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Sand Land Walkthrough
Sand Land tells the tale of the whimsical journey of young Prince Beelzebub and his demon friends making a measure of peace with humans to try and save everyone on the barren Earth. With plenty of expanded content based on the original manga by Dragon Ball all-father Akira Toriyama, there’s an entire sandy world to see and explore. This is a list of all story missions in Sand Land with links to individual walkthroughs of each major mission.
- Choosing a Difficulty
- All Story MIssions
- Water Delivery and Head to the Legendary Spring
- Get Food and Water in Town
- A Tank? Sign Me Up! (Napps Base)
- Need a Lift, Ann? (Cargo Airship Boss)
- A Jump-Bot?! Gimmie! (Lisab Battleship)
- The East Valley
- Speaking the Truth (General Are Boss)
- Headin’ South! (Don Pterano Boss)
- Royal Secrets No More and Water to the World
- Delivery For the Picchi and Surveying the Big Dam
- Taking Ann Home (Epi’s Mech Boss)
- Rao’s Suspicions (Starannis Ruins)
- Aquarium Recovery (Merrick Battleship)
- To Forest Land! (Cardamo Subterranean Lake Ruins)
- Rescue Mission! (Endmill Base)
- Sunken Battleship (Rianda Battleship)
- A Man of Chivalry, On the Brink, and Taking Back the King
- To Trikke, Pronto!, Joining Forces, and Counteroffensive!
- A Royal Rescue and The Two Kings
- The Flying Fortress Garam (Final Boss Rush)
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Choosing a Difficulty
When beginning your journey into the blazing Sand Land you’ll need to decide which difficulty you are playing on. Keep in mind that the difficulty can be changed at any time via the Settings menu, so don’t panic too much over your initial choice. The options in Sand Land are as follows:
Easy
Difficulty in Sand Land seems directed around how battles work. This is a great option for those just looking to explore or enjoy the story without having to worry about combat too much. Attacks deal more damage and enemies have less HP and more forgiving tactics.
If this is your first time playing a game of this sort or, as noted, if you’d just like to explore and take in the tale, this is the best difficulty for you.
Normal
The most balanced option, it is as the name suggests, the base difficulty the game was designed around. Enemies will be a bit tougher to take down than on Easy and you might have to put some thought into combat options. This will likely show up more in boss battles.
Hard
For those who want a true challenge while cruising the dunes, this is the difficulty for players who want a challenge and are confident in their ability to survive the world of death. Enemies are smarter, they hit much harder, and your attacks will need to be pretty precise.
All Sand Land Story Missions
- Water Delivery and Head to the Legendary Spring
- Get Food and Water in Town
- A Tank? Sign Me Up! (Napps Base)
- Need a Lift, Ann? (Cargo Airship Boss)
- Jump-Bot?! Gimmie! (Lisab Battleship)
- The East Valley
- Speaking the Truth (General Are Boss)
- Headin’ South! (Don Pterano Boss)
- Royal Secrets No More and Water to the World
- Delivery For the Picchi and Surveying the Big Dam
- Taking Ann Home (Epi’s Mech Boss)
- Rao’s Suspicions (Starannis Ruins)
- Aquarium Recovery (Merrick Battleship)
- To Forest Land! (Cardamo Subterranean Lake Ruins)
- Rescue Mission! (Endmill Base)
- Sunken Battleship (Rianda Battleship)
- A Man of Chivalry, On the Brink, and Taking Back the King
- To Trikke, Pronto!, Joining Forces, and Counteroffensive!
- A Royal Rescue and The Two Kings
- The Flying Fortress Garam (Final Boss Rush)
Water Delivery and Head to the Legendary Spring
An introduction to the world of Sand Land, Prince Beelzebub, and his subjects. The human sheriff Rao comes forward with an opportunity for humans and demons to fight back against the tyrant king. An encounter with the Geji Dragon shifts priorities.
Water Delivery and Head to the Legendary Spring Sub-Missions
Get Food and Water in Town
After losing all their supplies, Beelzebub, Rao, Thief have to collect themselves at Aro Village Ruins and find some way to procure provisions. Along the way, they hear of a great weapon they can steal from a royal base nearby.
Get Food and Water in Town Sub-Missions
A Tank? Sign Me Up! (Napps Base)
After hearing about a tank through the grapevine, our heroes venture off to Napps Base to steal the weapon of war. On the way, they encounter a mysterious woman who turns out to be a brilliant mechanic on a mission of her own.
A Tank? Sign Me Up! (Napps Base) Sub-Missions
Need a Lift, Ann? (Cargo Airship Boss)
After escaping from Napps Base with a whole tank in hand, the group and new recruit Ann make plans to head for the town of Spino in the south. Unfortunately, the king’s military is still on their backs and will pull out the stops to quell any rebellion before it can begin.
Need a Lift, Ann? (Cargo Airship Boss) Sub-Missions
A Jump-Bot?! Gimmie! (Lisab Battleship)
The squad gets to Spino, which is on its last legs as a settlement. Luckily, it has a well-kept garage that can improve every piece of machinery you come across. First, you’ll have to venture to the Lisab Battleship and beat up some vicious junkers to get the parts you need to save the people of Sand Land.
A Jump-Bot?! Gimmie! (Lisab Battleship) Sub-Missions
The East Valley
Now that you've got a Jump-Bot, you can clear the cliffy East Valley and make it around the military's blockade. But a new band of bandits creates a new crop of problems and winds up outing a key ally's secrets to the entire world.
The East Valley Sub-Missions
Speaking the Truth (General Are Boss)
With the crew having crossed a key threshold in East Valley, some personal information of Rao's has made its way into enemy hands and over the airwaves. But Rao has a plan to stop the misinformation from flowing and to get a message out to his greatest enemy.
Speaking the Truth (General Are Boss) Sub-Missions
Headin’ South! (Don Pterano Boss)
With a crucial radio broadcast out of the way, it’s time to continue towards the Legendary Spring. Unfortunately, there’s another terrain-based problem that quickly becomes apparent and it’s time to bring back everyone’s most wanted mechanic into the fold.
Royal Secrets No More and Water to the World
You’ve inexplicably stumbled upon the mythical Legendary Spring. Not only is it an area, but it appears to be an entire ecosystem and town. But who exactly lives here? What other mysteries does this place have? How cute are these monkeys? This is the first major domino to fall in a momentous build up to the end of Supreme Commander Zeu.
Delivery For the Picchi and Surveying the Big Dam
Water has been returned to the people of Sand Land, but in the process of taking down Commander Zeu, a mysterious new faction showed up in the stinger. There’s still a couple things to do, including taking a small victory tour, but a new threat makes themselves known in short order.
Taking Ann Home (Epi’s Mech Boss)
A new journey has presented itself, as a mysterious armed force has started to make their presence known in Sand Land and Sheriff Rao wants to get to the bottom of it. Working in tandem once again with the demon prince and Thief, the band is back together with help from General Are to track down the whereabouts of their final team member, Ann.
Rao’s Suspicions (Starannis Ruins)
With a new threat completely out in the open, the squad heads out to resolve something on Rao’s mind. They get swept up in another dungeon-crawling adventure that brings forth several familial secrets for both Beelzebub and Ann.
Aquanium Recovery (Merrick Battleship)
Now that you’ve sussed out exactly what the Forest Land Army is going after, it is time to cut them off at the pass when you can. Rao resolves to head through an area you may not have explored quite yet and head to the northeastern portion of the map to the wreckage of the other battleship Sand Land used.
To Forest Land! (Cardamo Subterranean Lake Ruins)
You know of all the Aquanium in Sand Land, but Ann has been kidnapped and you’ve got to go after her. Unfortunately, this means having to illegally cross the border into an entire new region filled with entire new dangers. Only thing in your way is an infuriating water levels dungeon.
Rescue Mission! (Endmill Base)
Now that you’re firmly in Forest Land and have met the rebels Ann has been trying to help the entire time, it’s time to put your own demon boots on the ground for this revolution. First things first - gotta save Ann from the Forest Land military.
Sunken Battleship (Rianda Battleship)
Getting your bearings in Forest Land, the crew set off to find the last bit of Aquanium so that the Forest Land Army can’t have it. Unfortunately, they meet General Krowa along the way and the race to finding the last bit of Aquanium becomes a full-blown sprint.
A Man of Chivalry, On the Brink, and Taking Back the King
General Krowa has cracks showing in his allegiance to the Forest Land Army and he’s invited you to a little meeting. Gentleman that he is, it is an invitation to complete the 1-on-1 duel Beelzebub owes him. Afterwards, regroup and hear everyone out at Trikke Camp, and then infiltrate the royal capital to try and rescue King Jam
To Trikke, Pronto!, Joining Forces, and Counteroffensive!
With The Resistance needing to regroup after falling for the Forest Army’s fake-out, they have to hurry and regroup, but are ambushed by an old nuisance. Afterwards, it is clear The Resistance cannot do things alone and may need to appeal to the military of Sand Land to help both nations. Once that’s settled, it’s well and truly time to strike back.
A Royal Rescue and The Two Kings
Now that the false lead has been escaped, it’s actually time to find the real King Jam with one final grand stealth mission. In addition, the location of the final vial of Aquanium becomes known, sending the heroes back to an extremely unlikely, but well known, location.
The Flying Fortress Garam (Final Boss Rush)
Try as you might, Bred and Muniel are successful in their ultimate goal of reviving the flying fortress Garam, which is a danger to the entire world. Now, you’ve got to make one final push to stop the unstoppable force and bring an angel down to earth - permanently.