Our complete walkthrough guide for Oceanhorn 2: Knights of the Lost Realm Oceanhorn 2: Knights of the Lost Realm is one of the better Zelda-likes you can play on any platform. Not quite as big as the last one, but feel free to look around, Once you're done, head to the yellow marker which denotes the Inn, You'll get a key from a chest in the main room, and then you'll have to exit the building through the right exit and walk around a ramp to get up to your room and rest - yep, you're going to sleep again already, Once you wake, a commotion will be happening - exit your room and find Irontalon - he'll be gone, just search his room and use the rope to exit, There's a trail of feathers for you to follow to find where he's gone, and you'll find yourself in the Deep Jungle, Keep following the feathers, but watch out for enemies along the path, there are plenty of them, Once you get to the river, you'll probably notice you're in trouble, as you can't swim well - there's a path made of stones just below the water to the left side of the river which you can use to cross halfway, Once you've made it to the end of the stones, you can use the ice shot you just picked up from enemies you've defeated to make an icy platform to climb onto to recover stamina and swim to the dock up ahead, Climb around the dock and keep moving up the ramp, and follow the path forward while watching for enemies, Cross the river and continue to watch for enemies - these blowfish that throw pots can drop ammo and health, though, Keep moving forward watching for enemies, and try to get to the yellow marker, but make sure to pick up items and health on the way, You'll eventually come across an Owru bandit camp - be careful and make sure you have plenty of health as you move through, On the right from where you find the camp is a gate you need to get open - time to find the lever, If you go left from the camp, you'll come to the front of a giant Owru pyramid, and there's even an achievement at the top for you, Back at the base of the pyramid, you'll see the switch located on top of a wooden ramp where an Owru should've been shooting at you, Head inside the gate and you'll find yourself in an underground Owru bandit camp. menifee volleyball club; More boss and dungeon solutions for Oceanhorn 2: Knights of the Lost Realm. In our third part of our Oceanhorn 2 walkthrough we're going all over the world, from Sernoa Station to White City, and then on a boat off to L'Istrait, and deep into a jungle on a heated chase. But that's not bad thing. OCEANHORN 2 - APPLE ARCADE Walkthrough Gameplay #5 | DEEP JUNGLE EASILY BEAT OWRU CHIEF 25,210 views Sep 24, 2019 Thank you for watching my video and please don't forget to subscribe to get. Hello! Oceanhorn 2 Wiki Homepage Different categories of items found throughout the game. Thank you! The White City Underground (Oceanhorn chase on hoverbike) The White City Ruins (Final Oceanhorn fight) The Great Forest of Pirta L'Istrait Town (Boat, Teleporter) Owru House Shop Inn Reception Pirta Inn Party's Room Irontalon's Room Bridge House Hill House Library Deep Jungle Underground Temple Ruins Dark Trooper Camp River Caves Owru Hideout You can simply drag your cursor to move as normal and visit different islands, This is a simple world map, but you can expect a few surprises along the way, Head towards your yellow marker to dock at Arne Village, Talk to Master Mayfair on the dock and give to him the item you retrieved before following him to his house, Once you get there, make sure to beat on the training dummy a bit, After you've sat down for dinner you'll wake up in bed and left a mysterious note, pick up the key out of the chest and follow the marker to unlock the gate to the village, Follow the path and you'll find your way to Warden Woods, There's a fairly simple switch puzzle immediately to your left - go up on the grassy ramp and shoot at the target across the river to open a gate, Inside the gate is another simple puzzle where you must move a golden ball onto a platform, Once done, you'll open up a fast-travel point for you to use in the future, Follow the marker to find your way to Beacon Hill. All that and more just below in part 8 of our walkthrough, but of course you should make sure to stay updated with all of our previous and future walkthroughs, which you will find below, 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 6 - Submeria, The Great Lagoon, Thunderstones, and more, Part 7 - Thunderstones, getting the Diving Helmet, entering Ootheca, 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), We're finally inside Ootheca - the next big dungeon of the game, so let's solve it, Start by jumping out of the water onto the platform and then follow the rock formation up to a water level change switch, this'll have you swimming again, so get onto the walkway, Once you climb the walkway you'll be shown where to flip the switch to meet with Gen and Trin, head on through the gate, Now that they're back with you, head back inside and head back to the walkway, There are vines on the wall that you can't reach from the water - shoot an ice shot at the base of the vines so you can climb onto the ice and up, In this next room there are three button switches to press - get Gen and Trin to help you press them down, then you can get around to the unlocked gate by crawling under the pipes near the entrance, Now that you have a key, return to the walkway in the main room and unlock the door, First, let's go up the pipe-ladder to our right, and once in the next room, shoot the target on your right, Jump down and head into the next room, there's another three-man switch puzzle in here, Once the puzzle is completed and your path to the golden ball is clear, go back up the pipe ladders, and jump onto the boxes to the left, and then jump on the crates until you can climb the conveyor belt, once up there simply shoot at the golden ball to move it into the main room, Once back in the main room, climb the ladder opposite the pipe ladder you just used, and crawl inside the pipe system, You can just crawl through the pipe system and find the golden ball and simply push it out of the pipe and into the main room - handy, Now that we're done in here, take the two golden balls you've collected into the next room and place them on the pedestals, Once they're in place, head up the flight of stairs and ready your diving helmet, Dive under and swim into the next room, the golden ball will be in plain view, just surface and jump on the switch to lower the water level, Now the water level is low you can jump down, carry the ball back through, and then throw it up the ladder and place it on the final pedestal, Head up the stairs and things will start getting serious - or, more serious, Right, it's time for a big bad boss, my favourite - just walk into the platform at the centre of the room to get started, To get your first few hits in you'll need to head to higher ground - there are three grapple points that'll take you up, so grapple on up there, From here you'll clearly be able to see the lightning node that's at the centre of the room, shoot it with your lightning shot and then connect the electricity with the turtle, This will topple him, exposing a weak underbelly - go crazy with bullets and bombs to deal damage, After this phase is done, he'll start throwing out a lot of homing spells which are quite dangerous, and you'll need to stay mobile and keep grappling to avoid them all, Eventually he'll crawl up to you and raise on his hind legs to reach the upper platform, at this point you should connect the electric node to his back again to topple him, and again, unleash hell with your bullets and bombs, It shouldn't take more than three downs to deplete his health bar and save the day, Once Yurmala is done, it's time to return to White City again - you'll find yourself outside of the dungeon, simply talk to Master Mayfair and then head over to the airship, At least, it would be that simple, if it weren't for a massive invasion force moving in just as you're about to leave, The invading force will be launching laser bombs at you, just keep sprinting and avoiding the beams to move back to the airship, After an intense cutscene, you'll find yourself boarding the enemy ship with Master Mayfair, and it's time to assume control, Once you on board head over to the yellow marker and head inside the ship, Head through the corridor defeating spiderbots as you go, and head through the hatch to the lower level, Another simple corridor - head through, find the hatch, jump down, One more corridor - keep moving through and head through the door, Did I say one more? dan grice baseball; rent christmas trees for wedding; cafe social amman menu; Hello world! Place an item on the switch or have a character stand on it, and you'll find a secret underneath the alcove, below where the exit to the room is. To help you through this adventure we're crafted a full guide to walk you through every step of the way, so no matter where you get stuck, you'll be able to find the way out. It's now fixed. We've got full step-by-step instructions on how to complete the entire game, so there's no way you'll get stuck. You have to finish all the quests to get Full Potential challenges complete. Behind the staircase there's some pots and a switch. More Oceanhorn 2: Knights of the Lost Realm solutions than you can shake a stick at in part 9 of our full walkthrough. West Hall Key Sewers In a red chest on the eastern side of the sewers. For more information, please see our Walkthrough Part 6 - Chora Tuyk Firebird. Yes we're continuing, and in this installment of our walkthrough epic there are plot twists and turns after we finish off the legendary dungeon, Ootheca, defeat the demon turtle Yurmala, and fight off an invading legion which threatens the Great Lagoon. 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. In the game, players explore dungeons, solve puzzles, and fight monsters in real-time fights. There ain't no walkthrough like an Oceanhorn 2: Knights of the Lost Realm Pocket Gamer walkthrough because an Oceanhorn 2: Knights of the Lost Realm Pocket Gamer walkthrough don't stop. Sky Island Defeat the Shadow Mesmoroth. 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. Go through the door and into the crypt. 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 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 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), Head up the stairs and around, and you'll find a lightning marker on the floor, turn around from here to find a similar electric node puzzle to others we've completed, and the floor will raise, The next room is a literal maze - head down the stairs to the right, and make Trin hit the Switch near the entrance, Hit the next switch and instead of immediately heading through the path made by the nearby moving blocks, instead stand on top of the blocks and make Trin hit the Switch again, then move through the small opening to the left - this will lead to the top, and to the key you need in the main room - you can exit the maze easily with the grapple hook, Once you unlock the next room you'll need to connect electric nodes again, but this time they're behind two brick walls on either sides of the room - use bombs to blow them away, Once they're all linked, from right to left, another elevator will activate in the main room, Once up you'll be confronted by another Thunderstone - this one gives out a lot more drones, but other than that it's exactly the same deal as before, though unfortunately Trin was far less helpful in this encounter for me, Once the Thunderstone is done, head back outside, but not before looting the chests on the top floor, Once back outside head left and follow the beach to find a Sunken Wreck, You'll be able to climb onto the sunken wreck from the right side, where vines have grown near a rock, Dive into the water and head onto the ship proper and get to the chest in the centre to earn a diving helmet - you will now be able to swim without drowning and dive underwater when it is equipped, You can go diving for a lot of treasures in the Great Lagoon now that you can swim infinitely, and it also means travelling will be a lot easier, Just get swimming and head straight for that yellow marker, Once you arrive at the yellow marker you'll have to dive under the water to find the entrance to the Palace of Courage, Once inside surface and climb onto the platform - everything here is a bit sideways, though still similar to the previous palace, Climb upwards using vines on the wall, hit a switch to open a gate, then go through, Once inside you'll find another maze - let's do this, Go inside and clear out enemies, you'll find a couple of blocks to use to climb a raised area, Once on top, use your fire shot to shoot out some platforms attached to the opposing wall, One will open up the path, and the other will reveal a grapple point - grapple to it and hit the switch below - this will lower the blocks blocking the way forward, but not for long, be fast, Get on top of the lowered blocks, and wait for them to raise again to continue, You'll get the key to the elevator control room - head to the main chamber and to the opposite gate to open it up, A wee miniboss for a change - this is a high-level Gillfolk soldier, and a few weak shooters, You can use your gun or your grapple to reach and finish off the Gillfolk which are shooting, just beware of falling - also, if you take too long, they will respawn, Steelscale is a pretty standard fighter, just with a lot of health - keep rolling so he can't jab you with his trident, and take as many hits as possible, There are four pots in the room you can break for health, two near each door, and the respawn quickly, so you can run back and forth to heal if necessary, Once all his health is done, he's over, and that's it, you can use the key to open the door and flip the lever to activate the elevator in the main room, This Thunderstone is much like the previous two we've taken care of, but once again, with many more drones to send attacks your way, This time you're solo, so you can't expect Trin to help you out, and since there will be so many attacks coming your way, shooting your way out will be far more difficult, Instead of shooting, you should use the stage to your advantage.