Hidden Through Time 2 Myths & Magic

“Charming mythological era-hopping with weather-transformed maps, undermined by a misleading secret-item UI and the occasional invisible target.”

Thirty-two hand-drawn dioramas span four eras of mythology, and each one hides its population in plain sight. A teen witch navigates an 80s high school of proms, film studios and shopping streets; Sinbad voyages through Arabian Nights scenes of Baghdad, Aladdin and a surprisingly likeable Cyclops; Greek myth stages the theatre, Heracles’ labours, a partying Underworld and Odysseus among the Amazons; the Middle Ages close with the Lady of the Lake, elves, giants, a necromancer’s tower and a flight of dragonlings. Each level functions as a living illustration first and a search puzzle second, packed with gags that reward slow reading of the scenery, and the absence of any DLC means the campaign itself carries the full weight of the package.

Weather-switching rebuilds every map on the fly. Objects appear only under specific conditions, whether sunshine, rain, snow or wind, so flipping the sky visibly remodels each scene and effectively supplies two maps for the price of one. Combined with day and night states, the transformation system remains the series’ signature trick and it lands as sharply here as ever. A building can be opened to expose two floors of searchable interior in town levels, adding vertical layers to the horizontal sweep.

Progression across the thirty-two maps stays brisk without ever feeling hollow. Bonus levels unlock per era through their secret items, giving the optional layer a concrete reward beyond completion for its own sake, and the era structure means every eight maps bring a fresh cast, palette and musical identity. The four vignettes read as miniature storybooks between searches, and their tone shifts land cleanly: the witch’s decade is neon and knowing, the Arabian scenes are warm and storybook-sincere, the Greek era is comic, and the medieval close leans fairy-tale. It is a well-paced tour, and no single overstays its welcome.

Writing carries the charm load. King Midas hides treasure where least expected, Cerberus wields a knife, the Underworld throws a party, and running jokes recur across eras, including a gas can collectable and a parade of multicoloured chicks. Reference-spotting runs deep, from a slingshot that reads as a nod to a certain fantasy series to Atari and Game Boy cameos in the witch’s decade. The music improves on its predecessor too, with a catchier loop and more variety across the four eras.

Difficulty sits unevenly across the campaign. Most levels offer little resistance, and the search loops close quickly for anyone scanning methodically, yet a handful of targets stall progress out of all proportion: a single car screw, a stumpy pink mushroom beside a witch’s cabin, a desert towel blending into sand. Those outliers inject frustration into an otherwise gentle curve, and their invisibility feels accidental rather than designed, the product of cluttered pixel art rather than deliberate obfuscation. The contrast between near-instant clears and multi-minute hunts on one bolt makes pacing lurch unpredictably from scene to scene.

Secret-item UI misleads more seriously. Each level hides one secret item, and collecting every secret in an era unlocks that era’s bonus level, but the interface shows a secret as coloured-in on every map once it has been found on any one of them. The display invites the assumption that one find suffices, and the omission only surfaces at an era’s end, forcing backtracking through completed maps to chase what was skipped. A despawn glitch compounds the friction: opening certain buildings hides items already spotted in the scene. Text alignment sits slightly off-centre throughout, a small blemish that nags.

Overall, this remains a delightful mythology-hopping entry whose weather-transformed maps, joke-dense dioramas and improved soundtrack carry it well past its UI missteps. The misleading secret indicator and a few near-invisible targets sting, but the campaign is sizable without any DLC and the era vignettes sustain affection from a witch’s prom to a dragonling finale.