Oceanhorn 2 Wiki Homepage Different categories of items found throughout the game. We've already walked you through the tutorial and introduction to the game, including the first boss and early areas, and now that the story is kicking off it's time to get right into things. Published by at July 4, 2022. Get Pocket Gamer tips, news & features in your inbox, Your sign up will be strictly used in accordance with our, Part 1 - Pirate Hideout, Galactoss, Arne Beacon, and more, Part 2 - Saving Trin, Arne Invasion, Hoverbike, and Sernoa Station, Part 3 - Sernoa Station, White City, L'Istrait, Deep Jungle, and more, Part 4 - Owru Chief, Deep Jungle treasure, Owru Shrine, Beacon Hill Dungeon, Part 5 - All Power Spheres, Prita Beacon Underground, Firebird Boss Solutions, Part 7 - Thunderstones, getting the Diving Helmet, entering Ootheca, and more, Part 8 - Ootheca Dungeon, Demon Turtle Yurmala Boss, Invasion of Great Lagoon and more, Part 9 - Source, Well House, High Philosopher's House, Escaping Prison, Prototype Spiderbot, Part 10 FINAL - Riskbourne Citadel, Saving Trin, Reclaiming Gear, Beating Mesmeroth, Final Boss, Coin Master free spins - updated daily links (May 2023), Now that you're all done with the Firebird and the Emblem is secure, it's time to return to White City, and Irontalon will give you the key you need to open up the gate, Just follow the path you're standing on and use the key on the lock on the side of the small rock pillar, The road ahead is long, but keep following the path and the yellow marker and you'll reach your goal, If you come to a river blocking your path, follow it to find a railroad bridge, and follow the tracks to the city, Once you get back to White City Trin will be called away, it's time to retire back to the tavern and rest in bed, At this point you're encouraged to explore the city of nearby lands - two good spots are the Observatory you will have passed by on the train tracks, and the Knight's Order, which is located in a tower you passed by near the entrance - if you want to focus on the main story, head back to the tavern and Master Mayfair's room to find the group, Once you've rested up, it's time to head to Submeria, The time has come to head to Submeria, so follow that yellow marker to the airport while Trin tells you about the Oceanhorn, You are no flying an airship! Get Pocket Gamer tips, news & features in your inbox, Your sign up will be strictly used in accordance with our, Part 1 - Pirate Hideout, Galactoss, Arne Beacon, and more, Part 2 - Saving Trin, Arne Invasion, Hoverbike, and Sernoa Station, Part 3 - Sernoa Station, White City, L'Istrait, Deep Jungle, and more, Part 5 - All Power Spheres, Prita Beacon Underground, Firebird Boss Solutions, Part 6 - Submeria, The Great Lagoon, Thunderstones, and more, Part 7 - Thunderstones, getting the Diving Helmet, entering Ootheca, and more, Part 8 - Ootheca Dungeon, Demon Turtle Yurmala Boss, Invasion of Great Lagoon and more, Part 9 - Source, Well House, High Philosopher's House, Escaping Prison, Prototype Spiderbot, Part 10 FINAL - Riskbourne Citadel, Saving Trin, Reclaiming Gear, Beating Mesmeroth, Final Boss, Coin Master free spins - updated daily links (May 2023), Follow the path into the large room, head down the ladder, and then fight against the bandit below before moving into the next room, Eliminate the enemies in here and collect the item in the chest, Now that room is clear, head back into the last room and shoot the wooden planks at the end of the walkway you started on with your fire bullets to burn it down and clear the path, From the wooden walkway jump over to another platform, collect the item, and then jump down onto the raised rock platform - you can climb into the next chamber from here, Follow the walkway into the next room - there's a target switch to shoot above where you entered the room to continue, Climb the stairs and jump onto the next platform to get to the switch, hit it with your sword, Now you go back and jump down into the room from before, it should be clear of enemies - there's also a box with a search point on it, if you wish to aim for that on the way down, You'll find Irontalon kidnapped by a bunch of Owru bandits, time to get back the Emblem of Earth, It's finally time for the second boss of the game, get ready, and make sure you have full health, This boss actually starts off with you fighting against a bunch of enemies - I recommend you have the enemies primarily target your companions, and then you can throw bombs and fire shots to lower their health without risking your own too much, If you're struggling when the chief is solo, use a freeze shot to keep him still and then throw bombs. More boss and dungeon solutions for Oceanhorn 2: Knights of the Lost Realm. Now to find a way to let in Gen and Trin. Jungle Adventure - Make your way to the Owru Sacred Grounds. In Oceanhorn 2 when you have collected Sacred Ground's Key from the Ambassador Irontalon, you will need to unlock the gate and advance forward till you reach the big observatory kinda structure. Hello! You won't actually find a way to get up to the platform, and instead you'll need to throw an item at the lever, either a spear or a barrel, in order to get the gate open. Once the Owru Chief is taken care of you'll find yourself back in the Deep Jungle, this time heading towards an Owru Shrine, You probably saw the shrine on the way to your current location, so retrace your steps and keep watching the yellow marker, You'll notice that the shrine is out of reach, but not for long - keep sticking close to the path hugging the wall near the shrine and go around the back, you'll find a lot of flammable cacti near a tower, Burn the cacti away and climb the tower, and then use the rope to climb inside, You'll need the treasure from in here to keep progressing, so let's go, Follow along the path, picking up items and resources along the way, Once you come to a long path sloping upward be wary - this is prime boulder rolling material, stay on your toes, and sprint to alcoves when rocks start dropping, At the end of this tunnel you'll be faced with a chest across from a few platforms - be quick, as these platforms will drop, Open the chest for an item that is strikingly similar to The Legend of Zelda's hookshot - this grappling hook, an "Owru artifact," will allow you to cross large gaps, allowing us to get into the Owru Shrine, Head back outside, go back to where the yellow marker indicates the shrine is, and use the new item to cross the gap from the tall climbable stone pillar, Head inside Highpath Hollow, and watch for Kaktos, Head into the main room and climb the vines on the right side of the room, dip inside and jump on the switch to unveil some target switches in the main room - you'll need to have a companion weigh the switch down, Move back into the other room and quickly shoot both targets from the centre of the room, A path in front of you will open, and your companion will return - you can just jump over to continue, Just follow the path to get back out to Deep Jungle, Finally, follow this fairly linear path to meet up with Irontalon and get to the Shrine, Once you reach the Owru Sacred Grounds, all you need to do is follow the path to find the massive beacon, and head inside, As soon as you move inside the beacon, you'll likely notice that this is definitely a dungeon, and it's time to find a path through, In this dungeon it's important to read the messages from owru statues to progress, If you talk to the owru statues, you'll find that the first owru speaks "half the truth." If you need advice on any of those parts of the game, you're in the right place, as we're going to give you all the instructions you need to clear through every part of the game, in order. If you need help with any of those, makes sure to read below, and if you need something else, take a look at our earlier and future guides: Get Pocket Gamer tips, news & features in your inbox, Your sign up will be strictly used in accordance with our, Part 1 - Pirate Hideout, Galactoss, Arne Beacon, and more, Part 3 - Sernoa Station, White City, L'Istrait, Deep Jungle, and more, Part 4 - Owru Chief, Deep Jungle treasure, Owru Shrine, Beacon Hill Dungeon, Part 5 - All Power Spheres, Prita Beacon Underground, Firebird Boss Solutions, Part 6 - Submeria, The Great Lagoon, Thunderstones, and more, Part 7 - Thunderstones, getting the Diving Helmet, entering Ootheca, and more, Part 8 - Ootheca Dungeon, Demon Turtle Yurmala Boss, Invasion of Great Lagoon and more, Part 9 - Source, Well House, High Philosopher's House, Escaping Prison, Prototype Spiderbot, Part 10 FINAL - Riskbourne Citadel, Saving Trin, Reclaiming Gear, Beating Mesmeroth, Final Boss, Coin Master free spins - updated daily links (April 2023), Continuing from our previous guide, you'll find yourself in a room with a lower level filled with water, but don't worry about that right now, just follow the path to find Master Mayfair, Master Mayfair will give you his caster - a gun, essentially - as you are now a fully-fledged knight, and ready for adventure, Open the chest and follow the stairs upwards to the next room, Here, jump into the area next to the stairs, behind the blocks, and place a pot on the switch, which then open up a chest in the main area, Once done, stand near the gap in the balcony and aim at the unlit fire pit on the raised platform to the right of the room, and shoot it with your new caster to open the door, The next room down a ladder is filled with water, but there is only one bright exit to return you to Arne Village, Once back at Master Mayfair's you'll witness an airship crash, and you must rush to Warden Woods, use the stone stairs behind the house, Use your caster to burn away the cactus, and then climb the wall, Use the shield to push the boulder away, and then continue to Warden Woods, Just follow the path laid out by the logs at first, and feel free to collect treasure and slash plants to get resources along the way, Move under the small broken wooden bridge to spot Trin, the pilot, battling monsters, Run up and defeat the monsters and talk to Trin, Trin will join you, lead her back to Master Mayfair in Arne Village - just follow the marker, You get back and suddenly you discover the town is under attack because Trin was followed, time to do battle, You can choose where you believe the others will be hiding, I chose to say they'd be near the lighthouse, You are encouraged to use stealth, and your protagonist will crouch down when in long grass, but you can also just fight your way through if you prefer, There are multiple areas where you can use boxes to climb over fences, or use the long grass to sneak past, but do what is best for you, Regardless of where you go, you should use your caster on the cactus near the explosive shed near the entrance to retrieve the bombs from inside, Just stick behind houses mostly, it's not too bad if you end up fighting every enemy, Head inside the Beachside Cave when you get there, when you move in you'll find most of the villagers are here taking refuge, Once Master Mayfair is done talking, he'll give you a key and task you with getting his hoverbike, Once you exit the Beachside Cave you'll be bombarded by enemies - watch your health and use all of your items to get through this battle, Keep following the marker, taking out enemies along the way, You'll eventually come to a raised bridge - you can order Trin to activate the switch on the other side, Move to the right of the bridge after crossing, and the leftmost door can be blown open with one of the bombs you got earlier, Inside a shed in this area you'll find the hoverbike, Okay, now this is cool, and reminiscent of the snowboarding section of Zelda: Twilight Princess, You basically just need to keep accelerating along a series of different routes, avoiding lasers and obstacles along the way, Luckily there are health pickups, so if you get damaged it's not over, There are, however, some obstacles that will cause an instant death if you collide with them - watch out for that, Once you get through the cave escape, you'll find yourself in Arne Village Outskirts, follow the yellow marker until you can no longer progress, and then move on foot - climb up the ladder and keep on moving, You're heading to Sernoa Station, and you'll have to keep moving on foot - feel free to explore and take your time, though, Eventually you'll come to a locked gate, you'll have to go through ruins to the left of the gate, When you find a raised level in the ruins, you can either throw a pot at it, or have Trin activate it to continue, In the next area with all the Kraktos, you just need to walk up the fallen pillar in the central area and then jump across - you'll see a search area ahead, move towards it, Stay close the ruin wall and walk around it, leading to a section of vines where you can climb atop the wall, From the top of the wall you should be able to see a chest in the central area, and that will give you the key needed for the door at the yellow marker, Move through the Fortress Underpass and continue following that yellow marker, Destroy the Thunder Klaktos and take the spiked floor one step at a time, making sure to stop in the clear section in the middle, Defeat the enemy in the next room - Trin will be especially good at this, so just order her to fight, Next, clear the path at the end of the room with the bombs you've collected, Once out of the fortress, you can flip the switch to clear the path from before, Finally, you will have reached Sernoa Station. If you need something else, take a look here at our previous and future guides for Oceanhorn 2: Knights of the Lost Realm. After the cutscene you'll find yourself and Trin imprisoned - it's time to break out, Grab a barrel, and rub up against the burning torch, and then the wooden planks on the wall to reveal a crawlspace, Keep moving through crawlspaces until you find a shield, and then go back one and climb the ladder, Run through the passage and you'll find yourself in a cell with a boulder - use the shield to push the boulder and jump down the hole it was blocking, Keep moving through the crawlspace - take a path to your left for a chest, Once out of the crawlspace run into the building in the centre of the room, and then climb the ladders inside, you'll have to do some platforming across boxes and then climbing up a fence at the end, Over that fence you'll find a room full of spiderbots - sprint up the ramp to your right and then use the shield to push the boulder back down the ramp, crushing the spiderbots that chase you, In the chest you'll find Trin's dagger, which you can use as a throwable to hit the two switches on the pillars in the centre of the room, which will open the gate behind you, Go through the long, linear path, and kill any enemies you find with the dagger - you'll come to a chasm, and you'll need to climb the boxes on the right to higher platforms to get over, Once up, use the vines on the wall to cross - once across you can easily hop over to the chest on the other wall, and then make our exit, Well damn, this castle looks a lot like Anor Londo in this light - after a big cutscene, keep moving along the path, Jump into the room below and you'll find that it's time for a classic miniboss, The first thing you should do is use the ladder to climb onto the platform in the middle of the room and use Trin's dagger to throw and hit the switch which will be behind you after you climb up, this will drop explosives from the ceiling - these will help a lot, You will need a lot of explosives to kill the Prototype Spiderbot, and you'll need to lure the spider into each, and then detonate it with Trin's dagger, You can also push the explosives with your shield, like a boulder, if you want to reposition them, just be careful not to get hit, and don't hit them directly otherwise they will kill you, If you're cautious, you'll get this battle just fine, and be rewarded with the Inquisitor's Key, allowing you to open the chest and get the grapple hook back, Once you have it, grapple up the higher level and step on the switch to open up the massive gate, Head down the long corridor and through to face the next big challenge. Arcadian Officer's House House Number 1 A House Number 3 A Shop Train - Leads to Sernoa Arcadian Beacon Pod - Fast travel portal mentioned by the technician in the White City Harbor Hermit's Study (Mayfair's . Oceanhorn 2 Walkthrough | Part 18 A | Take the Emblem of Earth to the Cocoon 15K views 3 years ago Oceanhorn 2: Knights of the lost Realm Apple Arcade Gameplay ( PART-15 ) Omega CageX 47. As of right now you can only play it on Apple Arcade, but you'll be able to enjoy it as it was intended on the Nintendo Switch very soon. If you need help in any of those areas just take a look below, and if you're already past this stuff, take a look at our next guides for what you need, Check our next guide for how to finish Arne Beacon, Get Pocket Gamer tips, news & features in your inbox, Your sign up will be strictly used in accordance with our, Part 2 - Saving Trin, Arne Invasion, Hoverbike, and Sernoa Station, Part 3 - Sernoa Station, White City, L'Istrait, Deep Jungle, and more, Part 4 - Owru Chief, Deep Jungle treasure, Owru Shrine, Beacon Hill Dungeon, Part 5 - All Power Spheres, Prita Beacon Underground, Firebird Boss Solutions, Part 6 - Submeria, The Great Lagoon, Thunderstones, and more, Part 7 - Thunderstones, getting the Diving Helmet, entering Ootheca, and more, Part 8 - Ootheca Dungeon, Demon Turtle Yurmala Boss, Invasion of Great Lagoon and more, Part 9 - Source, Well House, High Philosopher's House, Escaping Prison, Prototype Spiderbot, Part 10 FINAL - Riskbourne Citadel, Saving Trin, Reclaiming Gear, Beating Mesmeroth, Final Boss, Coin Master free spins - updated daily links (May 2023), You'll start the game on a beach - head towards the yellow marker on your minimap in the top right corner of the screen, this will be your main goal throughout the game, and you'll want to move towards it whenever you're lost, Move from the beach onto the island, and climb the ramp to activate the switch to lower the bridge, Head into the mine, leading to the Old Pirate Hideout, In the first room of the hideout you can mount the platform to your right, and use it to jump over to the box on the floor, and then the raised chest on a platform - jumping is done by walking off a ledge, just like older Zelda games, There are multiple pathways in the next room, but just follow the path on the floor to find the blue switch and stand on it to open the door, You'll get the shield from the chest, now go into the last room and find the exit with a boulder - hold up the shield and walk into the boulder to push it off the edge, and then jump across, There's a red switch on a platform - these will not stayed pressed when you stand on it, so get a pot from the left side of the room and place that on the switch to open the door, If you need health, you can get some by jumping on the box and ledge at the back of the room - once the enemies are defeated, open up the chest and open the final locked door in the previous room, In the next room you can push the boulder down the ramp to attach the enemies at the bottom - or just fight them, In the next room take a barrel off the floor and brush it against the bonfire, then run to the planks boarding up the exit to burn them away, and collect the chest inside, Once done, move up the ramp to the right of the room and once in the next area you can collect the chest on the shipwreck in the centre before moving through to the exit, Galactoss is the first boss, and he's a big ugly octopus with multiple phases, The first phase will have him simply hitting you with his large tentacles, and all you should do is attack the tentacles, and dodge roll once you see an attack animation, Once you've taken down enough tentacles, Galactoss will open his mouth allowing you to deal massive damage, In the second phase Galactoss will use the tentacles to throw pots at you, meaning long-range tactics are useless, Just attack as quickly as possible, and Galactoss will open his mouth for attack again, If you run low on health, you can get more by sometimes taking down tentacles.
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