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Quote-deco
“A child will be born, and destiny lays a path before this child such that every step will lead to the restoration of Arcadia."
(The Great Chronicler on the Kid when facing the Champions of Arcadia)
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The Kid (called MAIN CHARACTER in the game's ending credits) is a boy who goes on a quest to find his Father and defeat the Living Fortress, Oceanhorn. On his journey, he frees the Sacred Emblems from the curses Mesmeroth placed on them and learns of the events that transpired during the Catastrophe, as he restores his kingdom of Arcadia and becomes a true knight. He is the son of Blackhat and Mary, a girl chosen to hold the Emblem of Sun, as well as the descendant of the Awoken Ones, Hero and Trin[2] who were created from souls from the same world where the Emblems originated. He grows up on on a small island, where he lives with his father, after his mother was killed by Oceanhorn.

Appearance[]

Hero

The Kid is a teenage brown-haired boy with dark blue eyes, wearing a blue shirt with a wing decor on them and a red undershirt. He also wears blue trousers with protective plates on them and brown leather boots. A large belt wraps around his chest to hold his equipment.

His appearance resembles his ancestor Hero’s in many aspects, such as the color scheme of their clothing and the symbols to decorate them.

Personality[]

As the silent protagonist, the Kid comes with all the personality traits that make him an admirable character. He is strong, both in mind and body, independent, kind and always willing to help.[3]

The Kid is outgoing and enjoys talking (and listening) to the people he meets.[4] He is quite fond of Neeti, shown when he shares a special gift with her[5] and doesn't mind her tagging along when he visits Tikarel.[6]

Synopsis[]

Background[]

The Kid is the son of a character known as Blackhat, who himself is an offspring of Oceanhorn's former pilot Trinity, and Mary, a woman from Sky Island, who was the bearer of the Emblem of Sun in form of a necklace.

One night, he and his family get caught in a storm. The Kid's parents decide to seek shelter on a small island and wait till the storm is over. Oceanhorn, however, finds the family and kills Mary when she steps outside the cave for just a moment.[7]

Despite this tragedy, the Kid and his father stay on Home Island, where they live inside a house near the shore. Some unknown time later, his father is pressured to react quickly and leaves the Kid alone to face Oceanhorn. He leaves behind a letter and his notebook, guiding the Kid to the island of a friend, Hermit.

Restoration of Arcadia[]

The-kids-mothers-necklace-glowing

The glowing necklace marks the start of the Kid's journey.

The Kid has managed to travel to Hermit's Island, where he lives in a tent. He is haunted by the same nightmare night after night.[8] One morning his mother's necklace begins to glow and hover, guiding him towards the old weapons of his father, hidden in a cave on the island. After he recovers them, Hermit reveals the story about ancient Arcadia and the Living Fortresses,[9] sending him of to his destined journey to find his father and defeat Oceanhorn.

The Kid starts his travels by visiting Tikarel, which Hermit suggests. His objective is to find out more about the location of the Emblems and thus speaks to all the townsfolk. One of them says he visited the Withered Lands and expected an ancient Owru temple but did not find one; he also states the Emblem of Earth used to reside there. Also on the island, the Kid learns not only that he can obtain bombs on Bomb Island but also that the people here are in the midst of preparing for the Festival of Sun. He makes the acquaintance of Neeti, telling her about his search for his father. When he looks around at the village outskirts afterwards, he falls into a hole and cave below, where he meets a mysterious Gillman. He claims to be a collector for Bloodstones and offers a reward if the Kid brings him some. As his journey has only just begun, the Kid has not enough Bloodstones yet and so leaves back towards Tikarel again.

Taking into account what the wanderer said, the Kid stops at the Withered Lands in order to find out about the Emblem of Earth. However, he only finds a man saying that he cannot progress further due to some bricks blocking his path, necessitating the use of bombs. So, the Kid heads to Bomb Island. Unfortunately, the Bomb Maker has no more bombs to sell and so the Kid ventures into the old mines in order to look for some himself. He discovers that a giant cepede is responsible for the disappearance of some miners and manages to defeat it. He finds some bombs and returns to the Bomb Maker to tell him about the fate of the miners. As the mines can now be entered and worked in again, bombs are manufactured again and sold in various shops.

Rigger tells the story

Rigger telling the Kid about the Owru and the cursed Emblem of Earth.

Well equipped, the Kid now returns to the Withered Lands. The place is very big, but after some scouting, the Kid locates a Direfolk camp and a prisoner inside it. With finesse he opens the cell of the prisoner and makes the acquaintance of Rigger, an Owru. Their meeting is short as Rigger dashes away instantly, leaving the Kid to make his own way past the camp and towards Rigger's home. Safe from the Direfolk, the Kid and Rigger have a long conversation about the history of Owru and their Sacred Emblem. Rigger rewards the Kid with the Force Spell and tells him to go to the Great Forest, where the Emblem of Earth is kept inside the Forest Shrine Pyramid. On his way back to his sailboat, the Kid practices applying the Force Spell.

The Great Forest is not far, and the Kid arrives quickly on the island. An unexpected bottled message from his father reaches him there, warning him about some dark forces behind the scenes. Regardless, the Kid ventures deep into the jungle towards the sacred shrine. When he reaches its vicinity, a mysterious Owru woman attacks him, trying to drive him away. The Kid remains resolut and instead, manages to thwart off the attacker. He enters the shrine and makes his way through various tunnels and halls. Suddenly he is attacked by a giant spikey vine but is able to defeat it. The vine held a key, allowing the Kid now to proceed and find an ancient Owru treasure: the Bow! He quickly learns to use the bow and arrows and finally walks up the steps of the shrine pyramid. He drops down into the main hall and faces Turmos, the demon plant. A long battle follows but the Kid is victorious and is able to claim the Emblem of Earth. Rigger, the mysterious Owru woman who attacked him, and another Owru thank the Kid for freeing the Emblem from its curse and allowing them to enter their sacred place once more. Rigger in particular, thanks the Kid with a small but significant gift: an acorn coming from the last tree standing on the Withered Lands, to be planted in a special place close to the Kid's heart.

Back on the ocean, the Kid is asked to return home to Hermit's Island. When he arrives there, he finds Hermit standing by the well behind his hut. Hermit asks the Kid to enter the crypt beneath the well and recover a package his old friend Teppo told him about. The Kid is only told that it's vital for his mission to find the Emblem of Sun and so he enters the darkness below. He discovers several notes left by Teppo and learns that this is the grave of the Great Chronicler. Finally, inside the main crypt hall, the Kid finds a chest with a mysteriour storecube inside it, which belonged to Archimedes himself. He carries it back to Hermit, who keeps it in order to study its contents.

Neeti-and-kid-festival-of-sun

The Kid enjoys the Festival of Sun with Neeti.

The Kid travels back to Tikarel to find out the whereabouts of the Emblem of Ocean. He arrives just in time for the Festival of Sun. He runs into Neeti who tells him about her father's injury and fears that the Festival of Sun might not take place. He offers to help and together they make their way up to Humming Hill. The villagers had mentioned a dark figure on the hill, who turns out to be the Dark Apostle. He intends to teach the Kid a lesson for getting into Mesmeroth's way but the boy is not impressed. They battle for a moment but the Kid is able to defeat the Dark Apostle. He is now able to light the fireworks installed on the hill and he sits down with Neeti underneath their colorful lights to enjoy the festival. They talk more about their adventures and the Kid decides to gift her the acorn he received. Neeti expresses her hope that the Kid's efforts will not be in vain and invites him to plant the acorn together. The next morning, Neeti stays by the Kid's side as he roams throughs Tikarel once more before he leaves.

Finally, the Kid sails to Gillfolk's Drop. A winded path leads him to the entrance to Deep Cove, where he finds an unrelenting Gillman guarding the entrance. He is not mistaken for an enemy, but a trader, who promised to deliver honey. Without the honey he may not enter. Luckily, the Kid remembers that one particular villager of Tikarel went to look for honey on Southwind Isle, and so the Kid leaves again to travel to the tropical island.

On Southwind Isle, the Kid enters a large cave system. Trapped on a pillar in the middle of a large cave he finds the villager of Tikarel. He is able to push some crates around to gain access to the pillar and as thanks for the rescue, he receives a full pot of honey. This should satisfy the Gillman and the Kid carries the honey pot to his sailboat and transports it back to Gillfolk's Drop.

Deep Cove Entrance

The Kid finally enters the Deep Cove, home to the Gillfolk.

The Gillman is happy, indeed, and the Kid can now enter Deep Cove. The Gillfolk haven't seen many Arcadians but are friendly towards the stranger. The Old Gillman shares the history of the Gillfolk with the Kid, explaining their dilemma. They cannot enter the palace for it's too cold, but they can also not enter the Cavern of Fire, for it's too hot. Without the ability to unfreeze the palace, however, the curse remains on the Emblem. The Kid knows what to do and being granted access to it, he enters the Cavern of Fire. Unfortunately, it truly is too hot and he canntot proceed there. Luckily there lies a bottled message by its entrance, hinting at a means to enter the heat of the cavern safely, which is located in the Old Fortress.

The Kid now knows the island's location, and decides to travel there and find out about this "object" that could help to enter the Cavern of Fire. The Old Fortress is used by Direfolk and the Kid has to fight against some of them during his time exploring their hideout. He finally finds a large chest and after taking the key from a orgre, he is able to open it. It contains the Ice Spell! As he is already a skilled user of the Force Spell, this spell is quickly mastered. Thus the Kid returns to Gillfolk's Drop once more.

The Ice Spell allows the Kid to venture through the Cavern of Fire safely and he does discover another magic spell: the Fire Spell. The Fire Spell melts frozen objects or sets enemies on fire. With this, the Kid returns to Deep Cove and makes his way to the frozen palace. Using the Ice Spell, he is able to enter the locked place after nearly a thousand years.

In the entry hall the Kid finds a frozen Gillman and frees him. The Gillman was about to come to Princesses Fin help, but got frozen himself. Leaving the rescue to the Kid, he hurries away to dip his fins into warm water. The Kid continues to explore the frozen palace, which would have been impossible without the Fire Spell. He discovers the Trencher Boots, which allow him greater acrobatics, enabling him to reach places he could not before. With the boots, he is able to acquire the Master Key and enter the mausoleum of King Angler, where he finds a frozen Princess Fin by the dead King's feet. The Kid unfreezes the Princess but doing so awakens the cursed corpse and a battle ensues. Tricking the re-animated corpse into flames of fire several times, the Kid is able to defeat King Angler and lift the curse from the palace and the Emblem of Ocean. The Old Gillman joins the two and explains the situation to Princess Fin. In her gratitude, she grants the Emblem of Ocean to the Kid and assures him of a shared future between Arcadians and Gillfolk after Oceanhorn is slain.

This is the moment Hermit get's in touch again, asking the Kid to return back to his island. Hermit explains that he was able to examine the contents of Archimedes's storecube and that it will help the Kid to reach his next destination: Sky Island, where the Emblem of Sun is located. Instead of fully explaining, Hermit only asks the Kid to deliver him a few items: first a stool, then a travel bed, then a burning firebowl. All these items are available on the island and easy to find. Then Hermit requires a weather cuckoo. This is tougher to find, as there is none on the island and so the Kid has to venture to the one place where he knows a large village to be: Tikarel.

Blackhat-praying-to-the-gods

The Kid's father praying to the gods in the vision.

As Kid travels across the ocean to reach the island, he suddenly finds himself having a dark vision. He is approaching an unfamiliar island in the darkness and jumps ashore to find his father continously playing the flute. He is praying to Sol, Neyto and Trito, asking them to protect his son and lead him to the right place. The giant sleeping figure of Oceanhorn lies in the background. A moment later the prayer has ended and the Kid is back in the Uncharted Seas.

After reaching Tikarel, he starts talking to a few villagers and quickly finds out that there is a squeaking weather cuckoo on Neeti's house, which can be taken. He carries it back to his sailboat and returns to Hermit's Island. Using the contents of Archimedes's storecube, Hermit turns the Kids sailboat into a small airship! Without delay, the Kid takes flight and approaches the hovering island in the skies. His landing is a rough one and he crashes on the island, breaking his airship in the process.

Exploring the island, he finds several telescopes and strange mechanical contraptions. He enters a human settlement and is guided by the villagers towards the Grandmaster's Study, where he meets Grandmaster Ludwig. He recounts the history of Sky Island and explains the current situation with the Grand Core. It seems there is no way back down. The Kid decides to explore a little more and just outside the study, he is approached by a mysterious man. He asks the Kid to find the key to the nearby storm shelter and meet him there again to talk about the "truth" of the matter. The man disappears quickly again. The Kid is able to find the key in question and follows the man into the storm shelther, a nearby underground cave refuge. When he meets the mysterious man again, he is asked to throw a bomb onto a power dynamo, in order to open the entrance to the Grand Core. Without questions the Kid does as tasked. After the explosion and the rumbling, the mysterious man has disappeared and with him the necklace the Kid carried with him.

Shadow Mesmeroth emerges

The Kid faces Shadow Mesmeroth inside the Grand Core.

The Kid hurries after the man, who has dissappeared into the Grand Core. He finds it to be a large structure full of machinations. While trying to find a way to access the main computing hall, the Kid discovers the Shield of Chronos, once created by Grand Regent Archimedes. The Master Key is not far and he is soon able to open the locked door. Behind it, he finds the mysterious man as he is offering his mother's necklace to his master. Suddenly, the stone statue in the center explodes into tiny pieces and kills the man in front of it. Shadow Mesmeroth materializes in front of the Kid, claiming to feel the power of the three Emblems of Creation. He announces his resurrection as god and a battle ensues. The Kid soon discovers that Shadow Mesmeroth is vulnerable to fire and manages to defeat him after several attempts.

After his victory, his mother's necklace rises into the air and turns back into the Emblem of Sun, the last missing Sacred Emblem. Sol promises her support to the Kid in restoring the world and all three Emblems merge into the Master Emblem. With Shadow Mesmeroth defeated and the Grand Core accessible again, Sky Island finally returns back to the ocean.

The Kid reconvenes with Grandmaster Ludwig outside by the pier and finds that his sailboat has been repaired. Due to their observations Grandmaster Ludwig is able to tell the Kid exactly where Oceanhorn is and opens the gate to the Arcadia Ruins. At this point, Hermit also contacts the Kid via the mysterious seashell again and urges him to prepare in any way possible before heading to face Oceanhorn.

Hero gets Coral Saber

The Kid claims the Coral Saber.

The Gillman had told stories of Thorne the Brave and his sword, the Coral Saber, how they managed to defeat Sealurk, another Living Fortress. According to their records, the sword is still on Riptide Reef and so the Kid sets sail again. After arriving on the island, the Kids finds that Thorne the Brave wanted to protect the sword from common thieves and left difficult puzzles behind that require finesse and special items to solve. The Kid is able to prove his worth and opens the way towards the remains of Sealurk. The sword is still wedged in Sealurk's head and the Kids climbs up to claim the Coral Saber.

Visible from Sky Island were two other islands that sparked the Kid's interest, one was Graveyard Island. He sets sail and arrives in the darkness on the island. Exploring the island is not without reward, as there is not only a Heart Piece that helps increase the Kid's Health, but a Cure Spell that allows the Kid to replenish his Health magically.

The other island of interest was Home Island, the very place the Kid grew up with his father. As it's not a very big island and already familiar to the Kid, so he makes only a quick stop there to grab some resources.

He then returns to Tikarel. The Kid visits the Gillman Bloodstone Collector in his cave and offers him the Bloodstone he collected on his travels. The Collector is delighted about the treasure found and offers the Kid the TRILOTH Spell. It is quite a powerful spell and the Kid is warned to be cautious. The Kid is just about to enter his ship, when he runs into an unfamiliar scholar by the pier. She tells him about an island that doesn't seem to exists and laments the loss of a book that had some details about its locations recorded. Curious, the Kid begins to look for the hidden book and finds it on a pole by the Adventurer's Guild. He cleverly uses a bomb to bring the book down and so learns of the location of the Island of Whispers.

Island-of-whispers-setting-the-souls-free

The cursed souls are free to ascend to the heavens.

The Kid sets sail for this mysterious island and discovers it not far to the north-east. On first sight the Arcadian village of Faroah seems empty, but then he discovers several souls still hovering around, along with some strange glowing crystal skulls. The Kid begins to collect the Cursed Skulls all over the island. He discovers that he's not alone and that there are a few Direfolk goblins around. His search leads him into several tunnels where he discovers notes left by Wicked Boy, along with one of his very old mechnical creations: Creation No. 2. A fight takes place, as the creature is quite aggressive but the Kid prevails and defeats the robot. With all the skulls collected, the Kid is able to witness the release of the cursed souls and observes their ascend to the heavens. During his exploration of the island the KId is able to acrue even more Health and he finally feels ready to face Oceanhorn.

Bearing the strongest weapons and shield, with the power of magical spells and built up Health, the Kid arrives at the gates of Arcadia Ruins. He follows the path towards a ladder leading down into the underground ruins. He finds his father's old flute and collects it. Underground the Kid finally meets his father again, but discovers that he's weak and unable to fight. Oceanhorn seems to be sleeping while they talk but then it suddenly rises and charges at the Kid. Forced to fight, the Kid faces the giant monster. Using finesse and relying on his quick reflexes, the Kid is able to bring Oceanhorn down onto its belly several times and approach it close to destroy its power-cells. It aggitates Oceanhorn and it begins to throw bombs before it finally decides to change the scene of the fight and jump back above ground.

Blackhat-kid-talk-after-defeat-of-oceanhorn

The Kid is finally united with his father.

The Kid follows the monster into the storm and they fight once more. Blackhat appears and joins the fight. He jumps onto Oceanhorn's back and digs is sword deep into its metal but then is forcefully thrown of the monster and over the cliff. Shadow Mesmeroth reveals himself, being attached to and in control of the Living Fortress. and Making use of the electric dynamos in this area, the Kid is able to force Oceanhorn down again. This forces Shadow Mesmeroth to approach the Kid using the Dark Apostle instead. When the Apostle had enough of the Kids attacks, he attempts to return to the paralysed Oceanhorn and control it again, however, in that crucial moment, the Kid blows into the ancient flute. The tune reaches Oceanhorn before Shadow Mesmeroth can regain control over it and so being under the control of the Kid, Oceanhorn actually turns against the Dark Apostle and Shadow Mesmeroth. It runs into the smaller robot and flings it and itself over the cliff. They disappear in a giant explosion and that is the end of Oceanhorn, the Dark Apostle and Shadow Mesmeroth as well.

After the fight, the skies clear and the sun appears. The Kid sits with his father on the pier and discusses the final fight and the end of Oceanhorn. With the monster gone, the Kid is looking forward to the Restoration of Arcadia.

Abilities[]

  • Talented Swordsman - The Kid is a naturally talented swordsman. He is able to fight equally against small and big opponents, including an Owru soldier and mechanical robots. The Owru Soldier praises his talent with the sword.[10]
  • Excellent Stamina - The Kid is being trained by Hermit, ordered to run around the island in order to keep fit.[11]
  • Excellent Acrobatics - Wearing the Trencher Boots, the Kid is able to perform a perfect dodge roll and jump over gaps.[12]
  • Skilled User of Weapons and Equipment - The Kid is able to use various other weapons, like bombs and arrows, both, during combat and for exploration purposes.
  • Magic User - The Kid is able to apply magic spells that he acquires and masters throughout his travels.
    • Fire Spell - The Kid is able to create fire in any place within his line of vision.
    • Ice Spell - The Kid is able to freeze objects and enemies.
    • Cure Spell - The Kid is able to self-heal.
    • Force Spell - The Kid is capable of telekinesis.
    • TRILOTH Spell - The Kid is capable of controlling TRILOTH.
  • Seafarer and Navigator - Having learned from his family's travels, the Kid knows how to nagivate the Uncharted Seas and control his sailboat.

Equipment[]

Active Use
  • His main equipment are Father's Sword and Shield. These are replaced later with the Coral Saber and the Shield of Chronos.
  • Additionally, he wields the Bow and Arrows,
  • throws Bombs,
  • and uses the Pumpkin Seed Gun while on the sailboat to defend himself from explosives and aggressive cephalopods.
  • The Trencher Boots allow him greater acrobatics.
  • The Fishing Rod allows him to enter the world wide fishing competition.
  • His father's Ancient Flute, which allows control over Oceanhorn.
Passive Use
  • A mysterious seashell allows him to communicate with Hermit from anywhere in the Uncharted Seas.[13]
  • His mother's necklace, the Emblem of Sun

Steam Trading Card[]

Steam-Card-Kid-OH

The Kid is featured on one the five Steam trading cards available, using the following description:[14]

"You are a tough kid and you have your mother's strength - a light inside you that makes you go one step further." -Father

Gallery[]

Trivia[]

  • Without the Trench Boots, the Kid is unable to jump, unlike his ancestor Hero who makes jumps automatically when approaching edges.

References[]

Sources are hidden by default, click expand to view them.

  1. "So you're planning to become an adventurer? With my tips, even a shrimp like you can become a legend!" (Master Adventurer)
  2. The Kid’s Father tells him that he is the descendant of the pilot of Oceanhorn (which was Trin in Oceanhorn 2). The kid and the father in Oceanhorn 1 are descendants of Trin and Hero. (Cornfox-1 on Reddit)
  3. "This is not good... The Festival of Sun is here, but my father is hurt and he can't climb up to Humming Hill to start the fireworks... What? You say you'll help us! I knew I could trust you! Come on, I'll go with you. Let's go to Humming Hill and start the fireworks!" (Neeti)
  4. "I realized I've never seen you here before! I'm Neeti. Nice to meet you. You say you're looking for your father? I hope you'll find him." (Neeti)
  5. "What's that? ... an acorn? Acorn is a symbol of hope... it must mean you will find your father. You're giving it to me? Come on - let's plant this together!" (Neeti)
  6. "I need to go home, but I will hang around with you until you leave." (Neeti)
  7. "There are no words now, only sorrow. Mary, me, and the kid stayed a night on this island. We were tired from the storm and were happy to find a cave to stay in. She was outside just for a moment... then it came. I could not stand on my feet because the whole island was shaking from the weight of Oceanhorn. All I could hear was a scream and that horrible war horn. She is gone... She was gone. That monster is after me... and I was hiding inside..." (Father's Journal - HOME ISLAND)
  8. "Did you sleep well, kid? Do you still have the same nightmare? [...]" (Hermit)
  9. "You found your father's sword and shield! How did you get your hands on them? You were supposed to have them later! What? Your mother's necklace started to glow?! How could I be so stupid! That is one of the symbols of ancient Arcadia. Follow me, I have a story to tell you." (Hermit)
  10. "You are a talented swordsman. It is good to have you on our side." (Feathers)
  11. "Don't forget your training! Run around the island a few more times!" (Hermit)
  12. "The gods are on your side, boy. Did you know that you can break wooden crates with dodge rolls!" (Streamrider)
  13. "Can you hear me, kid? I can talk to you through this mysterious seashell. Maybe I can be of help on your quest." (Hermit)
  14. This Steam Trading Card info, including the images, were taken from the Steam Trading Card Wiki.

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