Vessa: Shining Hero

Vessa: Shining Hero is a sequel to the original Vessa title developed by Pyro Enterprises. Taking distinct steps away from the formula used by its predecessor, Shining Hero sets itself apart by aiming to become a fusion of action-RPG and collectathon platformer, combining elements of Kingdom Hearts alongside platformers such as Super Mario Odyssey and A Hat in Time. Much like its predecessor, the game was released on the Onyx console.
==Story==
The story begins with Vessa waking up in bed, stretching before opening her eyes. She reveals her location as being in one of the side rooms of Lostways Castle, a far cry from the junkyard in which she used to live- however, something seems off to her this morning. Looking around the room, her eyes dart to herself; to her shock, she seems to have aged into a teenager overnight. Though the castle looked about the same, something felt slightly off... Grabbing the yo-yo placed next to her bed, which seemed to be covered in a heavy layer of dust, she ran out of her room to witness the foyer of the castle, which seemed as though it had been deserted and grown over with moss and roots. Confused, she set off to the open door to the top of the castle, trying to make sure that her liege Lord Hallan and his daughter Esselia were alright.
Upon reaching the top of the tower, Vessa only found an old woman wrapped in a thick bundle of blue scarves, which seemed to float with a powerful magic. The woman was asleep, forcing Vessa to gently pat her on the head in an attempt to wake her up. Jolted awake, the woman expressed surprise that somebody in the castle was awake, least of all the young girl that had saved the kingdom of Lostways before; Vessa expressed confusion as to who the old woman was, why everyone was gone, and why she was suddenly older. The old lady introduced herself as Sylpha, an old mage who had moved into the castle after everyone else had vanished... or had been cursed. Wondering what she meant by cursed, Vessa suddenly had a flashback- Pulzar, the queen of the dragons, returning out of nowhere and taking down Lord Hallan like it was nothing. Grabbing Esselia, her daughter, Pulzar claimed that her vengeance was finally nigh. Vessa leapt in to rescue her friend, only to be struck down by a blast of dark magic that sucked all of her energy away. As she nodded off, Vessa gave one last desperate reach for Esselia, who looked horrified as her draconic mother laughed evilly.
Sylpha explained to Vessa that Pulzar had cursed the entire castle, placing everyone in a deep slumber that lasted 7 years. Extremely concerned, Vessa vowed to do whatever she could to rescue her dear friend, only to have the old woman chuckle and place a kind hand on her shoulder. She explained to Vessa that dragons like Pulzar only grew more powerful over time, and that as she was now, she stood no chance of victory. Luckily, she offered the girl a bit of a gift; one of the shimmering blue scarves came untied from Slypha's body, swirling around Vessa as her clothing changed to a new outfit, the scarf joining the ensemble as well. Sylpha explained that her scarves offered a wide variety of magical powers, more than enough to aid Vessa in her new journey. Waving goodbye to her new friend, Vessa set off on yet another adventure.
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After some time adventuring through the world, Vessa managed to track down where Pulzar had relocated herself- the glowing city of Dracopolis, seemingly permanently shrouded in a cover of both clouds and Pulzar's own malevolence. With the aide of Gregorio, the wizard who had been selling her magic spells in the previous areas, Vessa managed to ascend the city's wall and enter the streets proper, noticing that despite the foreboding aura the city had, the central square was populated by both humans and Pulzar's draconic minions living together peacefully. While she was harassed by enemies, they seemed to be completely happy with the other humans around her. It struck her as odd, but her mind was soon occupied when she noticed a familiar shock of curly red hair walking through the streets: it was a teenage Esselia, wandering around with a glazed look in her eye. Vessa ran through the crowd to reach her, putting her hand on her back to get her attention. Though Esselia was startled and didn't seem to recognize Vessa at first, the seven years of absence soon flooded back to her memory, and the two long-separate friends shared a tender hug.
Vessa tried to leave the sinister city with her friend in tow, making her escape to the castle's safe grounds, but Esselia warned her that her mother had been planning dangerous things that needed to be stopped, directing her to a massive building in the dead center of the city. Protecting Esselia with her life as the two ran up the many floors of the tower, Vessa finally reached the luxurious, crystal-covered penthouse apartment, meeting her old foe Pulzar face to face once more. The dragoness looked shocked to see Vessa awakened from her sleep, but she stood defiant of the girl, claiming that her experience in dealing with the most mysterious and forbidden magical arts possible had made her one of the mightiest creatures in all existence. The two faced against each other, both determined to strike their foe down.
After a difficult battle, Vessa claimed victory over Pulzar, sending the dragoness flying into the back of the expansive room. Enraged, she flew upwards to a strange metallic core dangling above the room, the metal ornamentation circling it resembling angered dragon-like rings. Snapping her fingers, the core roared to life, glowing red thread spiraling around inside; Pulzar declared that this object, a magic engine she had dubbed the Draconerium, was planned as a last resort in case she was bested in combat once more. Taking to the skies with the Draconerium in hand, Pulzar claimed that this tool would allow her to assert her ultimate dominion over the planet once fully charged, ridding her of the meddlesome heroine once and for all. As Pulzar took off laughing, the building began crumbling downward, leaving Vessa to escape with Esselia in tow rather than pursue Pulzar.
At long last, the pair managed to escape to the exterior of Dracopolis, finally able to have a change to calm down and catch up with each other. Esselia described the past 7 years as something of a blur of sadness, being driven to the brink of despair while being locked inside Dracopolis and being forced to watch her mother's mad plans for domination expand over time. In the same vein, she felt in her heart that something else was going on she didn't fully understand- the Draconerium itself was a mystery to her, and after 7 years, she had not learned how Pulzar had come across these mysterious magical powers. Regardless, Esselia expressed her thanks for Vessa finally returning to her after so long, hugging her tightly before leaving to return to the castle that was formerly her home. As Vessa began thinking to herself how to defeat Pulzar, Gregorio returned, believing he had a potential solution. Scattered about the world were relics known as Magicores, said to possess untold power; if Vessa were to collect all of them, it would be possible to use them to amplify her own latent magical abilities and destroy the Draconerium. New goal in mind, Vessa set off to acquire these relics and save the world.
==Gameplay==
As previously mentioned, Vessa: Shining Hero's gameplay leans much more towards an action-RPG than the first game. In spite of that, the core of the game remains the same, as Vessa is dropped within a large 3D environment and set loose to explore and traverse various platforming challenges as they see fit, using every tool in their arsenal along the way to find solutions. The biggest change to the formula involves the focus on a more linear narrative structure and focus on combat; rather than using a Phase system to emulate the missions found in classic Mario titles, each world is larger and packed with more content while following a progressing linear narrative akin to Kingdom Hearts, with more side content opening up in each area gradually over time.
A much greater emphasis has been placed on combat, with Vessa picking up a multitude of weapons in all the lands she visits to accompany her signature yo-yo weapon. Each weapon not only grants her a myriad number of ways to approach combat, but also offer news ways to handle the game's platforming challenges by granting her new techniques. Vessa has also been granted the ability to cast magic by the elderly mage Slypha, and possesses a new MP Gauge next to her Health Gauge. Vessa can equip multiple spells and cast them at the cost of MP, and each spell has both combat and platforming applications. Once used, MP cannot be regained outside of the use of items, collecting Magic Thread from enemies, or reaching Save Points. Both weapons and magic can be hotswapped on the fly using the D-Pad.
Outside of the primary story objectives, Vessa is tasked with collecting Solar Cores, the game's primary collectible. Solar Cores are often hidden behind side challenges or tucked away in deep corners of the myriad worlds- rather than serving as keys to progression, like in standard 3D platformers, Solar Cores can be traded in to level Vessa up, granting her increased stats and giving her more Health and Magic. Players are incentivized to collect as many cores as they can in order to gain more Magic, giving them more of a safety net in dealing with more difficult missions- that said, every single core can be obtained at Level 1 if the player is skilled enough.
==Characters==
Vessa 	Our plucky young protagonist is back for Round 2! Waking up after a deep 7-year sleep, Vessa finds herself in a vastly different world, with Pulzar running rampant and having taken away Esselia once again. Seeing the girl's protection as her duty, Vessa sees no other choice but to venture into this unfamiliar landscape and face off much deadlier foes than what she is used to. Don't count her out yet, though! With the help of the old mage Sylpha and her magical scarves, Vessa is now able to cast a wide array of mystic spells in order to fend off her new foes!
Sylpha 	A kindly old sage who took up residence in the ruined Lostways Castle, watching over the sleeping Vessa to keep her safe. Though a pacifist by nature, she holds immense magical power as well as knitting skills, leading her to create numerous Magic Scarves that enable the user to channel magic powers. Though her standout role is giving one of these scarves to Vessa in order to assist her in her quest, you can also just hang out with her in the castle in order to assist with managing sidequests and whatnot. Grab a candy from her every once in a while!
Gregorio	The travelling magic salesman Gregorio is here to help! Found in practically every single area in the game, Gregorio will sell Vessa various magic spells for great amounts of Glim, a worthy price to pay in order to unlock more combat and exploratory skills to add to Vessa's arsenal. None of the tools he provides are really needed to beat the game, but to an inexperienced player or combat master who wants as many abilities as possible, this jolly old fellow's wares are more than recommended!
Esselia 	The daughter of famed warrior and hero Lord Hallan, Esselia is one of Vessa's closest friends. Having been abducted by her mother, Pulzar, 7 years ago, Esselia has spent her days trapped in the confines of the city of Dracopolis, underneath the dragoness's watchful eye. Once Vessa finally returns to rescue her friend, however, Esselia's happiness is restored, and upon her escape, she remains in her ruined home in Lostways Castle, providing aid to her friend as she continues her journey.
Pulzar 	Pulzar is the legendary amethyst dragon, a creature of intense destructive power who wants nothing more than to turn Lostways into a haven for her own kind- and reclaim her daughter, Esselia. Having cast Vessa into an enchanted slumber, Pulzar has thrown the world into deep turmoil through the exploration of unknown magics, creating both the city of Dracopolis and a magic engine called the Draconerium which threatens to plunge all of Lostways into eternal chaos. Can Vessa stop her vile deeds once more!
Salien 	A race of adventure capitalists from beyond the stars, the sweet and slimy Saliens are shopkeeps who appear in each world to sell their wares. Their inventory extends from normal recovery items to cosmetic options, and they're always hungry for more Glim! Saliens also serve as upgrade stations, letting Vessa enhance her weapons through collected Materials.
Ane Zuli	Only showing up after the game's halfway point, Ane Zuli is a young tinkerer- much like Vessa herself- who has begun piloting around the world in her pyramid-shaped personal aircraft called the Ankhslaught, searching for new adventures high and low across the world. Whenever Vessa meets her, Ane tests her fellow adventurer's skill with various platforming challenges in exchange for Glim and Materials, testing the player's knowledge of how to navigate the game's various worlds.
==Weapons==
The Classic 	Vessa's signature tool, a steadfast friend who accompanied her through the entirety of her last adventure. It's nothing more than a mundane little yo-yo, but her skill and expertise with it makes it a powerful weapon in its own right. Vessa starts with the Classic at the very beginning of the game, and it is essentially the default moveset she has, though it also has the unique and useful skill of grappling onto enemies and objects. 	Vessa's signature tool, a steadfast friend who accompanied her through the entirety of her last adventure. It's nothing more than a mundane little yo-yo, but her skill and expertise with it makes it a powerful weapon in its own right. Vessa starts with the Classic at the very beginning of the game, and it is essentially the default moveset she has, though it also has the unique and useful skill of grappling onto enemies and objects. 	Vessa's signature tool, a steadfast friend who accompanied her through the entirety of her last adventure. It's nothing more than a mundane little yo-yo, but her skill and expertise with it makes it a powerful weapon in its own right. Vessa starts with the Classic at the very beginning of the game, and it is essentially the default moveset she has, though it also has the unique and useful skill of grappling onto enemies and objects.
Classic Combo I 	Vessa swings her yo-yo to the right, extending it to hit in an arc in front of her. 	Classic Combo II 	Vessa follows up the first swing with a swing to the left. Same effective range.
Classic Combo III 	Vessa follows up the second swing with a spin, which causes her yo-yo to strike all opponents around her. 	Grapple Towards 	Vessa throws the yo-yo directly forward. If it strikes a target, they are stunned as she reels herself in towards them.
Kickoff 	Upon reaching an enemy with Grapple Towards, Vessa will kick off of them, becoming airborne while knocking the enemy further away and dealing damage. 	Crash Attack 	Mid-grapple, Vessa throws the enemy or object she has grappled onto behind her and slams them on the ground, damaging them and anything around them.
Walker 	Vessa performs a short hop backwards, extending her yo-yo forward as it spins for a multi-hit attack that can be held down to last longer. Holding keeps her in place in the air. 	(release)Airborne 	After hitting an opponent with any hit of Walker, the player can release X in order to draw the yo-yo back in, which causes any enemies in contact with the yo-yo to be drawn upwards into the air.
(in air)Air Combo I 	Identical to Classic Combo I, but in the air. 	(in air)Air Combo II 	Identical to Classic Combo II, but in the air.
(in air)Air Combo III 	Identical to Classic Combo III, but in the air. 	(in air)Vertical Spiral 	Vessa spins around in the air, performing a vertical version of Air Combo III. Good for juggling and dragging opponents off the ground or keeping them there.
Photosol 	The Photosol is a strange flower that grew into an umbrella shape, plucked right out of the ground and ready to be used as a weapon. Obtained after beating Skinny Vinny in Sunflower Ridge, the Photosol may be a feeble weapon for melee attacks, but the love and care put into growing it allow Vessa to harness limited light magic and attack from range. It's also capable of opening up, letting Vessa float gently through the air with it. 	The Photosol is a strange flower that grew into an umbrella shape, plucked right out of the ground and ready to be used as a weapon. Obtained after beating Skinny Vinny in Sunflower Ridge, the Photosol may be a feeble weapon for melee attacks, but the love and care put into growing it allow Vessa to harness limited light magic and attack from range. It's also capable of opening up, letting Vessa float gently through the air with it. 	The Photosol is a strange flower that grew into an umbrella shape, plucked right out of the ground and ready to be used as a weapon. Obtained after beating Skinny Vinny in Sunflower Ridge, the Photosol may be a feeble weapon for melee attacks, but the love and care put into growing it allow Vessa to harness limited light magic and attack from range. It's also capable of opening up, letting Vessa float gently through the air with it.
Parasol Combo I 	Vessa points the Photosol forward, firing three small bolts of light. If targeting an enemy, they will home in, but they will otherwise simply travel forward. 	Parasol Combo II 	Vessa spins around and strikes a pose before firing three more bolts of light. Input a direction during the spin to move Vessa slightly, letting her dodge attacks while firing.
Parasol Combo III 	Vessa performs another spin before firing again. Same rules apply as Parasol Combo II. 	Parasol Finale 	Vessa begins spinning around wildly with the Photosol outstretched, firing bolts of light in all directions. She will perform four full rotations before ending, during which she can move freely. The Photosol itself acts as a weak hitbox that can stagger opponents.
(hold)Parasol Beam 	At any point during the standard Parasol Combo, Vessa can hold down the button to charge and fire a large laser attack. The attack has three levels of charge, indicated by the color of the light surrounding Vessa, and each level increases the size and damage of the beam. 	Flower Drive 	Vessa lunges forward while spinning like a drill, firing five bolts of magic at the target. Has a bit of endlag so not recommended to setup combos, but the drill itself is an attack that can do good damage alongside the bolts if close enough.
Backjump 	Vessa leaps backward and fires a barrage of shots at the ground in front of her. Unlike most bolt attacks, these shots do not aim, but the wide area of effect makes it good for crowd control. 	(in air)Air Combo I 	Fires one bolt while slashing with the umbrella. Good for juggling.
(in air)Air Combo II 	A second bolt and umbrella slash. 	(in air)Air Finale 	Vessa opens up the umbrella, releasing a burst that knocks opponents away and unleashes five bolts that home in on the victim. These bolts have a tendency to juggle opponents in the air a little bit after the endlag from the attack has stopped, giving ample time to follow up.
Glide 	Vessa pops open the Photosol, causing her weight to drastically decrease as she floats gently to the ground. This enables her to evade grounded hazards and extends the length of her jumps. 	(out of Glide)Downwards Drive 	Vessa closes the Photosol and performs a descending drill attack, dragging enemies nearby her down with her. Enables her to return to the ground quickly and safely out of a Glide.
Steam Shield 	A heavy-duty shield crafted from the remains of the Spirit Train in Starglow Station. Though to some, a shield may be an unorthodox sort of weapon, Vessa handles it well, creating a useful boomerang-like tool that can not only be used to counter enemy attacks, but also to surf on the surfaces of water, lava, and other liquids! It's a bit slow, so proper timing is key when using it offensively. 	A heavy-duty shield crafted from the remains of the Spirit Train in Starglow Station. Though to some, a shield may be an unorthodox sort of weapon, Vessa handles it well, creating a useful boomerang-like tool that can not only be used to counter enemy attacks, but also to surf on the surfaces of water, lava, and other liquids! It's a bit slow, so proper timing is key when using it offensively. 	A heavy-duty shield crafted from the remains of the Spirit Train in Starglow Station. Though to some, a shield may be an unorthodox sort of weapon, Vessa handles it well, creating a useful boomerang-like tool that can not only be used to counter enemy attacks, but also to surf on the surfaces of water, lava, and other liquids! It's a bit slow, so proper timing is key when using it offensively.
Shield Combo I 	Vessa thrusts the Steam Shield forward as a shield bash. Parrying an enemy attack with this move charges up the shield's Guard energy, which is denoted by the brightness of the light on the front. 	Shield Combo II 	Vessa swings her arm forward in a wide arc, smacking foes in front of her with an AoE shield bash. Also builds up Guard energy with proper timing.
Shield Combo III 	Vessa spins around, pulling her arm behind her head and slamming the ground in front of her with the shield like a hammer. Creates an AoE burst that knocks enemies away. 	(Maximum Guard Energy)Guard Burst 	With max Guard energy, Vessa holds her shield up and it unleashes a large train-shaped projectile forward, which barrels through enemies and can pierce most forms of defense. After using this move, Guard energy resets to nothing.
(hold)Shield Boomerang 	Vessa throws the shield outward in a wide arc, grabbing it as it returns. 	(hold longer)Hyper Boomerang 	After a good amount of time charging, Vessa throws the shield around her. The shield automatically begins circling her, dealing damage to enemies within range automatically. Performing this move automatically switches Vessa to the Classic, but the player is free to swap to other obtained weapons as well. After a set amount of time, the shield flies back into her hands, switching her to the Steam Shield moveset seamlessly.
Shield Rush 	Vessa barrels forward, damaging opponents in her way and launching them upwards. Grants invulnerability for the charge. 	Shieldplex 	Vessa lifts her shield over her head with both hands akin to flipping a pizza, which launches opponents behind her and stuns them.
Air Combo I 	Vessa throws a quicker, shorter ranged variant of the Shield Boomerang forward. 	Air Combo II 	Identical to Air Combo I, but in the opposite direction.
Air Combo III 	Vessa performs a vertical flip in the air before slamming her shield in front of her, slamming foes in front of her to the ground. 	(in air)Surf Shield 	Vessa puts her feet on her shield like a skateboard and descends to the ground at a diagonal angle. If she hits solid ground, she simply creates an impact shockwave; if she lands on the surface of liquid, she will skim along it for as long as she holds the button or until a few seconds have passed, with her momentum being able to be influenced via the movement stick.
Flame Gauntlets 	Powerful stone gauntlets pried from the body of the fallen Gigaruinite, blessed with all of its strength and magma-based powers. The Flame Gauntlets are one of the shortest-ranged weapons in the game, but also one of the strongest in terms of raw damage, being able to charge up every single input in order to delay the attack and cause maximum damage. It's also able to fly off of Vessa's hand like a rocket if charged enough, giving it a bit more range; Vessa can even ride it through the air while it does so! 	Powerful stone gauntlets pried from the body of the fallen Gigaruinite, blessed with all of its strength and magma-based powers. The Flame Gauntlets are one of the shortest-ranged weapons in the game, but also one of the strongest in terms of raw damage, being able to charge up every single input in order to delay the attack and cause maximum damage. It's also able to fly off of Vessa's hand like a rocket if charged enough, giving it a bit more range; Vessa can even ride it through the air while it does so! 	Powerful stone gauntlets pried from the body of the fallen Gigaruinite, blessed with all of its strength and magma-based powers. The Flame Gauntlets are one of the shortest-ranged weapons in the game, but also one of the strongest in terms of raw damage, being able to charge up every single input in order to delay the attack and cause maximum damage. It's also able to fly off of Vessa's hand like a rocket if charged enough, giving it a bit more range; Vessa can even ride it through the air while it does so!
Gauntlet Combo I 	Vessa performs a simple straight punch with her right hand. 	Gauntlet Combo II 	Vessa performs a left hook to follow up the previous punch.
Gauntlet Combo III 	Vessa performs a launching uppercut with her right hand, knocking enemies into the air. Jumping at this point will immediately chain the attack into her air combo. 	Gauntlet Combo IV 	Vessa performs a right-handed slam attack on the ground that creates a small shockwave. Both the slam and shockwave can juggle enemies.
Gauntlet Combo V 	Vessa performs a double-handed slam attack that creates a large shockwave around her. Wider radius than Combo IIII, and also throws enemies away from her rather than juggling them. 	(hold)Charge Attack 	All attacks used by the Flame Gauntlets can have their power augmented by holding down the attack button input. At max charge, they tend to gain fire properties, and some moves will cause the gauntlets to fly and become projectiles.
One-Inch Punch 	Vessa punches forward, moving towards her target swiftly. The attack is an active hitbox while dashing and can get in multiple hits. Has cooldown after reaching the end of the dash that can be jumped out of. 	(after charged One-Inch Punch)One-Inch Rider 	After the gauntlet takes off like a rocket, Vessa leaps onto it and begins riding it like a surfboard. During this state, she can steer it in the desired direction in order to direct the attack towards the target, as well as jump off of it in order to let it fly forward on its own. While flying, Vessa will remain at a consistent height, though she can be made to go higher by riding up slopes. After some time, the gauntlet explodes, ending the ride.
Backstep 	Vessa quickly ducks down and dashes backwards. This move does not deal damage, but has some immunity frames and is good for evading attacks. 	(hold after Backstep)Counterattack 	A quick punch forward that deals minor damage but heavy knockback, good for retaliating an enemy whose attack you have just evaded. Charging does not increase damage, but does increase knockback.
Air Combo I 	Vessa jabs forward in midair with her right hand. 	Air Combo II 	Vessa jabs forward with her left hand. Has slightly more hitstun than Air Combo I.
Air Combo III 	Vessa performs a midair backwards flip, slamming both fists in front of her. This attack spikes enemies down into the ground. 	(hold in air)Descending Flame 	Vessa charges up a mighty punch before crashing to the ground, creating a multi-hit swirl of flame around her and creating a knockback shockwave that extends slightly further than the swirl. Has endlag that can be jump cancelled.
Tidebringer 	The mystical anchor-like staff wielded by the Dark Barnacaster, capable of summoning mighty storms able to swallow the world in water. Vessa's nowhere near magical enough to use the full extent of its power, but it's certainly heavy enough to make a good weapon! The Tidebringer is slow and heavy, but packs a wallop, and not only does it have a watery projectile to make up for its relative lack of range, but it also lets Vessa throw it by a magical chain in order to leap great distances and clobber enemies in the face! 	The mystical anchor-like staff wielded by the Dark Barnacaster, capable of summoning mighty storms able to swallow the world in water. Vessa's nowhere near magical enough to use the full extent of its power, but it's certainly heavy enough to make a good weapon! The Tidebringer is slow and heavy, but packs a wallop, and not only does it have a watery projectile to make up for its relative lack of range, but it also lets Vessa throw it by a magical chain in order to leap great distances and clobber enemies in the face! 	The mystical anchor-like staff wielded by the Dark Barnacaster, capable of summoning mighty storms able to swallow the world in water. Vessa's nowhere near magical enough to use the full extent of its power, but it's certainly heavy enough to make a good weapon! The Tidebringer is slow and heavy, but packs a wallop, and not only does it have a watery projectile to make up for its relative lack of range, but it also lets Vessa throw it by a magical chain in order to leap great distances and clobber enemies in the face!
Tide Combo I 	Vessa performs a short swing to the left with the Tidebringer. 	Tide Combo II 	After a moment, Vessa swings Tidebringer back to the right.
Tide Combo III 	Vessa raises the Tidebringer over her head, slamming it downward. 	Tide Combo IV 	Vessa performs a midair flip, slamming the Tidebringer onto the ground again. Creates a small watery shockwave.
(hold)Whirlpool 	A spin attack using the Tidebringer that generates a whirlpool around Vessa. Spins for as long as the button is held, letting Vessa control her own movement while spinning. When the button is released, she slams Tidebringer in front of her with a heavy impact. 	Riptide 	Vessa sweeps the Tidebringer across the ground, slashing upwards. The upward slash launches opponents while also sending out a wave of water that homes in on far away enemies, trailing along the ground.
High Tide 	A second Riptide attack that shoots a larger, slower wave that covers less ground. Good for close-up combo attacks and dealing with enemies who have dodged the initial Riptide wave. Launches Vessa into the air slightly when used. 	Fishing Break 	Vessa extends the end of the Tidebringer at the end of a spectral chain for as long as the button is held, reeling it back in when released. When used on the ground, the hook is launched in an arc and will drag enemies towards Vessa; in the air, it is sent straight downwards and pulls enemies up. Vessa will also float in place while doing the aerial variant.
(hold)Seeker Chain 	Vessa fires the tip of the Tidebringer forward at the end of a spectral chain. If it reaches the end of its length, it will retract back. This attack will damage small enemies in its path, but will also drag Vessa to the endpoint if it hits an enemy or wall. Can be influenced with the movement stick. 	(in air)Air Combo I 	Vessa performs a forward front flip in the air, spinning the Tidebringer to extend her range.
(in air)Air Combo II 	Vessa performs two more quick backwards flips in midair, moving forward at the same time. 	(in air)Air Combo III 	Vessa performs one final front flip, slamming Tidebringer down to the ground with a heavy impact.
Dragon Rod 	A magical tool designed to emulate a lightning rod, charged with the mystical energies coursing through Dracopolis. Though merely a short blade at first glance, one swing of this weapon unleashes a whip-like of electricity, making it a very fast weapon with massive hitboxes. It's also capable of throwing out bouncy projectiles charged with the same electric energies, giving it more ranged coverage. Despite its speed attack size, the Dragon Rod lacks substantial power, so use it carefully! 	A magical tool designed to emulate a lightning rod, charged with the mystical energies coursing through Dracopolis. Though merely a short blade at first glance, one swing of this weapon unleashes a whip-like of electricity, making it a very fast weapon with massive hitboxes. It's also capable of throwing out bouncy projectiles charged with the same electric energies, giving it more ranged coverage. Despite its speed attack size, the Dragon Rod lacks substantial power, so use it carefully! 	A magical tool designed to emulate a lightning rod, charged with the mystical energies coursing through Dracopolis. Though merely a short blade at first glance, one swing of this weapon unleashes a whip-like of electricity, making it a very fast weapon with massive hitboxes. It's also capable of throwing out bouncy projectiles charged with the same electric energies, giving it more ranged coverage. Despite its speed attack size, the Dragon Rod lacks substantial power, so use it carefully!
Rod Combo I 	Vessa swipes the Dragon Rod, creating a large electric whip in an arc. 	Rod Combo II 	Vessa swings the electric whip in the other direction. Chains directly back into Rod Combo II.
(hold)Lightning Lash 	Vessa charges energy in the Dragon Rod, performing a large pirouette spin attack upon releasing that strikes in a large circle around her. 	(hold)Lash Followup 	Reversing the direction of Lightning Lash, Vessa spins around in a more ferocious, shorter attack that hits a slightly larger radius.
(hold longer)Stormcaller 	After charging a significant amount of energy, Vessa raises the Dragon Rod to the skies, where it is struck by lightning. The impact of this blast stuns and damages enemies in a radius around Vessa, while also automatically causing all of her attacks- even those of other weapons- to fire out electric beams for a short time. 	Zip Zap 	Vessa darts forward in an instant, wreathed in electricity, before slashing with the Dragon Rod. Has invincibility frames, but some endlag and only has damage on the very end of the attack.
Zig Zap 	Vessa dashes to the left and right in a Z formation, striking enemies on either side of her before returning to a neutral position. Good for evasive maneuvers or striking enemies in a large crowd. 	(hold)Zoom Zap 	Vessa charges energy into the Dragon Rod, halting in place. Upon release, she dashes forward in a powerful multi-hit attack capable of launching enemies away. While charging, the player can influence her direction.
Backlash 	Vessa dashes backwards before slamming an electric whip on the ground in front of her, blasting the ground with a lightning strike. Good evasive technique and tool for stunning enemies. 	(hold)Rolling Thunder 	Repeatedly uses Backlash until the button is released, with Vessa rolling forward slightly with each use. Upon releasing the button, Vessa leaps in the air and slams the whip down, creating a chain of four lightning strikes in a line in front of her.
(in air)Air Combo I 	Identical to Rod Combo I, but in the air. 	(in air)Air Combo II 	Identical to Rod Combo II, but in the air.
(in air)Air Combo III 	Vessa spins around in a spiral formation, gaining height and carrying enemies with her before letting loose a short electric charge and knocking them away. 	(hold in air)Lightning Ball 	Vessa floats in place, charging energy into the Dragon Rod. Upon release, she throws out one large electric ball, accompanied by two smaller ones, which bounce around the environment and shock enemies on contact; the large ball will call down a lightning strike when it hits an enemy as well. While floating, Vessa can adjust her aim freely.
Desertwind 	The Desertwind is a mechanized gauntlet Vessa obtains in Najara Desert, tipped with a vicious drill designed to break through rock and burrow through sand. It's a shorter-ranged weapon, being utilized primarily for simple stabs, slaps, and drill dashes, but its true power comes in piercing through enemy guard states. Once in close, Vessa can rev it up to unleash its true power, dealing tons of damage quickly! It also lets Vessa launch herself up slopes and ramps with high velocity, letting her make big jumps she couldn't before! 	The Desertwind is a mechanized gauntlet Vessa obtains in Najara Desert, tipped with a vicious drill designed to break through rock and burrow through sand. It's a shorter-ranged weapon, being utilized primarily for simple stabs, slaps, and drill dashes, but its true power comes in piercing through enemy guard states. Once in close, Vessa can rev it up to unleash its true power, dealing tons of damage quickly! It also lets Vessa launch herself up slopes and ramps with high velocity, letting her make big jumps she couldn't before! 	The Desertwind is a mechanized gauntlet Vessa obtains in Najara Desert, tipped with a vicious drill designed to break through rock and burrow through sand. It's a shorter-ranged weapon, being utilized primarily for simple stabs, slaps, and drill dashes, but its true power comes in piercing through enemy guard states. Once in close, Vessa can rev it up to unleash its true power, dealing tons of damage quickly! It also lets Vessa launch herself up slopes and ramps with high velocity, letting her make big jumps she couldn't before!
Drill Combo I 	Vessa swings her drill hand to the right in a slashing motion. 	Drill Combo II 	Vessa swings her drill hand to the left as a followup attack.
Drill Combo III 	Vessa stabs her drill hand forward, lunging slightly. 	Drill Combo IV 	Vessa performs a short-ranged spin attack with her drill hand, striking everything around her.
(hold)Drill Raid 	If the player holds the button when Vessa strikes an enemy, Desertwind's drill will rev up and spin quickly, dealing rapid damage and juggling the foe. 	(hold longer)Overheat 	If Drill Raid is held long enough, a small explosion will be created as a finishing blow. This does have sizable endlag to match its strength, so be careful about leaving Vessa vulnerable!
Spiral Rush 	A forwards spinning dash that acts as a multihit attack. Vessa raises higher into the air as she dashes, letting her chain the move into aerial attacks instantly. 	Spiral Descent 	If the player hits the attack button during Spiral Rush, Vessa performs a front flip before slamming Desertwind's drill straight into the ground. Both attacks are multihit moves.
Missile Drop 	Vessa performs a backflip, firing the drill on her gauntlet at a downwards angle with explosive force. The attack can be cancelled into a jump at any time before the missile is launched, letting her access aerial combos. 	(hold)Charge Raid 	Vessa performs the backflip and begins charging her drill the second she lands. When the button is released, Vessa rockets forward, drilling into any enemy she hits before launching them with a final blow. Negates Missile Drop if held. Can be triggered at any time during a basic attack or aerial combo by quickly inputting backwards and holding.
(in air)Air Combo I 	Identical to Drill Combo I. 	(in air)Air Combo II 	Identical to Drill Combo II.
(in air)Air Combo III 	Vessa crashes towards the ground at a diagonal angle, carrying foes with her. If the button is held, she drills into the ground and performs a dolphin jump, instantly chaining back into an aerial state. 	(hold in air)Giga Desert Impact 	Vessa raises her drill hand to the sky as the drill itself enlarges to great size, spinning rapidly as it drags in foes for a powerful multihit attack. If the button is released, Vessa will throw her foes down to the ground in front of her; if not, the drill will overheat and explode, scattering her enemies.
Vesper 	Built out of the insect technology scattered around the Hexnet, Vesper is an autonomous drone shaped like a bee. It's most notable ability is the power to create honeycomb energy shields; while equipped, Vessa can jump off of these shields as an additional platform, giving her increased aerial mobility and distance. In combat, it's a very unique weapon, priding itself on its long range and myriad access to projectiles. While this combined with the shields make it useful as a defensive option, it's one of the most unorthodox tools in Vessa's entire arsenal.	Built out of the insect technology scattered around the Hexnet, Vesper is an autonomous drone shaped like a bee. It's most notable ability is the power to create honeycomb energy shields; while equipped, Vessa can jump off of these shields as an additional platform, giving her increased aerial mobility and distance. In combat, it's a very unique weapon, priding itself on its long range and myriad access to projectiles. While this combined with the shields make it useful as a defensive option, it's one of the most unorthodox tools in Vessa's entire arsenal.	Built out of the insect technology scattered around the Hexnet, Vesper is an autonomous drone shaped like a bee. It's most notable ability is the power to create honeycomb energy shields; while equipped, Vessa can jump off of these shields as an additional platform, giving her increased aerial mobility and distance. In combat, it's a very unique weapon, priding itself on its long range and myriad access to projectiles. While this combined with the shields make it useful as a defensive option, it's one of the most unorthodox tools in Vessa's entire arsenal.
Hex Combo I 	The Vesper drone slashes in a wide arc in front of Vessa. 	Hex Combo II 	The drone darts forward in a stinger-like fashion from behind Vessa.
Hex Combo III 	The drone performs a wide spin attack at the point in the dash where the attack button was hit again, striking all enemies in its range. 	Hex Combo IV 	The drone unleashes a burst of light energy around it before returning to Vessa's side.
(hold)Direct Control 	While the button is held down, the player is able to move Vesper remotely, generating an energy shield around it. The shield blocks projectiles and damages enemies, and can be broken if attacked to much. If Vessa jumps off the shield, she gains a considerably large boost jump, while Vesper is recalled to her side. Vesper remains out if she switches to another weapon. Vesper also fires small energy bullets at nearby foes while idle. 	(after Direct Control)Return 	The Vesper performs a triple spin attack in the area around it before returning to Vessa, juggling enemies nearby in the process. The drone also fires energy bullets while it spins.
(during Direct Control)Drone Jump	Vessa leaps straight onto the Vesper drone from any distance, striking and carrying enemies along with her as she flies. Has super armor, making it good for safe traversal, but is difficult to set up. 	(after Drone Jump)Triple Kick 	During Drone Jump, Vessa can cancel her airborne momentum with a somersault kick. She can do this up to three times, the last being larger and more powerful.
(after jumping on Vesper)Bug Bomb	Vesper will flash when Vessa jumps on it. If X is hit in this moment, the drone will slam into the ground, becoming lodged there before flashing again and exploding violently. After this, it will return to Vessa. Bug Bomb can be utilized with any weapon equipped. 	Wasp Cutter 	The Vesper drone boomerangs forward, spinning rapidly before returning to Vessa. Ideal for combo extensions.
Wasp Lunge 	Attacking during Wasp Cutter has Vessa perform a front somersault kick to Vesper's position. Landing on the drone causes it to spin around wildly, shooting small energy bullets in all directions. 	Stinger Blast 	Vessa grabs onto the drone, hovering slightly off the ground, and shakes it to release a large energy blast forward. The move can be charged by holding the button, letting Vessa move from side to side and strafe before releasing the blast.
(in air)Air Guard 	Vessa uses the drone to form a shield bubble around her, quickly popping it to strike everything around her. Grants very limited protection and strikes foes very quickly. 	(hold in air)Wasp Rain 	While the button is held down, Vessa descends slower than usual, using Vesper's bullets to chip away at enemy health. Aims the direction Vessa is facing, unless she is locked onto an enemy.
==Magic==
The various magic spells that Vessa learns throughout the game, powered by the magic scarf offered by Sylpha. Though she begins the game with Fire and Heal, additional spells must be purchased from the wizard Gregorio at his many shops across the various worlds.
Fire 	Magic Cost: 4Obtained at the beginning of the game, when Vessa receives her scarf.The Fire spell is a simple, basic combat spell consisting of a spiraling pillar of flame that Vessa shoots forward. When locked onto an enemy, the pillar moves slightly faster and has homing properties, and the pillar explodes when an enemy contacts it. Outside of combat, Vessa can use the fire to perform a damage boost, jumping off of the spell to gain height at the cost of a little damage.
Heal 	Magic Cost: VariableObtained at the beginning of the game, when Vessa receives her scarf.Heal is exactly what it says on the tin, acting as an emergency healing spell that Vessa can cast when things get hairy. It is definitely a last-resort option, however, as it works by healing 1 HP with one point of MP, only stopping when Vessa maxes out her HP or drains all of her MP. Depending on how badly she is injured, Heal can be a lifesaver at the cost of a lot of MP.
Push 	Magic Cost: 6Shows up in Gregorio's shop starting at Sunflower Ridge.The Push spell summons a large spectral hand for a few seconds, which has an almighty strength that pushes things in front of Vessa forward. While the puzzle applications are simple, Push can also be used to knock back enemies and stagger them, and a skilled enough player will be able to capitalize on this and sneak in some extra damage while their guards are down.
Whirl 	Magic Cost: 10Shows up in Gregorio's shop starting at Sunflower Ridge.The Whirl spell summons a small tornado that glides forward, picking up objects in its path and launching them upwards when it hits the end of its maximum range. If the player holds down the button, Vessa can control the tornado's trajectory, under which circumstance the launch can be remotely timed by releasing the button. Vessa is able to ride the tornado, gaining substantial height if she is inside when it launches.
Frost 	Magic Cost: 1 per secondShows up in Gregorio's shop starting at Dracopolis.The Frost spell summons a shield of ice around Vessa, draining her Magic slowly over time. While this shield is active, she takes half damage from all sources other than fire damage, which will instantly destroy the shield, and possesses limited superarmor. Additionally, the shield can freeze water and other liquids on contact, letting Vessa platform across them as if they were solid surfaces.
Web 	Magic Cost: 12Shows up in Gregorio's shop starting at Dracopolis.The Web spell has Vessa fire forward a small white projectile. If the shot strikes an enemy, they will be temporarily bound inside webbing, preventing them from moving for a short time. The more an enemy is bound, the quicker it will be able to escape. If the projectile does not strike an enemy and it reaches the end of its range, it erupts into a floating spiderweb. This web acts as a temporary shield to block attacks, but it also functions as a wall, letting the player place it down to function as a means of wall jumping.
Dazzle	Magic Cost: 8Shows up in Gregorio's shop starting after Dracopolis.The Dazzle spell has Vessa thrust her hand forward, firing out a shotgun-like burst of light energy. A quick and simple attack that doesn't do much damage, but is very quick and has a large hitbox in front of Vessa, making it good as a tool woven between other moves as a combo extender. Dazzle can also be used to dispel illusions, revealing hidden platforms and objects, as well as shattering enemy shields.
Spikes	Magic Cost: 10Shows up in Gregorio's shop starting after Dracopolis.The Spikes spell has Vessa thrust her hand into the air, summoning a ring of crystal spikes in a radius around her. An ideal move for crowd control and evasion, these spikes also have the ability to stun enemies and objects they hit, effectively locking them in place until the spikes retreat. Spikes can also be jump cancelled, letting Vessa launch herself through the air off of her bed of spikes.
Bomb 	Magic Cost: 10Shows up in Gregorio's shop starting after Dracopolis.The Bomb spell allows Vessa to summon a magical bomb into her hand and hurl it forward in an arc, creating a massive explosion. Holding the button allows the bomb toss to be charged, increasing its range and the size of the bomb itself. The impact deals heavy damage and can also destroy cracked walls and surfaces.
Float 	Magic Cost: 15Shows up in Gregorio's shop starting after Dracopolis.The Float spell casts a rippling field of magic around Vessa that forces a low-gravity effect onto everything within radius. Enemies will be suspended in midair helplessly, being knocked around by attacks akin to a balloon, loose objects will rise upwards, and Vessa herself will gain temporary moon gravity to assist in platforming and air combos. Flying enemies are immune to the effects of Float.
Speed 	Magic Cost: 1 per secondShows up in Gregorio's shop starting after Dracopolis.The Speed spell summons a golden glowing aura around Vessa, doubling her movement and attack speed significantly. In addition to aiding in platforming trials and providing a higher damage output, the Speed aura causes Vessa to passively dodge all attacks while she is standing still, as well as granting her a limited ability to wall run. Speed drains Magic over time while in use.
Void 	Magic Cost: 12Shows up in Gregorio's shop starting after Dracopolis.The Void spell allows Vessa to summon a miniaturized black hole in front of her, dragging in enemies and loose objects towards her and dealing minor chip damage over time. Vessa is able to move freely while the void is active, letting it hold enemies or pull switches and platforms remotely; if Vessa strikes the black hole with a strong enough attack, it will detonate in a large supernova.
==Items==
Solar Core 	The primary collectable found in Shining Hero, being scattered across the many worlds the player can visit and locked behind various platforming challenges. They can be exchanged at any save point for EXP, leveling Vessa up and increasing her stats.
Glim 	The universal currency of the world of Lostways, golden diamond-shaped credits that can be found both in the overworld and by beating enemies. Can be exchanged for goods and services, like consumable items and forging materials.
Materials 	Represented as a simple red bag, Materials come in a wide variety of forms based on the world and the enemies that drop them. Using various materials, Vessa can upgrade her weapons, adding new combos and increasing their stats.
Health Pip 	Small green orbs that emerge from enemies and objects when struck. Restore a tiny bit of Health when collected.
Magic Thread	Small blue threads that emerge from enemies and objects when struck. Restore a tiny bit of Magic when collected.
AP Disc 	A retro-style floppy disc found hiding out in the world, glowing with an orange glow. When collected, gives Vessa some extra AP space permanently.
===Consumables===
Heart Fruit 	A juicy red fruit that Vessa can chomp down on at any time to restore a good amount of HP.
Heart Fruit Bunch	A bunch of Heart Fruit in a bundle, which restore a lot more HP when eaten together. Doesn't start showing up in stores until Vessa reaches Dracopolis.
Magic Spool 	A spool of Magic Thread that Vessa can use at any time to repair her scarf, restoring a good amount of MP.
Big Magic Spool 	A much larger Magic Spool that contains more thread and restores much more MP. Doesn't start showing up in stores until Vessa reaches Dracopolis.
Fizzy Soda 	Clear, refreshing soda that flushes out the immune system. Heals status effects and grants immunity to them for 45 seconds. Doesn't start showing up in stores until Vessa reaches Mt. Achu Temple.
==Worlds==
Lostways Castle 	The castle that Vessa awakes in, in ruin after being trapped in stasis for seven years after Pulzar's attack. It's actually kind of pretty with all the natural light and plants that have grown everywhere, but the fact that this used to be a thriving area is unsettling in its own right. Not much is here other than some stray Solar Cores and Sylpha, the kindly old woman who took up living in the area, stating she wanted to watch over the sleeping Vessa to ensure she was alright. She probably just likes the aesthetic.
Lostways Castle 	Lostways Castle features a total of 15 Solar Cores. There's not much of a challenge here- the cores are more tucked away and hidden than sealed behind platforming gauntlets, and there are no real enemies to speak of aside from small hidden rooms. It's still worth returning to on a regular basis to speak with Sylpha, however, and there are some extra challenge missions to be discovered in the postgame that will really whet the appetite of an experienced gamer. Enemies in Lostways Castle drop Eclipse materials.
Sunflower Ridge 	Sunflower Ridge is a small town that's appeared just a short ways away from Lostways Castle, a homey little hamlet surrounded by a large red brick wall and fields upon fields of wild sunflowers, which the town uses for both decoration and to make sunflower oil. Unfortunately, the little town has been harassed by both a relentless mafia of scarecrows and a few dragon-like creatures, which seem to be remnants of Pulzar's old forces. Time to help the town out!
Sunflower Ridge 	Sunflower Ridge is, in essence, the game's first real world. It's the first area Vessa encounters to have many of the traits that later areas will have; more in-depth platforming and combat challenges, a town full of friendly NPCs, and the introduction of the wizard Gregorio, who will let Vessa purchase all new magic skills to use if she wants. Sweet! It features a total of 42 Solar Cores. Enemies in Sunflower Ridge drop Shimmering materials.
Starglow Station	Somehow, an entire town popped up around this train station that showed up out of nowhere, and it's become thriving and bustling ever since. The air is thick with steam and the sound of people peddling their wares, yet just below the surface, the intricate and complex tunnels the trains actually run through offer a complex and dangerous maze for Vessa to traverse.
Starglow Station	Starglow Station features a total of 36 Solar Cores, the bulk of which are found in the massive labyrinth of train tunnels under the town. It's built on a reverse tower structure, with the friendly town up above and a series of "stations" marking intervals as Vessa gets deeper and deeper underground. The difficulty slowly spikes in both platforming and enemy variety as you descend, making it worthwhile to return even in the lategame. Enemies in Starglow Station drop Metallic materials.
Mt. Achu Temple 	This temple was built atop Mt. Achu, a great mountain in the shape of a nose (complete with mustache!); once a very active volcano, it has been dormant long enough for the temple to have been built, abandoned, and become a tourist attraction. Unfortunately, Pulzar's actions have the potential to trigger another eruption, meaning Vessa's new task is taking care of the volcano ready to wipe out the region. Hurry up!
Mt. Achu Temple 	Mt. Achu Temple features a total of 32 Solar Cores. The area can largely be seen as separated into three distinct sub-areas; the low plain in which the temple and surrounding shops have been constructed, the dense jungles on the climb up to the summit of the large nose-shaped mountain, and the interior of the volcano itself, filled with dangerous lava flows. Each area offers its own unique set of challenges in obtaining Solar Cores, but they all begin increasing in difficulty from the past areas steadily. Enemies in Mt. Achu Temple drop Toasty materials.
Tidal Town 	Tidal Town is built in the center of the ocean, only a few small islands dotting the region around it. It's actually floating above the ruins of an older ancient town, supposedly sank centuries ago in a storm. Feel free to enjoy the local cuisine and swim all you like, but the depths are no longer safe, no thanks to Pulzar having stirred up an ancient Dark Barnacaster from the ruins.
Tidal Town 	Tidal Town features a total of 40 Solar Cores. The generalized area is a wide ocean, with ruins to explore below alongside islands dotted around the surface, which offer their own fun distractions. The bulk of the surface content is found in the town itself, a quaint locale built around a large lighthouse featuring shops and a small restaurant. The sea offers the bulk of the combat, which results in unique challenges revolving around altered properties of both weapons and magic. Enemies in Tidal Town drop Coral materials.
Dracopolis 	Dracopolis... the mighty, bustling city which the dragoness Pulzar makes her new home. A shockingly vibrant and lively town for being the domain of a sinister villain, Dracopolis is surrounded by nigh-impenetrable walls and guarded by glowing neon mechanical traps. Make your way to the city's busy center, and you'll have a high-flying experience making your way up to Amethyst Tower...
Dracopolis 	Dracopolis features a total of 30 Solar Cores. The outer edge of the area is a massive border wall, which has a myriad assortment of platforming challenges Vessa can overcome in order to ascend or break through the barricade. Behind the wall, Dracopolis is a very vertical level, relying on ascending buildings and riding down electric zipwires to traverse the bustling streets with ease and grace. Enemies in Dracopolis drop Charged materials.
Rustalja Desert 	Rustalja Desert is a truly vast landscape, mysterious rusted mechanical titans over the sunny horizon and bathing the unforgiving sands in sweet canopies of shade. Though the unusual spiraling sand formations are typically traversed by nomads, Pulzar's interference in the region has lead to it becoming infested with living metal monsters that form from the ground itself. Be on the lookout for the Magicore!
Rustalja Desert 	Rajana Desert features a total of 48 Solar Cores. A very open level, Rustalja Desert makes traversal easier by allowing Vessa to surf across the sand by crouching, which is used in some momentum-based platforming segments. Enemies like to periodically emerge from the ground, making every moment tense, but the shadowy oases that dot the landscape offer some shelter and signs of civilization. Enemies in Rustalja Desert drop Sandy materials.
The Hexnet 	A mysterious beehive-shaped construct that's appeared on the side of a mountain. Inside this dark metallic shell is the Hexnet, a digital world inhabited by a wide variety of bugs, in both the technological and literal sense. The center of this cybernetic hive seems to have been constructed around one of the Magicores, making the dive to the core a progressively more dangerous endeavor.
The Hexnet 	The Hexnet features a total of 35 Solar Cores. The Hexnet is a treacherous platforming landscape, filled with plenty of moving and teleporting platforms as well as data rails that Vessa must grind across to get from place to place. The level itself is constructed in the shape of a massive sphere with floating clusters of islands floating within it or embedded in the edges; the difficulty rises the closer one gets to the center. Enemies in The Hexnet drop Digital materials.
Auroria Drifts 	Set in perpetual nighttime, the Auroria Drifts are a snowy landscape famous for the gorgeous auroras that dot the sky, making every night a spectacle to behold Not all is comforting in this winter wonderland, however, as the slippery slopes and frigid ponds lead to a hazardous landscape matched only by the enemies present in this area. Perhaps the Magicore is somewhere out here in the snow?
Auroria Drifts 	Auroria Drifts features a total of 42 Solar Cores. The entire level takes place around a pair of spiral-shaped mountains, the interiors filled with hazards and trials themed around water and ice. While Vessa can use ice physics to launch herself off of ramps between the mountains, it's also possible to grind on the auroras across the sky to reach new, hidden areas. Enemies in Auroria Drifts drop Frosty materials.
==Bosses==
Skinny Vinny 	Skinny Vinny is the leader of the Scarecrow Mafia wreaking havoc in Sunflower Ridge, extorting the villagers for their money and resources. He doesn't seem to have any connection to Pulzar, but Vessa's just dealing with him out of the kindness of her heart. Located in the Mafia Barn, Vinny is confronted in a large arena in the barn's attic, eventually beaten down as his horde of ill-gotten goods is restored to the town. As the first boss battle players must face, Vinny is a simple fight on the surface, utilizing lunging attacks, running grabs, and a fiery tommy gun to attack you alongside calling in Scarecrow Goons. Those who have played the last game should still keep their guard up, however, as Vinny is not just a first boss, but an example of the tighter combat in general compared to the original game.Defeating Skinny Vinny for the first time awards Vessa 5 Solar Cores, the weapon Photosol, and a Recipe for Pumpkin Cannoli.
Spirit Train 	The mysterious phantasm that has been haunting the underground railways of Starglow Station, spreading other ghosts and horrors as it travels. Having possessed an abandoned train left in the depths, the people in the town seem to think it responsible for the multitude of disappearances in the past few months. The Spirit Train is first introduced as it runs through the labyrinthine train tracks, but can eventually be lured into the Abandoned Station as an arena. The train attacks akin to a large burrowing worm, phasing through the terrain in order to chase and smash Vessa, and is capable of breathing fire and spewing hot coal into the air to attack. Its metal hide is impenetrable to most attacks, but its guard can be dropped by hitting the front car in its glowing vulnerable state.Defeating the Spirit Train for the first time awards Vessa 5 Solar Cores, the weapon Steam Shield, and a Recipe for Railway Soup.
Gigaruinite 	An ancient mechanical golem dwelling in the core of Mt. Achu Temple, powered through the might of the enchanted magma crystal deep inside it. The Gigaruinite fights using untold physical strength, pumping magma through its arms to make them more muscular and infuse its attacks with fire. Though slow, its attacks are mighty, dealing immense damage and often creating shockwaves of lava that ripple throughout the arena; Gigaruinite also has the ability to call down flaming meteors fired from the top of its head and shoot streams of fire, making aerial combat much more deadly. Though its defense is often ironclad, Vessa can use her magic to douse or freeze the boss's flames, severely weakening its offensive and defensive abilities and leaving it vulnerable.Defeating Gigaruinite for the first time awards Vessa 5 Solar Cores, the weapon Flame Gauntlets, and a Recipe for Toasty Nachos.
Dark Barnacaster	This foul parasite has latched onto the great whale-like guardian of Tidal Town, using the mystical staff it wields in order to throw the ocean's tides out of order and wreak havoc. The first phase of the fight is entirely underwater, where Vessa must use her skills to destroy all the barnacles dotted across the guardian's hide as it swims away from her. Upon smashing all of them, the guardian surfaces, setting up an arena for her to face against the Barnacaster itself. The Barnacaster battles by summoning watery projectiles in various forms, slamming and slashing across the arena with wild flailing, and using their staff's chain in an attempt to snare Vessa and deal damage. Watch out for when it pops out of one of the holes across the arena!Defeating the Dark Barnacaster for the first time awards Vessa 5 Solar Cores, the weapon Tidebringer, and a Recipe for Sea-Salt Ice Cream.
Pulzar 	The evil dragon who cast Vessa into a magical slumber after gaining access to long forbidden magics, turning the world upside down in the following 7-year timespan. Having held her daughter Esselia within the confines of Dracopolis, she now faces Vessa down to ensure the girls do not escape. Pulzar fights 1-on-1, utilizing her flight and crystal breath abilities to great effect alongside her barrages of magical projectiles. She can also battle in close range, summoning crystalline claws for large sweeping attacks. There's very little to be done to take advantage of weakpoints; just keep up the offensive!Defeating the Dark Barnacaster for the first time awards Vessa 5 Solar Cores, the weapon Dragon Rod, and a Recipe for Dragon Dogs.
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