This guide will give a walkthrough of all mandatory puzzles throughout the game. The priestess Tilde-e is in most major cities throughout the game and gives hints about what to do next, but if you get stuck and don’t know how to progress, feel free to check out this guide.
Introduction
This guide will help with:
Dungeons and puzzles.
The game has much more in terms of secrets and collectibles, but this guide will only cover the necessary puzzles to complete the game.
Main collectibles:
- Orbs of Phitra
- Determination Orb – 25
- Liberator Orb – 25
- Passion Orb – 25
- Freedom Orb – 25
- Paradox Miasma – 99
- 12 total playable characters
- 3 optional characters
Note: All collectibles listed here can be obtained late game. They won’t be locked to certain time windows, with the exception of one obtainable character.
Difficulties and Saving
Horizon Odyssey has options for Easy Mode and saving anywhere.
Easy Mode increases the abilities of all your characters: +50% HP, +33% attack and magic attack, +200% increase to EXP rate, doubles gold and reduces random encounters in half.
Easy Mode also makes the game’s puzzles easier.
When you start the game, you can choose if you want Easy Mode and if you want the ability to save anywhere. You can change these options later in the game at one of the priests.
Holv and Pro’Gruhl
The goal for the first part of the game is to explore your home town and its neighbour, get Krantz to join your party and confront the man in Pro’Gruhl who attacked Holv’s fish supply after you deliver the town’s fish package to them. When confronting Tom, be sure to be a little levelled up as he is pretty tough.
After this, see the hermit in Holv and get the Liberator Orb from him. This will allow Mathias to learn a skill to unlock special treasure chests. The first one you want to unlock is the one in the cave to Pro’Gruhl which will have a Determination Orb in it. This will allow Krantz to move some objects. Talk with your parents and the hermit so you can leave in the secret tunnel to the overworld. You have to break through a wall with cracks in it by pushing the action button a couple times, then get to the cross at the end of this cave, and using Krantz’s Shove skill, you can exit onto the overworld.
Hovia
The goal in Hovia is to try to rescue a woman from the prison of the totalitarian town of Hovia. To start your quest in the prison, first try to enter it, where you will meet Mary trying to give you herbs for her sick daughter. Go to her house and give the herbs to her husband and after that, seek out Markus; he will be in the house just south of the general store. After talking with him, you can enter the prison to try to rescue Mary. The prison is full of guards who will catch you and put you in prison if they catch you (you can easily escape, don’t worry).
Prison:
This prison is laid out like a maze where you have to avoid guards and discover new paths by doing different things to distract or get by the guards. The first thing you want to do is go upstairs and find a cat walking around. If you interact with it, it’ll meow, alerting guards to come see what is going on. You can duck into a prison cell as they pass by and go to where they were standing. The prison cell he was guarding has a cracked wall which you can break down, allowing you access to the central room upstairs.
From here, you want to pick up the Dim Crystal which has odd properties that a strange man near the Boardroom will want from you. Give it to him in exchange for the Boardroom Key and you can get into the headquarters of the prison. There is a rope here that will ring a lot of bells. This causes confusion among the guards and will open up new areas in the prison. Now you can head back downstairs towards the central area and go upstairs in an area which was previously blocked off by numerous guards.
In this new area upstairs, you can access a prison cell that has a lot of cracks on the floor. Break through here to go downstairs and get ready to fight a guard tougher than regular enemies. After this go downwards and you can pass some guards rotating in the hallways. Once you pass them, you can go to the cell where Mary is. Talk with her and exit the prison through the north part of the prison. You will confront the Warden here in a fight you can’t win, so don’t worry.
After this confrontation, your goals will chance. Head to Markus’s house and he will give you a ferry pass which will allow you to travel to the newly discovered continent and its town of Crescho. You will need more Liberator Orbs before completing the task given to you by the Warden which you will find on the Crescho continent.
Crescho
Enter the town of Crescho to meet up with Scarlet and Jasper. You’ll discover the town being repeatedly besieged by a larger empire known as Prejuvia. Jasper will recruit you to meet up with a very strong ally known as Talik. To reach him, you have to go through a mazelike forest. The actual exit to this forest is up a cliff with a vine ladder on it. Be sure to save before entering Talik’s tent. He will test you to make sure you are worthy of his time and he is very strong.
Once you return to Crescho with Talik, the town will organize a meeting about how to deal with the Prejuvia threat. Scarlet will join your party and insist you go to the ruins southeast of the town. In the ruins there are a couple panel puzzles that will unlock crystal blockades. One of these puzzles is an optional puzzle and the other is the mandatory one. The solution to the mandatory puzzle is the symbol of the Triumphant mentioned in the ruins and drawn on the church’s floor:
Pick up the weapons on the altar that Scarlet thinks are important and return to Crescho.
After talking with the Mayor of Crescho, follow Jasper to the Prejuvian hideout on the east coast of the continent and take one of their boats and head to Prejuvia’s continent of Karsia.
Prejuvia
Your mission in Prejuvia is to meet the leader, if possible, but first, follow Jasper through the farming towns of Prejuvia and try to calm him down and convince him to join your party.
After confronting Jasper in Juticht and Tanek, head north to the remote town of Nihthal and speak with Chrysal. He will inform you to head to the gates of Prejuvia’s walled city where a stranger will be waiting for your arrival. Once in Prejuvia, you won’t have access to meet the leader, so try to enter the Research Area to find out that its owner, Chrosol has gone north in search of rumoured magic. The mayor of Nihthal will give you an heirloom that will allow you access to the Crater Cave just south of Nihthal in the lake. Search around this cave to find Chrosol, and once you return to Prejuvia, he will reopen the Research Area and you can speak with a man looking for ancient mathematics lost to time. The rumour is that they are in the ruins of Karsia on the far east side of the continent through the Miameric Forest.
Before entering Miameric Forest, you’ll need to complete Tolvic’s quest (the man from the Hovia Prison). Head to the cave near Hovia using the skill Boulder to move all the rocks around. In the churchlike room at the end of the cave, you’ll discover a prophetic message and bookshelves with all types of Orbs. With these additional Determination Orbs, Krantz should learn Ledge Vault which will allow you to jump up and down small cliffs.
Miameric Forest:
The top part of the first Miameric Forest map isn’t reachable at this point in the game. So go up a bit and then to the right to reach the 2nd area of the Forest.
The 2nd part looks like this:
The crystals you have to activate to lower and raise the rocks blocking the paths have these states:
Crystals are marked in orange numbers. Note the different crystal states above. The path forward is as follows:
Set Crystal 1 to state 2. Go up to the rippling water (#1) and switch it on. Head back to Crystal 1 and set it to state 1. The path is now open to reach all the way to Crystal 2. Set Crystal 2 to state 0. Now you can head down to D1. Set Crystal 2 back to state 1 and go back to #1 and switch the water off. Now you can go back to Crystal 2 through a different path. Set Crystal 2 to state 2. Now make your way to Crystal 3 and set it to state 0. You’re free from this area!
In the next part of the Forest, you have to activate the crystals in the order: 4, 3, 2, 1. (The M1, M2, and F1 represent Paradox Miasmas and a Freedom Orb).
Karsia Castle Ruins:
Now head towards the Castle Ruins in east Karsia. The puzzle to complete in this dungeon involves lighting up all portals on the top corner of the map. But if you step on them a 2nd time, they unlight. If you switch to Easy Mode (you can turn this on or off at a priest at any time), they won’t unlight if you step on them. If you want to do it on Normal, you have to figure out a good path to make sure you don’t keep turning the portals off.
Once all portals are lit up, you can get to the secret blocked off area where the Ancient Text is. With this, you can go back to the researcher and he will reward you with Orbs and a Gate Pass so that you can see Salanthronos personally.
After speaking with Salanthronos, if you’ve collected 12 Liberator Orbs, you can cross the irradiated land to the west and reach the city of Talti.
Talti
Talti is a besieged fortified city that was free for thousands of years prior to Prejuvia’s occupation. Upon entering you’ll see the destruction caused by some sort of super weapon. Your goal is to find out what happened and how to stop it as well as seeing how you can help the people of this city. The city’s new mine is an important feature of this city, so see what you can find out in it. To get into the mine, go into the well, push the box over the water and you can get into the mine from that path.
Once in the mine, you want to head to the top area and try to enter the prison cell. From here, go back to the small cave near the mine entrance where you will find a guard passed out and you can take his key. Back at the prison cell, you can talk with a man as his life fades. Once Krantz has an epiphany moment, you are ready to fight back against the small occupation force of Talti. Find their leader, Pid and fight him. Pid will be stronger than Krantz expected, so be prepared for a tough fight.
After you save the enslaved Talti men from the mines, you can head to the palace and fight the Prejuvian ambassador that was tasked with keeping the city locked down. In order to reach him, you have to complete the magical puzzle that keeps the inner palace locked up. The solution to this puzzle is given through various hints in the room itself, but if you need help, here’s a picture of the solution:
Once you reach the inner palace, talk with Garsi to find out where to go next. He will give you the Magical Hack which will allow you to get to the previously unreachable part of Miameric Forest. Here you will find the new super weapon Prejuvia is building. Back in Miameric Forest, the puzzle has 3 switches as shown here:
Push these numbers in this order: 1, 2, 1, 2, 2 and 3.
Now you can head north to the hideout.
Follow Chrosol onto his boat and sail with it to Saulek to see what the crystal you found is being used for.
Saulek
In Saulek, you want to confront Chrosol and Wallental as the crystal will be the energy source for the super weapon. To reach them, enter the main building of the town and work your way towards them using the portals, crystals and doors. The crystal has 3 different settings and the higher the setting, the further the portals will teleport you. Each portal teleports you in a specific direction and the crystal dictates how far you will be teleported in that direction. Note that some portals teleport up and down in the vertical direction (through the floors/ceilings). Teleport around and unlock as many doors as you can and you’ll see the way forward. You will have to fight Chrosol here. Be prepared as it can be a hard battle.
After the fight, head to the portal Wallental took and then head back to Saulek.
After this outcome, speak with The Flower Man and go attempt to destroy the mech super weapon back at the Miameric Forest hideout. Complete your task here and The Flower Man will give you Chrosol’s ship. You can now travel to many places in the world. This guide won’t cover all of them, but there are plenty to explore now. After exploring however much you want, your destination now is to reach Fort Grant, the only rebel city left to fight against Prejuvia.
Fort Grant
Here at Fort Grant, you’ll meet a powerful war leader known as Tsac Sueko. His strategy mixed with his uncanny magical ability makes him a real force to take down. And he would have to be to withstand Prejuvia’s attacks thus far, despite them only being half-hearted attacks. In order to gain his trust, you’ll have to prove your previous feats by liberating Crescho, an easy feat compared to your claimed successes of liberating Talti and destroying a super weapon. Once you liberate Crescho, he’ll treat you as a full member of Fort Grant and the real fighting can begin.
Return to Crescho:
Upon your return to Crescho, you’ll find most of the members safe, yet under complete control by Prejuvia and its guards. In the middle of town, there is a new building that acts as the new headquarters. Inside, you’ll find it’s an elaborate maze and puzzle room, set up by someone who enjoys the suffering of others.
Inside this new headquarters, there is a blue switch. When pressed, it will spin the room around clockwise. The red switch will spin the outer rooms around counter clockwise.
The idea behind this puzzle is to spin the central room so that its doors will match up with the rooms on the outer part. So, if you see a room with something in it you want, try spinning the central room around using the blue switch until the doorways line up. The outer rooms always stay facing the same way, so you might have to enter them from only the down position and then line up the doorways with it with the blue switch.
Once you complete this puzzle, you will be able to get upstairs to face someone from your past: Tolvic, the Hovia Prison warden. He’s not happy with you ignoring his request. Was it the right thing despite the outcome? Krantz seems to think so. Nevertheless, be prepared for a hard fight. Tolvic has some killer moves.
After his defeat, head back to Fort Grant and talk with Tsac. Now the real fight against Hovia (a strong ally of Prejuvia) begins.
Return to Hovia:
The leaders of Hovia are powerful magi, similar to that of Pid and Tolvic, but more competent. To liberate Hovia from its totalitarian state, take out its leaders. Hovia has been untouchable for ages for a reason, however. To reach them, you’ll have to make it through their mazelike mansion. The first thing you’ll want to do is get to the room on the right. Get here by touching the blue markers on the floor an odd amount of times. To do this, break the fake plant and walk around one of the markers.
In this library room, there are switches that move panels over holes in the floor. You have to make a bridge with them. The switches move the corresponding panel a certain amount of spaces which all end up having a common denominator of 12. So, hit the switches so each panel moves 12 spaces and they will all line up and a bridge will be made to allow access across all the holes. Flip the switch there and you can now access the room on the far left of the entrance (you have to touch the blue floor panels in the main room an odd number of times on that side as well just as you did to unlock the library room).
In this watery lounge area, you have to flip switches and ride the water path to reach different locations. There are many optional items here, but only the correct path will be listed. Turn the main water way switch so that it points left, then enter the water path and it will take you to the switch that opens the gate to go in the room on the right.
In the kitchen, the path to the switch follows a math pattern. The solution is: 1, 12, 18, 13, 2, -4, 1, 12, 18, 13, 2, -4, 1.
With this switch flipped, the gate to upstairs is down. Head upstairs.
The solution to these numbered buttons is: 1: 3, 2: 2, 3: 9, 4: 9, 5: 0, 6: 6, 7: 9. This will allow you to get to the final boss of this mansion. After defeating the bosses, head back to Tsac for the final fight against Prejuvia.
Return to Prejuvia:
The time has come to confront Salanthronos for real. Will this be the end of your life or his? Tsac and the army of Fort Grant will grant you an opening into the fortified city of Prejuvia. Once inside, seek out Salanthronos in his castle. To reach the basement, you have to light up all the sconces in the basement. To do this, complete the candle puzzles in each room upstairs.
For the Left Wing, light up all the candles. For the Right Wing, light up the four corner candles. For the middle room, toggle the lights on and off until the first gate opens, then for the 2nd area, light up the candles to make an italicized N. Then for the 3rd area, light up only the top two candles near the plaque.
Now you can end Prejuvia’s tyranny forever. Will you kill the villain that caused all of this or have mercy?
Hovia Institute
Salanthronos may have been a tyrant, but now it’s time to face a true monster. Make your way through the Hovia Institute as Tarlv taunts you about the nature of reality and humanity.
For the first part of the Hovia Institute, you have to unlock a door by figuring out what the number 2048 means on the locked door. Each room in the Hovia Institute has a sign that says 1, 10, 100, or 1000. These indicate which digit it’s referring to in the 2048 number. So, for the room that says 1, you need to light up 8 crystals. For 10, light up 4 crystals. For 100, light up none. For 1000, light up 2.
This will allow you access to the secret underground area of the Hovia Institute. It has three levels. Follow Tarlv to the third level to confront him and, by the third floor, you should understand his goals and beliefs.
The first part of the underground area has four rooms numbered 1-4. Each of these rooms will have a number associated with it. For Room 1, you have to light up 4 crystals. For room 2, you have to light up A, B, and C on the floor, in room 3, there are three 3s. Room 4, you have to light up 3 crystals. These numbers all correspond to the passcode needed to reach downstairs. They give you the number 4333.
For the 2nd floor, there are 9 rooms to complete. When you finish a room, the crystal outside the door will light up to show you it’s finished. Each room has a slab you need to get to the 3rd floor.
The first room is a maze and you have to locate the chest with the Slab in it. The second room has a Slab hidden on the floor by one of the computers. The third room has a Slab at the end of all the rooms. The fourth room has a Slab under a table. The fifth room has a Slab in a chest in the cave.
The sixth room has a fairly complex puzzle. You have to move the crystals in such a way that they rest against other crystals to allow you to open up the path properly. There are a couple ways to do it, but here’s one of them. Hit the orange numbers in this order:
1: 3 times
2: 8 times
3: 4 times
4: 8 times
5: 6 times
6: 8 times
5: 2 times
3: 4 times
4: 2 times
After you do this, you can get the key that unlocks the room to the right. The Slab will be in there on the floor.
The seventh room has a Slab on the top bunk. The eighth room’s Slab is held by a priest in the 2nd area of the room. To get to the 2nd area of this room, activate the crystals in the order shown when you activate one of the big blue crystals at the front of the room.
The ninth room can only be unlocked by solving the tile puzzle at the end of the hallway. It looks like this when complete:
You have to light up the tiles in all three rooms of this ninth room:
You can light up these tiles in any order.
Light up the orange numbers starting from 1, diagonally light up the tiles down to 2. Go to 3 and then diagonally light up the tiles to 4.
Light up these tiles in the order shown.
Get the tile from the central room here and you can go to the locked door, and using the Slabs, unlock it. The path to the 3rd floor is no open. Get ready for very hard fights.
Once you complete the final battles of this area, you will receive an airship and can travel to most places in the world. There are some mountainous regions that can only be crossed with Garreth if he has enough Freedom Orbs. After exploring what you want, head to Vordenstople.
Vordenstople
To reach Vordenstein, you have to get into the Vordenstople Palace. To do this, light up the crystals in the two side towers to that they match the candles in the rooms above.
The Vordenstople Palace has 6 floating crystal puzzles that have to be done to open the gates downstairs. However, if they’re too challenging, switching the game to Easy Mode will let you bypass these puzzles because some people don’t like timing puzzles and don’t want to be locked out of the game because they can’t time it correctly. If you find it too challenging, feel free to bypass them all by switching to Easy Mode. Some of them can be very challenging.
The other puzzle within this Palace is a gate switch puzzle that blocks or unblocks areas by flipping switches. The order to follow to get to the basement (if you’re ignoring all crystal puzzles) is as follows:
From the entrance, go upstairs, go left, flip the Bronze Gate Switch, go downstairs, go right twice. In the Museum room, flip the Jade Gate Switch, and then go back left twice, go upstairs to the Ballroom and flip the Bronze Gate Switch. Go right twice, go downstairs back to the Museum room, and now you can go right to the Science room. This room leads downstairs where you can confront Vol Sirchen and Sevalla.
From here on, it’s just the boss fights left. Be prepared and good luck!
That’s all we are sharing today in Horizon Odyssey Complete Walkthrough Guide, if you have anything to addm please feel free to leave a comment below, and we’ll see you soon.
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