Yes we're back at it again, this time it's part 4 of our Oceanhorn 2: Knights of the Lost Realm walkthrough, and we've covered loads of tricky puzzles that might not be too obvious on your first time through.
We're going to beat through the Owru bandit camp, take on the Owru Chief boss, explore all of the Deep Jungle, and get stuck into a major dungeon, the Prita Beacon.
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 something else, take a look here at our previous and future guides for Oceanhorn 2: Knights of the Lost Realm.
- 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