William and Sly II
Description
In response to unspecified transgressions, gnomes have stolen William's notebook and strewn its 25 pages across a vast sylvan landscape, amongst the grass and shrubs, in concealed underground caverns and atop inaccessible floating islands. William decides that it's more important to catch some rays sunbathing behind his cabin than to respond to the gnomes' provocation, but his animal companion Sly the fox takes it upon himself to try to rustle up and return the journal pages, starting with no skills beyond his innate ability to jump.
Pages are not the only things concealed among the lush forest sprawl; also there are locked chests and the keys needed to open them, boulders and the bombs needed to crumble them, 100 mushrooms (so beloved of gnomes), as well as some stranger landmarks. These include four frozen pixies encased in ice, randomly spawning fairyflies which can activate totems enabling temporary fire powers (for the ice, above), ahmni poles needing to be topped with one of four elemental headstones (also needing to be found), and shrines inhabited by otherworldly Ohnem who can reward Sly with new abilities of teleportation, enhanced sight and boosted jumping powers.





