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oceanhorn 2 owru hideout walkthrough

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. Categories . How to jump up to get things and move boxes to get to higher? Stuck in this game? 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. 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. . In this guide we've covered the introduction to the game, the first boss, and the first few areas, including Arne Village, Beacon Hill, and Arne Beacon. Then, hit this switch at the end of the pathway. This means that the switch you're looking for is actually in front of the first owru statue, not behind - have a companion flip it, This will activate an elevator behind the first owru statue, Stand in the centre of the elevator and when it rises, shoot the unlit fire pits on the towers, This will unlock a gate on the lower level, The giant insect on the lower level isn't too much of a threat, it can be killed by grappling it's behind and slashing repeatedly, This gate will take you to the Prita Beacon Underground. More boss and dungeon solutions for Oceanhorn 2: Knights of the Lost Realm. That's a lot of information to cover in just one guide, so let's get on with it already Oh, and make sure to check out our past and future guides for the solutions to any of the puzzles you're stuck on! There's a lot to go over, and if you need to get through Oceanhorn 2 at a decent pace, we recommend taking a look at our tips below. Watch this step-by-step walkthrough for "Oceanhorn 2: Knights Of The Lost Realm (iOS)", which may help and guide you through each and every level part of this game. If you think you are an expert then please try to help others with their questions. During this play-through I tracked every item that increased the completion percentage. 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 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), Follow the path to find the gate to Sernoa Station, There will be a switch puzzle just outside - use the radial menu to make Gen and Trin stand on the switches, and then stand on the final one yourself to open the gate, You can find a chest in the shack, and stock up on items from the vending machine on the platform, Once done, head inside the train, and you'll find that you need to activate the power, Head out of the train and go to the scrapyard - there's a ramp leading there from the back wall, and sign pointing towards it, Collect the search points for energy, and jump down to the main area, being wary of the Kaktos, You'll find another golden ball puzzle just ahead - again, just pick it up and place it on the switch to open a fast travel point, Head back into the main area of the station once you've collected a bunch of energy, and head behind the shack - stand on the metal plate with the energy symbol, Shoot the ball to your right with the energy, then point it at the orb above the gate, and the finally to the diamond to the left of the gate, and it should open up, In the next area you'll do much the same, but the metal plate you should be standing on it raised up next to a ladder to climb, Shoot the orb in the top left on the raised pipe, then connect it to the node on the floor, another node raised to the right of that, another just to right of that, and finally connect it to the diamond node to power the train, Finally, jump in the train and run up to the controls to have it go to White City, While on the train, simply talk to your companions to get the story moving again, You'll arrive at White City, the biggest location of the game yet, but you won't be able to explore anything quite yet, Once the cutscenes are all over and done with, you can talk to the soldier to be returned to the station, and you'll finally be able to explore - feel free to explore as much as you wish before returning to the main story, Once you're done exploring, head to the tavern, the Red Herring, which is where the yellow marker is on the your minimap, Once inside, chat to the owner at the bar and get tucked into bed, When you wake, you'll find everyone has already left for the harbour - rude - catch up with them, and then talk to the tall owl-like guy to get sailing again, While on the ship, simply talk to your companions to get the story going, It's time to sail again, head straight towards the yellow marker to find the L'Istrait, Another nice new town to explore! They were both in chests in the cells. Things are heating up in our full walkthrough of Oceanhorn 2: Knights of the Lost Realm. Developers suggested that asking the community is always a great idea that can lead to a fast solution. 2/2 Emptiness of Outlands - 100% Outlands Region . We are onto part 7 of our Oceanhorn 2 walkthrough, and once you're through with this guide you will have seen everything you need to of The Great Lagoon. Get Latest Tech , Education & News. Well actually the entrance is under the lake - use the diving helmet to go down and get the key, and then unlock the High Philosopher's house, Start off by standing on the icon in the centre of the room and shooting the two unlit firepits in the corners, If you go into the room right from the entrance you'll find a kitchen, and a third fire pit hidden behind some barrels in the corner, A fourth fire pit is in the alcove above the chest in the main room - go inside and bomb the weak wall to find a firepit inside, which when lit, will give you the chest in the main room, Go back upstairs into the alcove, and head through the long path to find yourself in the bedroom, Once the cutscene is done, climb out the window. We're moving through all of Oceanhorn 2: Knights of the Lost Realm in this guide. Find the ladder to climb up to the higher level, where you will open up a gate blocking the path forward down below. This guide will carry you from the latter part of Arne Beacon through to saving the airship pilot in Warden Woods, doing battle with some invaders, a gosh-darned hoverbike section, and getting to Sernoa Station. In the next room you'll find Master Mayfair, and you can finally begin your adventure properly. Take the ladder to the left, and you'll find you'll have looped all the way back to your home again. Nothing too much to note in the first few rooms of Arne Beacon, but it's good to know what to expect of dungeons from this point forward. The room is sloped - head to the bottom of the room and the drones will lower, then you can run at them and attack rapidly, Keep it up and you'll eventually win, just make sure to watch your health and stamina as the fight progresses - those attacks add up fast, Now that all of the Thunderstones are down it's time to finally get inside that dungeon - and yes, it has taken long enough, Head to the yellow marker on your map, it'll be a golden dome with a water path in the centre - dive on in and follow the underwater lights to find a path to Ootheca, Once inside, well, you're inside! Walkthrough Part 6 - Chora Tuyk Firebird. 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. Walkthrough Part 5 - Owru Chief. Stand on the stone plate next to the raised chest, and then tell Gen to weight the switch from your radial menu, Next pick up a pot or barrel and then move so you're in view of the switch on the wall behind the gate, Tap the icon where your gun usually is to go into throw mode, and then aim and tap on the switch to throw your item, flipping the switch and opening the gate, Move into the main room of Arne Beacon, there are two Kraktos on the floor - quick tip: if you hold up your shield when a Kraktos moves into the floor, your character will stay facing them when they come back up, Climb the ladder up to the top, hop over the gap, and then throw a pot at the switch to open the gate, The floor will fall through as you go through the gate, but you can easily climb the wall to escape, In this next room brush a barrel up against the fire, and then take it to both the blocked paths on the bottom and upper floor, The upper floor leads to a nice chest, while the bottom floor is where you need to go, Once through, make sure to smash the Bloodstone. 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. 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. Finally, it's time to work our way inside Ootheca, and to do that we've got to destroy the rest of the Thunderstones, only that's far more difficult than we expected. Head downstairs and defeat any monsters you find. If you think you are an expert then please try to help others with their questions. If you know other secrets, hints, glitches or level guides, then . Walkthrough Part 8 - Yurmala Boss. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Different abilities the can be placed onto . are western hognose snakes legal in the uk risk assessment for cleaning pigeon droppings Oceanhorn 2: Knights of the Lost Realm takes a lot of cues from The Legend of Zelda: Skyward Sword. Watch this step-by-step walkthrough for "Oceanhorn 2: Knights Of The Lost Realm (iOS)", which may help and guide you through each and every level part of this game. There's a lot to go over, and if you need to get through Oceanhorn 2 at a decent pace, we recommend taking a look at our tips below.

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