

Ittle Dew 2+ carries unique balance changes and unique content. More information on an area and its dungeon can be found belowįor further locations see Portal Worlds. Every dungeon and optional cave can be solved with either a stick or the weapon that's stored within. The game can be explored in any order with some areas proving more dangerous to beginners. Each area contains several optional caves and a dungeon with four of them hosting a secret dungeon. The game now features 8 unique areas with varying themes. There is a new wide range of enemies, some make a return from Ittle Dew and others are unique and may change depending on the environment. Pile of Loot: Proof of truly completing the game.

Can be viewed and swapped at the changing tent in Sweetwater Coast. One can be found in every dungeon and an additional one can be found in every area hidden in an optional cave in the overworld.Ĭostumes: A single special outfit can be discovered in every area and through other means. Lockpick: An item that lets the player open any locked room in any dungeon without using a key.Ĭrayons: Increases the max HP of the player by a quarter heart. Key: An item which lets the player open a locked room within the same dungeon. Portal World Scroll: Marks an optional cave that holds a Portal World. Some may need special requirements for opening, refer to the many NPCs in the area for hints. Optional Cave Scroll: Marks the Overworld Map with a yellow X indicating an optional area the player has yet to uncover. Note there are 32 total but after finding 24 the remaining 8 are converted to Portal World Scrolls Secret Shard: Collecting them opens new dungeons to explore. Tracker: Displays the outline of dungeonsĭisplays treasure chest locations in a dungeon Tome: 25% chance to prevent status effectsĭefense Amulet: Increases defense from ranged attacksĭodge Roll has an increased invulnerability Window Has a small chance to instakill low HP/Weak Enemies Lvl 2 extends the range even further and Lvl 3 extends the basic attack from behind as well. Fires projectile every swing, one per second.Įxtend Chain: Extends the stick and its upgrades range by a single chain.
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Constantly on fireįire Mace: Straight upgrade to the Fire Sword. The Force Wand shoots a projectile that pushes enemies back and is considered a ranged weapon.įire Sword: Straight upgrade to the stick. It can place frozen blocks for puzzle solving and the block can double as a breakable shield Cold enemies no longer uses ranged attacks and moves more slowly. Ittle can collect four weapons in the game, as well as upgrades for the stick, and tools and items which can be of aid getting through the game.ĭynamite that can be placed and detonates a short time afterwardĪn Ice Ring that damages and freezes enemies. Ittle starts out with a Stick which can can be upgraded to a Fire Sword and Mace.

The Force Wand shoots a projectile that shoves an enemy or object in the opposite direction and can be used to push regular blocks at different angles. The Dynamite weapon breaks metal blocks and can be used to activate crystals from afar.

The new Ice Ring weapon spawns a unique ice block that can be cut diagonally and pushed in new angles. Many of the block pushing mechanics from the previous game make a return, but with a few new changes. The game is now in a 3D artstyle, and Ittle has much more freedom in diagonal movement. Ittle Dew 2 takes over several elements from its predecessor and improves upon them. It's up to Ittle and Tippsie to find the answers themselves! Several secrets await them on the island with its quirky cast of workers, dungeons and secrets buried behind journals and dungeons that may not have been a part of the original adventure. With a final stern warning Passel announces his poof before the two decide to adventure the island and acquire all the pieces of the raft. He tells the two to leave promptly and not to adventure on the island only for Tippsie to steal a magical map from him and finding out that the island has several dungeons with pieces of a raft. The two are then immediately introduced to Passel, the island's caretaker. The raft then immediately bursts as it usually does. The two then suddenly hit land, the impact knocking the two over and revealing that they have been wandering in a puddle completely surrounded by land. The two look fatigued with Tippsie nibbling on Ittle's leg before rolling over to her side and being immediately flopped on by Ittle. Ittle and Tippsie are on their raft wandering the sea.
