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 off, we had just finished the Forest Shrine dungeon. We found a bow and arrows, and the first emblem for our collection. Next, we'll be making our way to the Cavern of Fire.
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.
Return to Hermit's Island and talk to the old coot by the well, near your tent. He'll tell you to drop down into the well, which is filled with horrors. Sounds like an absolute ball.
To jump in, first go back down to the shore and cross the bridge near the hermit's house. Walk up the wooden ramp on the left of the checkpoint. Then climb down the ladder near Teppo's grave.
Make your way through the cave, killing enemies as you go. Climb the ladder at the end of this corridor.
Jump down to the lower level, and then leap into the well. If you fall in the wrong place you'll have to go all the way back around.
Walk through the underground lair. Turn left when you get to the locked door and you'll eventually come to this room. Drop down from the ledge and then go up the steps to get a key. Push the block aside to get through and then use your new key to unlock the door from earlier.
Go through the door. There's a chest filled with bombs in front of you, and a heart piece in the room on the left. Go right to find this statue. Push him from the right side of the screen to open the door.
Read this tombstone to hear about Riptide Reef. It will be added to your map and we'll be sailing there later in the game. Till then, use your magic spell to drop a skull onto the pressure plate in this room and keep the door wedged open.
In this room, pressing the button on the floor will make the blocks by the steps temporarily retract, but also cause the other blocks to raise. There's still plenty of time to run from the button, around the blocks (there's a gap on the right), and up the stairs so just don't dilly dally and you'll be fine.
After running past some fire-breathing columns you'll come to this room. Bust open the wall with a bomb to reveal a chest. Take the key from inside and then use it to open the door in the next room over. Watch out for the three skeletons in that room.
After defeating yet another skeleton, stand on the pressure plate in the right hand corner of the room. This will let you pillage a treasure from a treasure chest and instantly wrap you back to the surface.
The hermit will say "I must study Teppo's documents. Return to me later". He'll say this for yonks, so for now you should just jump in your boat head off to Tikarel.
Meet this girl on Tikarel, and agree to take her up Humming Hill. Walk up through town and out into the hills behind the shops. You'll find a sign that marks the entrance to Humming Hill but…
It's locked. That's okay though as we have the key. Wander on through and go into the cave. There are no puzzles in here so just keep walking, and killing enemies, until you get out. Then walk to the top of the hill.
You'll have to fight this guy, next. He's like the owl lady from the previous chapter but harder. Keep on the move and use your shield to stun him, and you'll eventually beat him into submission.
Enjoy the cutscene and then talk to the girl again. She'll tell you about Gillfolk's Drop and Southwind Isle - two new places for your map.
Let's start with Gillfolk's Drop. Once you're on the beach, stand on this podium and shoot the target with an arrow to lower the gate.
Follow the path around until you get to the Deep Cove. Use your magic spell to drop a block onto the button and gain entrance to the cove.
Unfortunately, we hit a roadblock here. This Zor- sorry, Gillman says he won't let you in without honey. Right then, off to Southwind Isle. Go back to your boat and head into open seas.
Here we are on Southwind Isle. Go up the beach until you come to this locked gate. It says the windmills that powers its locking mechanism get jammed. The two windmills are directly behind you on the cliffs. Hit them both with your sword to get them spinning and then head through the gate.
Wander around the cliffs, push a box out of your way, and then come down to the beach. Enter this cave.
Throw a bomb at this switch. It will make a path to the back of this room. Cross the new path and go up the ramps until you come to a door.
Go in and turn left at the end of the bridge. You'll come across this room. First, push the blocks so they look like…
This. Then push the last block out of the way.
In the next room, push the boxes so they fall down and make a bridge. Cross it and go through the door. You'll see the guy with the honey inside.
Watch the video above to see how to move these boxes to make a safe path to the man.
Talk to the man and he'll give you some honey. Go out the door on the left to return to the surface and then get in your boat and head for Gillfolk's Drop. If you lose or smash your honey, you'll have to buy a fresh pot in Tikarel.
Take the honey up to the cove we explored earlier in this chapter. Give it to the Gillman and he'll give you they key for the gate. Talk to the cowering Gillman at the end of the water kingdom, and watch the cutscene. You'll get a key.
Take it up the stairs and put it in this lock. Climb the ladder.
Drop into the ocean here and swim over to the steps. Go over the bridge and follow the path to this point. Swim over to the other beach.
Press the pressure plate and then quickly climb up the stair case before the gate raises again. Fire an arrow straight ahead towards the gate to open the door.
You'll find this note in a bottle. It warns you that the dungeon is too hot and that there's something to help you overcome the heat in Old Fortress. Backtracking time! Head all the way back to your boat and go to this new island. We were so close, too.
After a lengthy boat ride you'll end up at Old Fortress. Go along the beach, up the wooden ramp and turn left at the sign that says "Western watch tower". Grab the key from the chest and then drop down to the lower fortress courtyard.
Take the ramp at the bottom of the screen and follow it around to the door. Watch out for enemies with swords and crossbows along the way. Unlock the door and then go in and through the small door.
Walk through the caves, and up the stairs, until you come to a gateway that looks like the one above. Walk on through.
Use your block-spawning cell to hold down the button on the left. Then go inside the left cell to open the chest to get the key.
Walk on through the corridor and then hit this switch with your sword. Walk through the gate and unlock the door with your key. But before going in, head left and enter a room filled with baddies.
Kill the big giant dude to make him drop his master key. Snatch it up. Then go back to the door we opened earlier, walk through, and climb the ladder.
Press the button on the left to open the cell on the right. Take the key and unlock the door in this room.
Push the box off the bridge to get past. Hit the mine with your sword until it pushes down the button and opens the gate. Walk on through. Then go up the ramp and drop down through the floor.
You'll land here. Open the chest with your master key and take the ice spell. Jolly good. Now for one big backtrack. Go back to your boat, back to Gillfolk's Drop, and back to the entrance of the Cavern of Fire. Don't mind us. We'll wait.
And we're back. Head into the Cavern of Fire. We'll cover this steamy dungeon in the next chapter of our guide.Return to guide home page
Want more? Check out our growing collection of Oceanhorn tips, guides and walkthroughs!