Walkthroughs

Oceanhorn walkthrough - Chapter 5: Travelling to Sky Island

How to get the Coral Sabre, find the weather cuckoo, and enter the Grand Core

Oceanhorn walkthrough - Chapter 5: Travelling to Sky Island
|
iOS
| Oceanhorn

Found yourself stuck in iOS adventure game Oceanhorn: Monster of Uncharted Seas? In this complete Pocket Gamer guide, we will tell you everything you need to know to save the land of Pirta from disaster.

When we last left you, we had just taken the second emblem from the Palace of Ice. Now, we're going to make our way to the third dungeon - on Sky Island - but make a quick pit stop on Riptide Reef to get a new sword.

In this guide, we'll mostly focus on the main adventure, so you won't find out about heart pieces, bloodstones, or other side-quests here. We hope to cover that stuff in future guides.

Oceanhorn

When you jump in your boat after finishing the Palace of Ice, the old coot will ask you to come back to Hermit's Island. Ignore him for now and head to Riptide Reef instead.

This is the earliest that we can get the Coral Sabre - an upgraded sword that does more damage - and we want to have it for the rest of our adventure. Let's go get it.

(If, by the way, you don't have Riptide Reef on your map, you'll have to skip this bit for now and come back later. There will be a chance to find out about Riptide Reef on Sky Island.)

Oceanhorn

When you land, use your new boots to jump between the gaps. Follow the path around and go over the wooden bridge. Save your progress at the checkpoint.

Oceanhorn

Walk back from the checkpoint and go down the steps to this location. The sign reads: "They bear the same armour and share the same vows, but in this cruel hour they are pushed into a duel."

Oceanhorn

Go back up the steps, turn left at the checkpoint, and drop down to the lower platform. Take the small staircase and walk forward until you get to this block.

Walk to the end of the wooden platform on the right and use the boots to jump over to the platform on the left. You are now behind the block and can push it forward.

Oceanhorn

Push it to this position and then push it left so it falls down.

Oceanhorn

Push it forward one position so it's in front of the gap on the cliff. Now, go back all the way around and drop into that gap.

Oceanhorn

Push the block out into the middle of the area and then push it onto the boxes so that it's in this position. Give it one final shunt so it falls down.

Oceanhorn

Push the statue onto the wooden boxes and then make it drop down onto your faithful little block. Next, use a bomb to destroy the wooden boxes - you'll be able to push the statue onto your block and then onto the beach (directly behind the other statue).

Oceanhorn

Nearly there. Push the statue right. Then, drop down and push your block right. Walk back around until you're stood on the block again and push the statue forward.

Oceanhorn

Finally, push the statue left so it's facing - practically kissing - the other statue. A door in the bottom-right-hand corner of the area will open. Pat yourself on the back and walk on through.

Oceanhorn

Follow the path and walk to this gravestone. Drop a bomb on the ground to blow open a hole with a treasure chest inside. It's got a master key inside.

Now, go all the way back to the statue puzzle area, drop into the water, and swim around back to find the corresponding master door.

Oceanhorn

Walk on in, and your little hero buddy will do his best King Arthur impression and pull the sword out of the downed dragon's bonce. You now have a more powerful sword, which will make combat a little easier.

Finish up on the island (there's a heart piece just off to the right) and make your way back to your boat. Set sail for Hermit's Island.

Oceanhorn

Talk to the old hermit and he'll send you on a ridiculous fetch quest. First item he needs: a stool!

Oceanhorn

There's one outside the hermit's house. Grab it and take it to him.

Oceanhorn

Now he wants a travel bed.

Oceanhorn

Go back to your tent from the very beginning of the game. You can get there by turning left at the hermit's house and following the path up. Take the travel bed and return with it to the hermit.

Oceanhorn

Now he needs a burning fire bowl. Jeez, what did your last slave die of?

Oceanhorn

Go to the cave from the very start of the game. It's over on the right side of the island, up in the cliffs. There's a fire bowl right inside the doorway, so grab it and take it back to the hermit.

Oceanhorn

A weather cuckoo? Now you're taking the mickey. Right, whatever. I don't think there is one on Hermit's Island, so jump in your boat and head for Tikarel.

Oceanhorn

Walk up through the village and find the shop. Walk directly away from the shop owner and you'll see a weather vane on the roof of a house. Take it and go back to your boat. Head back to Hermit's Island.

Oceanhorn

Take it to the hermit, but be careful of baddies. It will break and you'll have to go back if you get hit while holding it. Place it down and kill the enemies to get past. Once you're at the hermit, you'll view a cutscene and be transported to...

Oceanhorn

... Sky Island. I hope you don't get vertigo.

Take the steps down and follow the path around until you get to the laser beam enemy.

Oceanhorn

Take the left path and then walk to the sign that reads "Grand Core". Go around to the little passage on the left and fire an arrow over to the target on the right. A gate will open to the right of the laser enemy, so go back there and wander through the gateway.

Oceanhorn

Go left and go past the stone doorway until you come to the sign that reads "Storm Shelter". Avoid those massive steampunk giant dudes. They're very hard to kill but can be outrun easily.

Oceanhorn

Go left and keep walking until you find this chirpy chappy. He's outside a shop if you need to refuel. Once you're done, go up through this tiny village and enter the Grandmaster's Study. A cutscene will play when you enter.

Oceanhorn

Go outside and this hooded man will tell you to find a key in the study. He says: "If you need a hint, find the red book in the nearby house." The hint reads: "Face the knight of old and remember to light the torches cold."

Oceanhorn

Go back in the study and light the two torches using your fire spell (or with the burning pots). Now, stand in front of the statue to the right of the steps. A chest will appear, with a key inside.

Oceanhorn

Exit the village and return to the storm shelter from before. Pop the key in the lock to open the gate and then head inside.

Oceanhorn

Follow the cave corridors until you get to this room. Use bombs to clear the debris near the statue and then push it left one space. It will activate a pressure plate and a chest will appear. Open it, take the key, and unlock the door.

Oceanhorn

Follow the path around. Place a bomb on this L-shaped rock to reveal a button. Push all four blocks on all four buttons to open the gate. Walk inside and hit the switch to raise the blocks.

Oceanhorn

Use your jumping boots to leap from block to block. Walk around until you get to the dark hooded guy with the creepy voice who totally isn't evil... I promise. You'll throw a bomb at the machinery but lose your necklace in the process.

Go up the little ramp and then drop down. Take the ladder back to the surface. Now, retrace your steps all the way back to the Grand Core door and...

Oceanhorn

... walk on in. We'll cover this dungeon in our next guide.

Return to guide home page
Mark Brown
Mark Brown
Mark Brown is editor at large of Pocket Gamer