INDIE GAME / PLAY GUIDE
Islets abilities, ship upgrades and shops | Gear and choice cards
Covers the main story, 16 bosses, directions to 60 upgrades, six ship parts and 44 achievements; remaining gaps stated · Updated 2026-10-13
Field upgrades offer choice cards; shops sell purchases. Some cards activate quests, so do not dismiss every option as merely a numerical increase.
Abilities and revisits
When abilities increase, recheck dead ends by terrain type. Acquiring an ability is separate from upgrading its numerical strength afterward.
| Ability | Acquisition/confirmed condition | Revisit example |
|---|---|---|
| Double Jump | Defeat Grave Crawler | High platforms and rainy heights |
| Slam | Defeat Tomb of 1000 Spirits | Downward obstacles and the treasure-hunt grave |
| Shift Arrows | Defeat Runaway Plant | Remote passages and Deadly Pit |
| Cloud Arrows | Defeat Swamp Frog | Crossing beams and FilthPest |
| Wall Climb | Ruins after NorthStable/Inverness connect: shrine with two stone heads beyond Snoot | Treasure hunt at the upper center of the Tomb boss room |
| Charge Attack | Defeat Rogue Bot | Late exploration on the Cinder side |
Parts needed for the ship's two stages
Prepare the first two Gear separately from the next three Gear+Ship Motor. Motor is a separate propeller-shaped part, not one of the six cog-shaped Ship Parts. Distinguish the sixth Gear, which can be sold additionally, from the five required Gear.
For the six Ship Part pickup locations, see the six ship parts table. Routes used in the original guide's playthrough are separate from fully verifying minimum abilities for access.
| Stage | Parts | Function/purpose | Next air route |
|---|---|---|---|
| First upgrade | Two Gear | Ship weapons | GrappleBot / MechaRat |
| Second upgrade | Three additional Gear+one Ship Motor (Propeller) | Ship dash | Defender Unit→Cinder |
| Surplus part | Sixth Gear | Sell to the ship specialist | Separate from the five required Gear |
Map functions and growth shops
Fixed-price exploration functions are separate from staged sword, arrow and health purchases. Prices for every stage remain unchecked, so read the next purchase price on screen.
| Item/function | Checked price/condition | Use |
|---|---|---|
| Map Markers | 100 credits | Check map objectives |
| Shrine Shifter | 900 credits | Travel between shrines |
| Upgrade Markers | 2500 credits | Locate missing upgrades on the map |
| Sword Strength / Arrow Strength / Health | Shop purchase; not all stage prices covered | Three purchase achievements |
| Sword Strength10 / Arrow Strength10 | Increase through shops or upgrade cards | Two cap-reaching achievements |
| Five paid Gates | 100 credits each | Open shortcuts or the area beyond |
Read quest text before choosing a card
Alongside numerical or functional upgrades, choices can make something happen in Forgotten Rots or let you receive a strange letter. Choose the relevant card to advance that event.
Do not assume card-based sword/arrow upgrades count the same as shop purchases. For Strengthened Sword, Sharper Arrows and Feeling Stronger, check shop purchases.
- When you find quest text, read its condition on the collectibles page.
- Identify whether your current weakness is survival, attack or movement when choosing normal cards.
- Do not classify money cards as universally necessary or unnecessary; compare planned map-function purchases too.
- Check the upgrade display when stacking cards for the same function.
Record revisits by ability
Categorize dead ends as heights, floors below, remote rooms or beams to help choose side trips after each new ability.
Compare new entrances after island connections with routes from old ports. You do not always need to fly back to the most distant port.
Frequently asked questions (FAQ)
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