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Yume 2kki:Dream Tropics

Revision as of 04:47, 31 July 2024 by Umbrakinetic (talk | contribs)
Dream Tropics
File:2kki DreamTropics.png
Basic Info
Japanese Name(s)

大海原
大海原
Daikaigen
The Ocean

Effects EffectNone
Collectibles

Menu Theme #78

Events None
Notable NPCs Dungeon Boss
Other
Connecting Areas Journey's Road
BGM Missing
Map ID Missing
Version Added 0.124d
Last Updated 0.124f
Author Nadeko

Dream Tropics is an area available from the boat at the end of Journey's Road.

Features

Dream Tropics is a large ocean. Urotsuki's sprite as she sails, much like all the other islands and traveling boats she passes, are in miniature scale to capture the size of the world. Certain islands have docks, and interacting with them will allow Urotsuki to disembark and wander the island.

In the ocean, there's a long blue streak that acts as a continuation of the road that's lead up to this point. At the end of it is a sign forbidding further passage, under construction for new maps. A little south and east of it is a formation of islands that resemble a clock.

At the south-west end of the world, ignoring the road, you'll find a section of islands that are surrounded by rocky crags, and pirate chaser ships wander within them. If they catch Urotsuki, she will be sent off to another island north, though she still has her boat and can sail out again. Deep in this section, there is an island Urotsuki can enter with a map of the world, with an "X" over to the south-east side, surrounded by a giant wall, but a hint about an entrance to the north side. Urotsuki can navigate through those waters, filled with pirate ships that are faster than the previous ones, and locating where the "X" is on the map, you'll find an island with an entrance to the Dungeon on it.

Dungeon

The Dungeon is a subarea that consists of five floors that descend, each built out of small rooms. Urotsuki starts at the top floor and she will find doors that require keys to advance, but each floor is guarded by various chasers and traps. If Urotsuki is caught, she will be kicked out to the Dungeon entrance. If a key has been used on a door, that door will remain unlocked, but Urotsuki will lose any key that she is currently holding and hasn't used, requiring her to find and obtain it again.

Floor 1 - contains the green door and key. It is guarded only by simple slime chasers that move rather slowly. There is also a shop that sells vending machine items for 100 Yume each.

Floor 2 - contains the blue door and key. It adds moving spike blocks, which follow a simple movement pattern.

Floor 3 - contains the purple door and orange key. It has walls with passability you can toggle with a switch, with a single room that dictates which blocks are passable and which aren't. Additionally, chasers start inhabiting rooms that contain other traps as well. If Urotsuki is caught, the switch will return to its original state, requiring it to be flipped again before proceeding down. (don't ask me why the colors were mismatched)

Floor 4 - contains the white door and key. Floor-spike traps now litter the area. Some are on a timer, and some are controlled with a switch, similar to the previous floor. Masks also line the walls, and when the final key is taken, some of them will become animate and chase Urotsuki down.

Floor 5 - contains the boss. In the room before the boss, there is a teleporter which can take Urotsuki up to the shop and vice versa. In the boss battle room, the boss stands stationary at the top, with two chaser orbs that alternate between rapidly chasing Urotsuki and pausing. There are two strips of floor spikes and four buttons, one of which is blue. When a button is blue, Urotsuki can press it to damage the boss. Taking too long to get to a blue button will randomly re-assign which button is blue. Damaging the boss enough in this manner will defeat it and de-spawn the chaser orbs. In the room behind the boss, Urotsuki can find the greatest treasure of all, Menu Theme #78, as well as a door that leads out of the Dungeon.