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"This is your first big mission, right? Don’t worry, I won’t let you screw it up. Hey, I’m just joking! You’re doing great! …. For a rookie."
(Trin, to Hero)
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Hero is a 19 year old[4] Knight of Arcadia from Arne Village who is dragged into an adventure that determines the fate of Arcadia. Teaming up with Trinity, Gen and Master Mayfair, Hero is tasked to return the Sacred Emblems to their Beacons, not only to weaken the threat of the Dark Army approaching, but also to complete Grand Regent Archimedes's life's work, the Grand Core. He bravely battles Warlock Mesmeroth to rescue his friends and realm and stands up against the mighty Living Fortress, Oceanhorn, trying to save a world about to be destroyed.

Appearance[]

Hero-website-intrudiction-fullbody

Hero is a fit young man of average height. He's got light dark blonde hair, tied up to a short ponytail and a couple long bangs standing up in the air. His eyes are blue. He wears a red short-sleeved tunic and a short blue jacket over it. He's got black trousers, brown leather boots and finger-less leather gloves. He's wearing a slim beige sash underneath his leather belt.

Hero carries his firearm attacked to the belt on his backside. The sword is on his back as well, attached to a leather strap around his torso. The shield is mounted on his left forearm.

Despite being 19 years of age, he is still considered underage and bars won't sell him any drinks.[5][6]

Personality[]

As the protagonist of Knights of the Lost Realm, Hero comes with everything that marks a true hero: He is an upright young man, ready for the call of action, willing to help his comrades and to protect Gaia and its peoples.

Unlike the Kid from Monster of Uncharted Seas, Hero is given the opportunity to make conversations with his friends, allowing him nuances in his personality.

(more coming soon)

Synopsis[]

Background[]

Hero is born artificially inside Arne Beacon. Mesmeroth commanded the ancient machinery to work[7] and ended up with a baby boy in his hands.[8] Hero is taken care of by Mesmeroth for a short while[9] but is then given to Master Mayfair.[10]

He grows up in Arne Village, living with Master Mayfair and Gen. When he is still young, he goes with Gen to Beacon Hill for a picnic. He is later carried home on Gen's shoulders.[11] His foster-father becomes then also his master for his Knight's training and Hero begins his path as a cadet of the Knight's Order.

Pre-Catastrophe[]

Hero has been tasked by Master Mayfair to travel to Outcast Island and recover a lockbox that was stolen from him many years ago.[12] He explores the island and enters the hideout of the pirates. It is deserted, apart from a few common monsters. By chance Hero discovers a Knight's Shield and claims it.[13] At the end of the caves he finds the pirate captain's treasure room. When he enters the large cave, he is confronted by Galactoss, a giant pink octopus. The battle is tough but Hero is victorious and defeats Galactoss. He finds Master Mayfairs lockbox inside a chest at the other end of the cave.

With the recovered lockbox, Hero uses his sailboat to return Arne Village. He is welcomed by his master at the harbour and together they return home. On the way they meet Gen and Hero goes to greet him. While Master Mayfair prepares food, Hero follows his master suggestion and practices his swordsmanship against the training dummy. Once he's done, Hero joins the others inside and has his meal.

When Hero awakes the next morning, he finds a letter by his bedside. Master Mayfair wishes to see him at the Beacon near the village. He is to take the key to the village gate in order to open it. Hero does as asked, takes the key and leaves the house. In front of it, he meets Gen and talks to him.

Hero continues through Arne Village, exploring on his way as he likes. Using the key he has taken, he opens the gate and leaves the area towards Warden Woods.

In Warden Woods, Hero discovers the first Tranquility Beacon Pod and succesfully opens it. As it is no use to him for now, he continues his path towards the Beacon Hill. There, in front of the Beacon, he reunites with Gen and they form a party.[14] They make their way into the Beacon and find Master Mayfair inside of it. Master Mayfair welcomes his foster son and tells him about the day the Direfolk War ended. He then hands over his lockbox and reveals its contents: the Caster Gun. This moment ends Hero's training as a cadet and the start of being a Knight of Arcadia. Hero claims his new weapon and uses it for the first time to open up a path back towards Arne Village.

Hero-and-mayfair-arne

Hero and Master Mayfair observe Yellow Bird's descend.

As Hero and the others approach their home again, they suddenly hear a strange noise coming from the sky. They go up on the house's roof and witness an airship roar by and crash in the area of Warden Woods. Master Mayfair ushers Hero to go after the airship and help its pilot immediately. Without delay, Hero uses a shortcut behind his home to reach Warden Woods fast. There, he encounters strange new enemies, the Spiderbots. They have surrounded an unknown girl and attack her. With haste he hurries to her help and fights them off.

Trin is not impressed by his interference, nonetheless Hero is willing to lead her towards Arne Village when she so requests of him.

Together Hero and Trin make their way through Warden Woods and back to the gate of Arne Village. Worried they observe the Dark Army's invasion of the village and hope that the villagers have found safety.

Their destination lies on the other side of Arne Village, so Hero and Trin fight against the Dark Army to get there. When they reach the Beachside Caves, they find the villagers all safe and sound within it. From Master Mayfair Hero learns that Trinity is the granddaughter of Grand Regent Archimedes and he is tasked to make sure she is protected. He listens carefully to his master's plan about escaping the Dark Army and warning Archimedes in the White City. Before he leaves with Trin, Hero makes sure the villagers and Gen are okay. Then, the pair fight their way past the Dark Troopers back to the other side of Arne Village, where they find Master Mayfair's hoverbike inside the Old Warehouse. Hero is driving, with Trinity on the back seat. They speed through Arne, distracting the Dark Army and lead them through the old mines. In the outskirts of Arne they finally manage to shake them off and they continue on foot to their meeting destination at the Highroad Campsite.

Highroad-campsite-trin-hero-2

Hero listens to Trin at the Highroad Campsite.

Hero listens to Trin's stories at the campfire, until Master Mayfair and Gen arrive. He spends the night there but on the very next day, the group continues on foot towards Sernoa Station, where they plan to take a train to the White City. Near the Fortress Ruins they find the gates of the wall locked. Hero leads his party through the Fortress Ruins and its underpass to find a way to the other side of the wall. He then opens the gates from the other side and Master Mayfair rejoins the group. Together, they arrive at the old Sernoa Station. The train stations lacks electricity, however, so Hero is trying to look for a way to restart the nearby power-station. Luckily he discovers a lightning spell container inside the old station and is able to use his Caster Gun to restart the power-station. This brings electricity back to the train itself and the group can operate it to begin their long trip to the White City.

During their journey, Hero is able to talk to his comrades, Master Mayfair, Trinity and Gen.

When the train arrives at the White City, Hero and the others leave the station just to be welcomed immediately by an Arcadian soldier. They are summoned to see Archimedes straight away upon arrival, so Hero has no choice but to follow the soldier into the royal palace. He stands with his comrades as Archimedes recognizes the danger of the Dark Army and explains his important mission of returning the Emblems of Creation to their Beacons. Naturally, Hero and the Knights accept their order and Hero exchanges his first words with the Ambassadors of Submeria and Pirta. It is agreed that the party will go to Pirta first. They will meet with Ambassador Irontalon in the morning and spend the night at the Red Herring Inn, where Master Mayfair has his apartment.

Hero, Gen and Trinity explore the White City for a bit before they find the Red Herring Inn and rest for the night. The next morning, Hero finds himself alone. The others have already left the Inn but are waiting for him at the harbour. Hero is free to roam the White City but very quickly proceeds to meet the others. Master Mayfair explains that he will stay with the Knight's Order to look into the Dark Army more and that Hero shall have to go with Gen and Trin alone. With Ambassador Irontalon, they board the sailboat and begin their journey to Pirta.

Since Gen is on the helm, Hero is able to move about the ship and talk to his comrades during the trip. Once they arrive at L'Istrait Town, the group is free to look around before meeting at the local Inn again. Hero guides them through the town and talks to the Owru living there. In front of the Inn he makes the acquaintance of Chief, a war hero of the Direfolk War. He then checks into the Inn and the Knights go upstairs where they meet Ambassador Irontalon again. They agree to meet the following morning and retreat to their own room for the night.

Hero is awaken suddenly by loud noises from the neighbouring room and Trin is alarmed. They hurry next door and find Ambassador Irontalon and the Sacred Emblem he carried gone. Outside the Inn they discover the route of the abductors, which leads into the Deep Jungle. The Deep Jungle is large and hard to traverse. Aiding their crossing through the forests are two significant discoveries: the Ice Spell for the Caster Gun and the Grappling Hook. Using the Ice Spell allows Hero to create an ice raft, with which he can cross the large lake in the centre of the jungle. The Grappling Hook allows Hero to reach places above his head or on the other side of a large gap.

Near the Forest Shrine Pyramid he discovers the Owru bandit hideout. They open the locked gate and enter the caves. Within they find Chief and his bandits in conversation with the abducted Ambassador Irontalon. A battle ensues in order to defeat the bandits and lock them up inside the cage in return. Back outside, Hero receives the key to the Owru Sacred Grounds. Ambassador Irontalon does not travel with them and instead will meet them at the gate. Left on their own, Hero guides his comrades through the Highpath Hollow and up towards the Owru Sacred Grounds. They meet Irontalon again at the gate and proceed to the Pirta Beacon together.

While Hero, Trin and Gen explore the Beacon, Ambassador Irontalon remains behind to look for resources. Following the hints given by Owru statues, Hero discovers a way to enter the underground area of the Beacon. There he learns that the both, the Teleport Pits and the Sacred Emblem pedestal, are activated by placing three Power Spheres onto their pedestals. Hero explores the underground area and is able to locate the three Power Spheres required. This allows access to a Teleport Pit which brings the Knights back to the main hall of the Beacon. Hero can now activate the main Teleport Pit and he returns to talk to Ambassador Irontalon before proceeding up to the top of the Beacon.

When the Knights approach the pedestal for the Sacred Emblem, Chora Tuyk descends and attacks. Using his newly acquired Grappling Hook, Hero is able to attach himself to the giant bird and defeat it. With this threat gone, he is able to watch and witness the return of the Emblem of Earth to the Cocoon.

Back in L'Istrait Town, Hero exchanges last words with both, Ambassador Irontalon and Chief. Hero receives the key to open the gate to the road that leads back to the White City. Arcadian engineers, protected by Arcadian soldiers, are already installing a Grand Core terminal nearby the gate. They thank Hero for his services here in Pirta.

Without much delay, Hero and his companions begin their journey by foot, back to the capital of Arcadia. It leads through the marshes of Pirta, past the Great Wall of Pirta and back onto the open planes of Arcadia. They follow the train tracks and as they pass near Faroah, Trin expresses interest in an observatory seen on a nearby cliff. Hero is happy to oblige and he guides them through cave up to the observatory. The building itself is empty and Hero only discovers a few notes, mentioning an object in the skies of Gaia, called Lunar Tear. They soon depart again and continue to follow the train tracks until they reach the aqueducts near Lake Tika.

When Hero and the others walk through the gate of the capital, Master Mayfair and a soldier are already waiting for them.

Trinity has to leave, so Hero and Gen follow Master Mayfair's advice and make their way back to his study. When they pass the Knight's Order, Gen suggests a quick visit. Hero enters the building and explores its floors. He learns that a Knight scholar seeks to collect all mysterious daggers and that a reward is waiting for the Knight who can accomplish this. Having seen it all, Hero then leaves and returns to Master Mayfair's study.

The next morning, Hero joins the unveiling of the Living Fortresses. Afterwards Master Mayfair explains that Trin won't be back for a while. He is tired and will rest but suggests that Hero goes and explores the city and nearby lands and only return to the study when bored. Gen excuses himself also, leaving Hero on his own.

Nearly immediately, Hero is approached by an Arcadian soldier. Since Trin is busy elsewhere, he is asked to complete a mission in her stead.

Hero accepts to investigate the production facility of Genco Corporation and enters through a manhole. He first comes through a production hall where automatons work on vending machines. He discovers a key that allows him access to the underground docks and also finds logged orders on their computer terminals, detailing the planned departure of hazardous waste to a disposal area in the Outlands. Hero continues deeper down and towards the docks. There he witnesses one of Mesmeroth's dropships about to be loaded onto a ship.

During this conversation, the soldier recommends that Hero somehow sabotages the transport. After quickly looking around, Hero discovers a warning that the facility is vulnerable to fire. He takes advantage of that and starts a fire. This destroys the crane holding the dropship and it comes loose, preventing the shipment to go out. Hero then escapes the facility and makes his way back towards the Knight's Order. He is rewarded with an Explorer Crystal and further investigation falls back to the Knight's Order.

Being free to explore, Hero decides to stop by the Grand Core. He first tries to find the staff break room, as he was given a key for a chest inside there. It reveals a little treasure for him, gifted to him by Archimedes himself. Hero returns to the main hall and enters the showroom to look at the Shield of Chronos on exhibit there. He discovers a secret entrance the leads further into the Grand Core and he decides to explore it. The inside of the Grand Core is big and it takes him past ecurity drones and riddles to hinder unwanted intruders. Hero manages to get past all these hurdles, however, and he discovers the prototype of the Shield of Chronos, which he claims as his own.

Since Master Mayfair has told Hero to explore even nearby lands, Hero takes it upon himself to go after the various criminals at this point. He knows of the Knight's Board Missions and revisits each location to find clues about the whereabouts of the criminals themselves. One by one, he pays them a visit in their lair and defeats them. Lord Crimson in the Emerald Cave of Warden Woods, Queen Long in the Tidal Cove, Baron Slimethorn in the Ice Caverns up north, Sir Stingalot in Ironwood Grove behind the aqueducts, Prince Kissinger in his Marsh Palace near Pirta's marshes and finally, King Octoboss on Zomon Island. Each of the criminals is transported back to the White City Prison, where Hero collects his due rewards.

After all that, Trin has finally returned. When Hero returns to Hermit's Study that day, his comrades are waiting there for him. Master Mayfair suggest taking a good night's rest, for their departure to Submeria is scheduled tomorrow morning.

The next morning, Hero, Trin and Gen make their way towards the airport. There they meet Princess Fin and after a short introduction they board Yellow Bird and fly towards Submeria. Princess Fin tells a little bit about her home and Trin suggests to land right on top of the Submerian Beacon, Ootheca. Upon arrival they discover, however, that the pedestal of Ootheca is inactive and cannot receive the Emblem. Hero decides to follow Princess Fin's suggestion, and they move with Yellow Bird down into the lagoon to find other locals. They find them inside Gillfolk's Grotto, where they find out about the demon turtle Yurmala and the Gillfolk's efforts to subdue the creature. Princess Fin considers it absolutely necessary that the Thunderstones keeping the turtle imprisoned are destroyed but Steelscale, a loyal servant of King Angler and fervent protector of his people, is against the idea and vows to protect the Thunderstones.

So when Hero and his comrades follow Princess Fin's wishes and attempt to return the Emblem, they face Steelscale's Gillfolk Hunters all around the Great Lagoon. Despite the adversaries, Hero and the others manage to destroy each of the three Thunderstones. Along the way, Hero even discovers an old Gillfolk item: the Diving Helmet. Being able to swim and dive indefintely helps Hero on this quest immensly, as it enables him to enter Ootheca and open the gate for his friends. Together they enter the Beacon and re-activate the pedestal on top, by collecting three ancient Power Spheres within the structure. They now also have access to the deepest part of the Beacon, where Yurmala is kept imprisoned. Having promised to take care of the turtle, they venture down there to fight. Using his Caster Gun's electricity agains the turtle, Hero is able to slay the creature for good.

Princess Fin is able to return the Emblem of Ocean and Steelscale apologizes, now that he has seen his own mistake. The Gillfolk promise their help in the fight against Mesmeroth's army and the Knights make their way back to Yellow Bird to return to the White City. Before they can reach it, however, the Dark Army passes by the Great Lagoon and bombards it. In haste Hero returns to Yellow Bird but Trin isn't joining him. While she remains on the ground using Oceahorn, Hero, Gen and Master Mayfair land on top of Dark Chariot, the command vessel of the army. Hero is leading them through the various corridors until they reach the command room, where they face Mesmeroth himself. Hero can only listen to the conversation between the three former friends. When Mesmeroth summons his Dark Apostle, Hero attempts to go after Gen but a falling structure blocks his path. Mesmeroth and the Dark Apostle teleport away and Hero and Master Mayfair are forced to leave alone. They hurry back to Yellow Bird and fly back to the White City.

(more coming soon)

Abilities[]

  • Swordsmanship - Hero is skilled with different types of swords, including his own and many others that his enemies drop after loosing the battle against him.
  • Marksmanship - Hero has a steady aim with various firearms.
  • Spearmanship - He can also use spears, lances and tridents without difficulty.
  • Excellent Stamina and Acrobatics - Hero is capable of jumping over gaps, dodge rolls, sprinting and a powerful skill attack with any melee weapon.
  • Ability to swim - Hero is able to swim short distances on his own, and using special equipment, he can swim and dive indefinitely.
  • Magic User - Hero is able to transmutate excess health drops into Heal Spell units to heal himself.
  • Use of special equipment - Hero learns to use foreign equipment quickly and without difficulty, such as the Grappling Hook and the Diving Helmet.
  • Puzzle Solver - Hero is capable to understand difficult problems and solve various puzzles fast and effortlessly.
  • Delegation Master - He is able to use his comrades abilities to their best advantage and is trusted to be giving order to them
  • Seafarer and Navigator - Hero knows how to nagivate the oceans of Gaia with his sailboat.

Equipment[]

  • Hero carries either the Knight's Sword or the Astroblade, alongside a Knight's Shield or the Shield of Chronos V1. He also uses Trin's Daggerang for a short amount of time.
  • He can collect and carry other weapons, including throwing spears, black lances and swords, crystal spears, tridents, silver swords, Owru swords and claymores.
  • He's got two firearms in his possession: the Peashooter and the Caster Gun. He is also able to use other firearms, such as tigerstedts and pirate muskets.
  • Hero uses the following special equipment: Bombs, Grappling Hook, Diving Helmet
  • Transportation methods include: Master Mayfair's hoverbike, his sailboat, Trin's Yellow Bird

Tarock Card Description[]

Tarock-hero

"Knight of the Lost Realm - An orphan of the Direfolk War, Hero is brought up by Master Mayfair and Gen to become a Knight of Arcadia. Only 19 years old, Hero has yet no clue of the events about to unfold and the epic journey he's about to take, forever determining the fate of Arcadia and those he loves."

Oceanhorn: Chronos Dungeon[]

Quote-end Main page: Hero/Chronos Dungeon


Hero is semi-playable as a totem in Oceanhorn: Chronos Dungeon.

Trivia[]

Hero April Fool's post

Hero in the April's Fool screenshot

  • In anticipation of the Secrets of Gaia update, Cornfox & Bros. posted an April's Fools message on social media, presenting a new adventure for Hero in the distant future. A screenshot shows him wearing a trenchcoat and his Caster Gun raised. The image was accompanied by the following synopsis: "2099 AC (After the Catastrophe). Arcadia has changed – industries are blackening the sky and polluting the ocean, automatons roam the streets, and giant corporations are breaking privacy laws, targeting people with annoying ads for extra ammunition and Arcadian ramen. This unredeemable world needs a hero. And who better than, ahem, THE Hero? After centuries spent in cryostasis, he's New Arcadia's only hope."[15]

References[]

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

  1. "You know, when this is all over, I would like to - never mind." (Trin)
  2. "[...] do you think we would be together?" (Trin)
  3. "We should definitely have a break and go for a vacation!" (Trin)
  4. "[...] Only 19 years old, Hero has yet no clue of the events about to unfold and the epic journey he's about to take, [...]" (Hero's Tarock Card Description)
  5. "Yep, the bar is open, but we don't serve drinks to underage customers. Hey, while you're here, could you take care of those old jars for me? Great, thanks!" (Roger)
  6. Note: This applies to the Finnish (Cornfox & Bros’s nationality) age restrictions (limited age is 20 for spirits and 18 for wine and beer). In other countries the viewpoint may vary. Source: https://worldpopulationreview.com/country-rankings/drinking-age-by-country
  7. "I did not know exactly what I was doing, but I commanded the ancient machinery to work." (Mesmeroth)
  8. "Soon I saw a true miracle take place before my eyes. In my hands. You were born." (Mesmeroth)
  9. "I took care of you for a while, as you were my responsibility. But this is not the face of a father [...]." (Mesmeroth)
  10. "I did the best thing I could. I gave you to the most honest man I have ever known." (Mesmeroth)
  11. "It feels just like yesterday that we came here to have a picnic and I carried you home on my shoulders. Today, you're going to have to walk back on your own." (Gen)
  12. "Retrieve a lockbox, stolen from me many years ago by pirates. Its contents are vital for your knighthood. Good luck. - Master Mayfair" (Mayfair's note)
  13. "It is a Shield that once belonged to a Knight of Arcadia [...]" (Knight's Shield in-game description)
  14. "Gen has joined you party." (In-game message)
  15. Paragraph copied (and related image taken) from the Reddit post by Cornfox & Bros.. (Date:17/02/2024)

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