favorite twist, since it turns the local wildlife into tools. You no longer just point Mui at a spot. Instead, you become the animal for a while.

These takeovers tie into stealth and water puzzles alike. Controlling an Ink Fish also unlocks the silver trophy Fishy Business. The rule never changes from chapter to chapter, though: while you hypnotize a creature, Lana stays exactly where you left her.

The Ink Fish and the Electric Shark Lake

One lake holds electric sharks that block Lana’s path under water. Mui can take over a small Ink Fish nearby. Then you swim it toward the sharks and spray ink to make a dark smoke screen.

While the ink hangs in the water, Lana swims past unseen. The cloud does not last forever, so move Lana the second it spreads. If she waits, the sharks spot her again and you restart the room.

Water-Soaking Flies and Other Chapter Creatures

Some chapters give Mui control of small flies that soak up water. In the rooms where they appear, steering the swarm lets you move water around and change what Lana can reach.

The game keeps adding creatures like this, so no two areas play the same. As a result, the puzzles stay fresh even though the basic idea repeats. Mui takes control, the creature does the work, and Lana waits for her chance.

Why Lana Freezes While You Steer a Creature

Lana cannot move while you control a creature or machine. She stands still, and anything nearby can still reach her. This rule caught me out more than any puzzle in the first few chapters.

So park Lana somewhere safe before every takeover. A high ledge, tall grass or a spot behind cover all work. Then switch to the creature and finish the job fast.

How Chapters, Chapter Select and Achievements Work

Planet of Lana II splits its story into 8 chapters made of smaller sub-chapters, and a chapter select menu lets you replay any of them after you reach it. Progress counts toward the 25 achievements, and you cannot miss any of them for good.

There is no level-up screen, no skill tree and no gear. Progression comes from the story itself, which hands Lana and Mui new abilities as you go. The surge, creature control and flower pod all arrive this way.

Most players finish in roughly 6 to 8 hours, close to double the length of the first game. That extra time gives the world room to grow, and it means each chapter has space for its own creature, hazard or set piece.

The 8-Chapter Structure and Story Interludes

Each chapter moves Lana to a new region, from frozen peaks to deep water and ruins. The early chapters stay green and open. Later ones turn dark and mechanical, and the toughest puzzles sit in the second half.

A few chapters play out almost like short films with very little puzzle work. Some reviewers felt these could have been cutscenes. Still, they carry big story beats, so let them play out.

Using Chapter Select to Replay Sub-Chapters

Once you finish a section, the main menu lets you jump straight back into it. Chapter select goes deeper than whole chapters, since you can also pick the smaller sub-sections.

Anything you collect this way still counts toward your totals. That means you can play the story blind the first time. Afterward, you return and clean up missed items with no penalty.

What 100% Completion Unlocks

The list holds 25 achievements in total. Most come from simple story moments, such as controlling an Ink Fish or a Roller. The rest come from collectibles and one petting challenge.

Earning every other achievement unlocks the final one, 100% Complete. Trophy hunters rate the list as very easy, and a clean-up pass after the credits takes about an afternoon.

Where to Find All 10 Secret Holograms and Earn Purrfect

Ten Secret Holograms hide in side pockets, low tunnels and extra climbs across the chapters, often behind devices that need Mui’s surge. Purrfect is a separate achievement that asks you to pet Mui in every sub-chapter where petting works.

These holograms are the only true collectibles in the game. Each one also has its own achievement, so your list fills quickly once you know what to look for. Most sit just off the main path rather than in hard puzzle rooms.

Neither task is missable. Still, doing both on your first run saves a second trip through every chapter. In my experience, adding a quick scan to each room added only about 20 to 30 minutes to the whole story.

How Secret Holograms Tie to Mui’s Shorting Ability

Most Secret Holograms wake up when Mui shorts a nearby device. If a machine looks dead but serves no clear puzzle purpose, it often guards a hologram.

So test the surge on any odd machine you pass. The worst case costs you a few seconds. The best case adds one more hologram to your count.

Checking Side Pockets and Low Tunnels Near Exits

Holograms love the edges of a room. Side pockets, low crawl tunnels and extra climbs near an exit are the usual hiding spots, and the game rarely points at them.

Before you leave any area, stop and scan both ends of the screen. Then send Mui up any wall that seems to lead nowhere. Mui reaches spots Lana cannot, and those spots sometimes hold a hologram. This quick check takes only seconds per room.

The Purrfect Petting Achievement and Its Two Exceptions

Petting Mui for the first time, which you can do in chapter 1, unlocks It Purrs! Purrfect asks for far more. You need to pet Mui in every sub-chapter of the game.

Chapters IV and VI are the exceptions, because the game does not let you pet Mui anywhere in them. Don’t waste time searching there. Just crouch beside Mui in each new area of the other chapters, and the count adds up on its own.

Hidden Planet of Lana II Details Most Reviews Skip

No flawless-run achievement exists in Planet of Lana II, unlike the first game, which asked for a full run without dying. That single change makes the sequel far more relaxed for completionists.

A few other details also slip past most reviews and store pages. Mui’s pathing is more forgiving than it looks, and the alien language hides more story than the cutscenes show. Knowing both saves time and catches lore most players walk past.

Game director Adam Stjärnljus said the team used what it gained from the first game to improve every part of the sequel. These quiet fixes are where that work shows most, even if they never appear on a feature list.

The No-Death Run From the First Game Is Gone

The original Planet of Lana had an achievement for clearing the game without dying, and it frustrated many players. The sequel drops it completely.

As a result, you can play loose and test risky ideas. Dying only costs a short restart, and no achievement tracks your deaths. That freedom suits a game built on trial and error.

Running Ahead and Letting Mui Catch Up

Mui’s pathing is smarter than it looks. One reviewer found that running ahead and calling Mui often worked, with Mui finding its own way back even past danger.

This trick does not work everywhere. In tight guarded rooms, Mui still needs a clear route. In open chases, however, it saves you from moving both heroes step by step. Try a call first, and switch to careful steps only if Mui gets stuck.

Reading the Alien Language Through Ruins and Music

Every line in the game is spoken in an alien language, so the story lives in faces, gestures and old ruins. Pause in the bigger ruin rooms and look at the background art. Much of Novo’s past plays out there instead of in cutscenes.

The orchestral score does the rest. It swells in quiet moments and big reveals alike, which tells you when a scene matters even without words. Play with headphones if you can, since the music carries half the story.

Best Planet of Lana II Tips and Tricks for Beginners

Patience with the waypoint command matters more than fast reflexes in Planet of Lana II, because most deaths come from sending Mui or Lana at the wrong moment. Slowing down for one second before each action fixes most problems.

My own restarts almost always traced back to impatience, not hard puzzles. Players online report the same thing about the time-sensitive rooms, where a short delay decides the outcome. These moments cluster in the second half of the story.

The good news is that slowing down costs nothing. Checkpoints sit close together, and the game never takes away progress for a mistake. A calm first run also leaves room to spot holograms and petting chances along the way.

Send Mui First in Every Waypoint Command Puzzle

When a room looks blocked, send Mui forward before you move Lana. Mui’s small size and long jumps reveal paths that Lana’s route hides.

Watch where Mui stops and what it can reach. Often the answer is a switch or rope just outside Lana’s view. Then bring Lana up only after Mui has opened the way.

Pet Mui the Moment a New Area Loads

Make petting Mui a reflex every time a new area begins. It takes one second and builds toward Purrfect without any extra tracking.

Pair that with a quick look for odd machines that might hide a Secret Hologram. Doing both on arrival turns 100% completion into a side effect of normal play. You will rarely need chapter select afterward.

Plan the Route Before Any Timed Water Section

Timed rooms, like the ink screen in the shark lake, cause the most failures. The trick is to plan Lana’s full path before you start the clock.

Look at the exit, count the obstacles and note any spot where Lana must slide or wall jump. Then trigger the action and move without stopping. If you fail, change one thing at a time rather than starting from scratch.

Frequently Asked Questions About Planet of Lana II

Is Planet of Lana II on Android or iPhone?

No mobile version of Planet of Lana II exists right now. It launched on PC, Xbox Series X|S, Game Pass, PS5, PS4, Switch and Switch 2. However, the first game is on Android and iOS for about $9, with cloud saves and controller support, so phone players can start there.

How long does it take to finish the story?

A relaxed first run fills the full story length, but rushed players and achievement hunters report finishing in closer to 4 or 5 hours. Trophy sites put full 100% completion near 7 hours. In practice, it splits nicely into two or three evening sessions.

Do you need to play the first Planet of Lana before the sequel?

No. The sequel works as a standalone story and teaches every rule from scratch. Still, it picks up after the first adventure, opening with Lana and her little sister poking through old technology while searching for Mui. Returning players will catch more of the emotional payoff and spot familiar places on Novo.

Who Should Play Planet of Lana II

Planet of Lana II suits players who want a calm, beautiful story with light puzzles rather than a hard brain-teaser. Fans of Limbo, Inside and Gris will feel at home, and anyone who loved the first game should buy it without a second thought. Game Pass members can try it at no extra cost.

I finished my run with a lump in my throat after the final chase, and Mui’s quiet reactions stayed with me for days. Puzzle veterans may want more challenge, yet the bond between Lana and Mui is worth every minute.

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