Nella: Beyond Castlehaven

Nella: Beyond Castlehaven is an action-adventure video game developed by Ironwood Studios for the PlayStation 5, Xbox Series S/X and Steam and published by THQ Nordic (now Embracer Group), based on a new story set in the Nella the Princess Knight Nickelodeon/Nick Jr. series. It follows Princess Nella of Castlehaven, where she and her unicorn Trinket must fight off a new mysterious force while exploring through a new conspiracy that links her powers with said evil. It will feature enemies called Wisps, a sentient force that can shapeshift in many ways. At launch, the game’s size was 38GB (on Steam, not counting PS5 compression) as all of the game’s cutscenes are rendered in-game and is programmed to avoid most of the bloatware that many games have the cause them to end up being 80GB and onward. The main boxart features Nella and Trinket outside the gates of Castlehaven, ready for their next adventure, and the PlayStation 5/Xbox Series disc has the logo above Nella's Sparkle Disc, a game disc that is designed like Nella's Sparkle Sword with the emerald/green inners and pink heart outlines on top, with the PC icon being Nella's head portrait similar in style to many mobile games. 
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 Plot
===Prologue===
The first scene shows Castlehaven in the distance across from the meadow as it scrolls downward and fades to the gates of Castlehaven, where it pans through the town area of Castlehaven to the castle, where it introduces to Princess Nella. Nella is in her royal bedroom, looking for the perfect dress for the Castlehaven Royal Ball that is planned today. Picking out her purple ball dress, Nella then asks Flutter, the postal service bird, to deliver invitations to Garrett, Blaine, Olivia, and Willow, her friends.
Arriving at the ball, everything is fine, until a mysterious violet shapeshifting monster arrives outside of the castle and starts looking for Nella. Upon sensing her presence in the castle, the monster then enters the castle, and upon seeing Nella, the monster then proceeds to walk towards Nella where everyone then stops. Nella then tries to ask the monster for its name, before attacking Nella with its dark magic. Nella then transforms into her Princess Knight form to fight off the monster. Utilizing her Sparkle Sword which is powered by her Sparkle Stone that she wears on her necklace, she, via using her ribbons to try and catch the monster as it runs around the area. Upon using her ribbons to catch the monster, it then suddenly dematerializes into green particles that get absorbed onto Nella's Sparkle Stone. Everyone is surprised at this, where Garrett then realizes that he didn't even have any Knightly Trading Cards for that mysterious monster.
Outside the castle and in the main street, Nella, Garrett and his steed Clod, and Trinket discuss about the mysterious monster and what they saw for themselves. Trinket notes that the monster had vanished into some sort of glittery particles that had been pulled towards Nella's necklace, assuming that they originate from Nella's powers herself. Garrett believes from what they learned about how they got Nella's powers, that there could be someone else out there that actually uses a Sparkle Stone like Nella and is able to summon said monsters, but Nella states that the only other person she had ever heard of that also used a Sparkle Stone like hers was her Aunt Winnie, and that she doesn't know if her powers were the same as hers or not. Garrett suggests a possible name for the monsters, where he comes up Wisp as their first spirit-like monster that they ever saw. for themselves, where they all agree. Nella then gets ready for a journey to find the origins of the Wisps, and unravel the mysteries of her own Sparkle Stone and find answers to the question that she always had; "is there anyone else that has powers like her?"
===Chapter 1: Beginnings===
Later that day after talking about the event of the Wisp attack with Garrett, Nella, back inside the castle, gets in a conversation with her royal monarch parents; her father and king of Castlehaven Reuben, and her mother and queen of Castlehaven Eloise. Eloise states to Nella that they had “no idea what they just saw for themselves” during back at the ball, and decides to ask Nella one question; “where does your powers come from?”. Nella had stated that her Sparkle Stone grants her powers, Eloise had stated that the mysterious monster they saw has similar marks to Nella’s Sparkle Stone, and believes that there could be someone else that has powers like her. 
The first stop Garrett recommends to Nella is that they have heard reports of Wisp energy being created in a cave. Nella investigates the cave and then fights off the Wisps, including a larger form of Wisp that is capable of using spears. After reaching the end of the cave, Nella finds a tablet regarding the Wisps, only for it to crumble. Returning to Castlehaven to give Garrett her evidence that she had found, he states that the information that they still have is not enough and that they still have to keep looking. Nella, heading back to Trinket’s stable, who had stayed back during their investigation, where Trinket then states that she hasn’t seen any more Wisps either, but then decides to join her in their investigation. 
Nella tells Trinket to patrol the walls of Castlehaven incase if any more mysterious monsters show up, where she states that they’ll remember as Wisps, while Nella goes back to the castle to plan out her research regarding the Wisps. While compiling up as many papers in her bedroom, her mother, Eloise, tells her not to make too much of a mess, seeing as Nella is using up five sheets of paper of drawing and information. Nella tells her that she “needs to check this out”. Upon looking at the notes, Eloise realizes that these clues regard to the strange monster that attacked Nella but ignored everyone else during the ball. Upon Nella stating that “so-called strange monster” that she calls a Wisp, was only just one of them, Eloise leaves the castle to search for anyone who has any information or anything that she can gain.
Trinket then runs back at Nella, who was just about to leave the castle, who states that an army of Wisps are approaching Castlehaven. Knowing that they can’t just have the Royal Guard keep them at bay with having the drawbridges up, they decide to leave the castle walls to fight off the Wisps. Trinket fights alongside Nella during the wave of Wisps, where they find out that they come in multiple forms and utilize various weapons that they can shapeshift into. Eloise, standing back during this battle; realizes that Nella wasn’t kidding about that monster and that they are wanting her daughter’s powers.
After the battle with the Wisps, Eloise tells Nella that she had saw for herself that the monster that attacked her at the ball was only just the beginning of things, that Nella must go through her most dangerous quest in her life; finding out where the Wisps are coming from and why they are looking for her. Following this statement, Nella, Garrett, alongside Trinket and Clod plan out an idea on how to figure out where to go to track down the Wisps. Garrett suggests scouting the whole land across Castlehaven, where Nella agrees. Garrett on the other hand, stays back at his house to figure out what to put on his own custom-made Knightly Trading Card.
Nella and Trinket explore through the Castlehaven region to find out if there’s any sources of Wisps. Eventually after exploring, they come across one large form of Wisp, capable of utilizing a sword and shield as its weapon of choice. Nella starts to note patterns that the Wisps have, that the giant Wisp utilizes a sword and shield that resembles similar to that of Nella’s, but violet and gold instead of green and pink. After absorbing the Wisp in a battle, Nella and Trinket return back to Castlehaven to add to their list of clues about the Wisps, adding in that “their powers likely replicate her own” on a sheet of paper. Garrett, returning to Nella, creates his own Knightly Trading Card, stating that they are spirit-like monsters that can take any form and shape, and are based on a force that is related to Nella's powers. 
===Chapter 2: Pinpoint===
That night, while Nella was sleeping, she suddenly comes across what could be a blue light in the midst of her dream area. While running towards the blue light, she ends up running in place, where it then fades to white afterward. Nella then gets up out of her bed afterward with the sun outside, where she realizes that the whole thing was a dream. Seeing that the information about this blue light is scarce and not enough to put on her notes, she decides not to put that blue light on her desk until she could find out more about it.
Upon leaving her home castle and via walking through the mall street of Castlehaven. Garrett, alongside Clod tells Nella that in order to figure out as much information about the Wisps as possible incase they are coming up with another plan to attack Castlehaven and take Nella’s powers, they will have to split up. After the conversation, Garrett and Clod leaves Castlehaven and goes on their own mission to investigate for more clues regarding the Wisps. Nella then gets a note from Flutter telling her that her presence is needed at Willow’s conservatory.
Heading toward’s Willow’s house which is located outside the walls of Castlehaven and into the meadow. Nella meets Willow working on a flower project, where she wants to go to the Windy Peak region to find a rare plant. Accepting her quest to help her, they then leave from her house to go to the Windy Peak region north of Castlehaven. 
Nella & Trinket, with Willow following them all climb up through the Windy Peak region to Windtop Mountain. However, when they arrive at the mountains, Nella notices that the Wisps have already arrived and are aware of her presence. Telling Willow to stay back as she has no method of fighting the Wisps off, Nella uses her sword to absorb the Wisps that pursuit her. Utilizing her bow & arrow, as well as her ribbons to make ziplines to get from mountain to mountain, they navigate their way through the Windy Peak region’s highlands. 
Upon reaching the area where Willow was looking for the rare plant, Nella becomes suspicious of a possible Wisp ambush, where a large-scale Wisp, the Chivalry and its greatsword, appears. Willow, staying back, watches the fight between Nella and the Chivalry. After absorbing the Chivalry into the Sparkle Stone, the plant was already destroyed. Willow becomes upset, but Nella tries to comfort her over the situation, stating that its not the end yet, and that they will try again in the future to find what they want. 
Nella, Willow, and Trinket head back down to Willow’s house in the Castlehaven region, and all three talk about the upcoming Wisp threat, the spirit-like monsters that bear a resemblance to Nella’s powers. Willow says that she will do whatever she can to try and piece together the mystery behind the Wisps, the monsters that threaten not only Nella but also the entire Castlehaven kingdom and its people as well.
The three, believing that others need to know about the upcoming threats, then spread the world. The first stop they meet is at the forest, where they send word to one of Nella’s friends, Gork, a mischievous orc who lives in a tree stump house. When Nella at first tried to talk to Gork about the Wisps, he at first doesn’t get what she’s talking about, until a new form of Wisp that wields tower-shaped shields, appears before Nella, where she fights it off and absorbs it into her Sparkle Stone. Gork, seeing the Wisp, then sees what was Nella talking about, a new enemy that is similar in many ways to her. Nella then tells Gork that there is a looming threat bound for Castlehaven that looks like her, and that there is a possibility of someone else having powers that function just like her’s, seeing the similarities. Gork, thinking it over, then heads inside to try and take some notes to plan his own ideas on what to do. With Gork heading in, Willow then leaves Nella to go back home. 
The last stop for the day before they have to head home before sunrise, was Minatori, a purple minotaur who is one of Nella's friends. However, after navigating through her maze, which includes a magical chess board, both Nella and Trinket find out that Minatori isn’t even home. Exploring through the maze, they notice that the chessboard has a hidden passage down below, which they find out is the basement where the controls of the chessboard are located. Turning off the controls, Nella then turns on her Sparkle Sword’s light, functioning it like a torch. Exploring through the basement, they see that there is a room that is not only shaped like a chess board, but is empty. 
However, Nella accidentally trips, which causes a mysterious shadow figure to awaken with purple lights and with the lights turning on, revealing itself to be another large-scale Wisp, the Dominator, a Wisp that specializes in shields. Upon absorbing the Dominator into her Sparkle Stone, Nella then moves on to the next room, seeing the door, and finds Minatori alright. Minatori says that she was looking for a way to play the chess pieces on the surface, but was interrupted when the presence of a monster scared her. Nella tells her that the monster is gone now, and that they need to get back up. With Minatori rescued, she heads back home at the end of the maze.
With the sun setting, Nella realizes that its about time to head home. Nella then puts down additional notes on her desk, including the part where she got more people aware of the Wisps’ presence, and how they could be a threat to Castlehaven. Eloise & Reuben, Nella’s parents, seeing how Nella is tired on the next day after finding out more clues about the Wisps, Eloise then tells Nella not to push herself too hard. That night, with Garrett already at home, Nella then thinks up their next plan what to do for tomorrow.
===Chapter 3: Agency===
Nella then wakes up for another day, and then receives another letter from postal service bird Flutter from Garrett, who states according to the letter, that during his exploration with his horse, Clod, he had found that there were various types of Wisps that are based on abstract shapes, as well as more larger-scale Wisps that were capable of utilizing powers that Nella can’t even replicate. Reading further into the letter, what made her alarmed was that he had to evade a major force that utilized a hammer-type weapon as he, even with his shield and bronze sword, felt that it was too dangerous for him, so he and Clod took off and headed back to Castlehaven. The last thing Garrett had wrote was a drawing of a compass, with the letters “SW”, or southwest for short. Nella decides to write down that the Wisps are capable of utilizing stronger powers than Nella herself, and that there’s a threat coming from southwest of Castlehaven.
Right when Nella started writing down notes, she hears her parents, Reuben and Eloise, talk to someone who has a voice that she has never heard of before. Leaving her room right when she was hearing the names of her parents down the royal stairs, she meets the new person talking to her parents in the main room. The man, dressed in a golden-gray robe and with short black hair, reveals to Nella and her parents as Master Reynfred. Master Reynfred reveals that he was looking for someone who still had a Sparkle Stone in use, and says toward Nella that her Sparkle Stone was the one they were looking for. 
Reynfred tells Nella that he requests her presence at his royal village, the village of Ascalon, located southwest of Castlehaven. Nella, realizing from the letter Garrett had sent her, states that they have to be careful southwest, and that her comrade Garrett had seen a powerful force southwest. Reynfred states to Nella that he doesn’t call them “Wisps”, but rather sparkle spirits, and that they’ll have to see it to believe it. Before leaving, Eloise asks Reynfred if he can be trusted to work with Nella, seeing that she had never heard of before, with Reynfred saying that he has knowledge of Nella’s powers and where they came from, which was one of the questions Eloise had when the first Wisp interrupted the royal ball two days ago. Eloise, seeing what Reynfred said, begins to trust him slightly, but still is unsure slightly if he's still considered on the enemy's side or on the good side.
Proceeding southwest towards the noble village of Ascalon, with the silver brick road and the fancy buildings, both Nella and Trinket arrive and look for where they’re supposed to go. They then see Reynfred outside his house, who states to both of them that they’ve made in time to talk about the origins of her powers. Going inside, Nella and Trinket follow Reynfred to his main room, where Reynfred gets one of the history books, a book titled “Origins of the Sparkle Knights”, which he then reads. According to the book, the Sparkle Stones originated several generations ago and were a discovery of explorers who had found out that the jewels that they acquired weren’t just precious and fancy, they were also spirit-powered as they were enchanted with spirits from a realm known as the Sparkle Cosmos, an alternate realm that only be traveled through via a very unique magic spell that not many people know off.
When asked by Nella if he knows anything about her aunt Winnie, who had powers just like her, Reynfred then tells her that Winnie was one of the earlier bearers of the Sparkle Stone, and that during her journey, she had managed to figure out to utilize the Sparkle Stone’s powers and transform into none other than the Princess Knight, which Reynfred then clarifies that the Sparkle Stone Winnie was using was not the same one Nella was using, and each Sparkle Stone provides the wielder their own separate powers, and many have succeeded on utilizing Sparkle Stones to help them years ago.
Things get interrupted however when they both hear the noises of enemies outside, which Nella realizes that she had almost forgot about what Garrett said about a potential threat coming from southwest. Nella and Reynfred head outside and see none other than the Vanguard approaching, wielding a hammer as its weapon of choice. Nella recognizes that this could be the Wisp that Garrett was talking about in the letter the whole time, and what the SW meant the whole time, it was southwest of Castlehaven. Nella gets into a battle against the Vanguard, a large Wisp knight specializing in hammers. 
Upon defeating the Vanguard, it disintegrates into energy which Nella’s Sparkle Stone absorbs. However, upon absorbing the Vanguard’s energy, the Sparkle Stone goes into a glowing transcendence, which causes Nella to drop her sword due to it emitting tremors from the transcendence which caused her hand to be unable to hold still. Then, the sword transforms into none other than a hammer, a power which Nella’s Sparkle Stone never had before. Nella then picks up her hammer, where Reynfred states that the Sparkle Stone has gained new power from transcending the Vanguard’s spirit into its side.
Heading back inside Reynfred's cottage after Reynfred concludes that the spirits have gone, he further states that the spirits, which Nella currently calls Wisps, are emerging into the world from a connection to the Sparkle Cosmos, the realm from which the spirits and the Sparkle Stones' powers, including Nella's, Winnie's, and his own come from. He further states that a connection to the Sparkle Cosmos has opened, and that opening a portal to the Sparkle Cosmos was said to have been unable to be done during Nella’s generation. During their talk, a soldier then knocks on the door, and warns Reynfred that another army of spirits is approaching the village.
Nella and Reynfred return outside to the open field where the army is approaching. After Nella fights off one of the Wisp spirits, it then gets healed by a new major Wisp that takes the form of a levitating ghost mage, known as the Archmage, another force capable of utilizing spirit magic as its main form of attack. Reynfred demonstrates his own Sparkle powers and his scepter, where he casts indigo coated magic missiles to absorb the spirits into his own Sparkle Stone. Reynfred says that the reason why the spirits are being absorbed into their Sparkle Stones is that their Sparkle Stones resonance with the spirits' supernatural presence and turns them into energy. 
After another wave of the Wisps, another large Wisp, known as the Redemption, taking the form of a mage, appears. While Reynfred leaves to defend the village from other directions, Nella tries to take down the Redemption with her own Sparkle powers. The Redemption utilizes various magical spells, including the one where it can cast barriers that block her attacks. Nella utilizes her ribbons to make ladders and nets to launch herself upward to further get an attack on the Redemption. After weakening the Redemption as it slows down, Nella then utilizes her new hammer to land the finishing hit, absorbing the Redemption into her Sparkle Stone.
Reynfred returns to Nella and then asks her if she is alright, where Nella states that she’s okay. With the sun setting, Reynfred tells her that she’s got a new supporter on her journey, and that they will have to all work together to figure out where the spirits are coming from. Nella and Trinket then leave Ascalon and return home to Castlehaven safely. At night, Nella writes down notes about a potential “Sparkle Cosmos”, and comes with her main objective; how to enter the Sparkle Cosmos and find out who has led the Wisp spirits out into her world. Nella's mother, Eloise, stated that from what Reynfred had told her and having Nella told her all about him, Eloise says that Reynfred can be trusted on her quest. 
===Chapter 4: Sights===
The day after Nella’s first meeting with Reynfred, Nella gets another message from postal bird Flutter, stated to be from Master Reynfred, who states that there has been evidence that the Wisps are heading southeast into the ocean, into islands that will require a ship for her to reach. Reynfred also says in the message that the next step is to investigate the ocean southeast, and that she will need to find some help to head southeast. After reading the message, Nella knows that her next objective to find more clues is to head southeast where the Wisps have headed, but sees that there is one major problem; she doesn’t even have a ship or anyone who can take her there out in the open ocean.
Heading outside into the suburbs of Castlehaven, Nella then meets Garrett and Clod, where they both discuss about what to do heading southeast. During their discussion, Garrett suggests Blaine, who is known to be skilled in machinery and hardware as well. Nella agrees, despite previous flashbacks of Blaine being obsessed with being the best of the best. Visiting Blaine’s house, they see him and Olivia, the yellow-haired girl in he blue dress, seeing a blueprint of what could be a new ship to build. Nella then asks Blaine if he could help her on a quest; which is to build a ship that would allow her to travel southeast. After an agreement they made, the three then head down to the shore southeast of Castlehaven to get to work.
With Blaine and Olivia working the project known as Frigate, which will allow Nella to get a ship to travel southeast, everything goes fine, until Wisps come in to try and stop them. Nella, utilizing her weapons, defends Blaine and Olivia from the Wisps, until eventually, another large force Wisp, known as the Aegis, capable of bouncing from tree to tree utilizing its own form of Nella’s ribbons, appears. After a one on one battle against the Aegis, Blaine & Olivia continue building the Frigate until eventually it gets completed.
Now with the Frigate finished, Nella, Blaine, and Olivia then sail southeast through the open ocean. During the travel, Blaine then asks Nella that he has heard of her and Trinket going on a quest to find out where her powers come from, and that he and Olivia first seen these monsters back in the ball party. Olivia even says that she’s pretty sure that there could be more people that utilized their own Sparkle Stones like Nella, seeing how Nella acquired hers from finding it in a cave after saving a unicorn who she decided to name Trinket. 
Arriving at the islands, the three investigate the tropical islands for clues. At the first island, they find not very much clues, aside from a few fragments of what could be pieces of a different Sparkle Stone. Heading onto the next island, they find a piece of paper of what could be some sort of portal gateway, which Nella believes to be the instructions to get to the Sparkle Cosmos. Upon saying this, Blaine asks Nella to repeat what she said one more time, and Nella said that Reynfred stated that the monsters are coming from an alternate realm known as the Sparkle Cosmos, and that the only way to stop the monsters is to find out where they are coming from. 
Afterward on the third island, they find a wave of Wisps forming on the island, where Nella then fights off, Blaine realizes that the monsters Nella were talking about were supernatural beings and not physical beings, seeing how they dematerialize into energy that Nella’s Sparkle Stone absorbs. After entering the cave on the third island, another large form Wisp known as the Bouncer appears, which is an abstract Wisp that specializes in transforming shapes. Upon Nella defeating the Bouncer, they then continue onto the cave into eventually, they find a dead end, with nothing but cobwebs. Turning on her glow in the dark blade, Nella looks around and sees what could be a broken Sparkle Stone in the shape of a square-shaped jewel, with pieces of it chipped off. Nella says that she has gotten what she needed and they could head back right now.
Heading back to Castlehaven, Nella then heads back to her room to take out the clues that she has acquired on her table; the paper detailing a gateway and the broken Sparkle Stone. At the same time, Nella’s mother, Eloise arrives, and sees the broken Sparkle Stone. Eloise tells her that during Winnie’s legacy, there used to be more heroes like her, utilizing Sparkle Stones, until they were eventually forgotten. Nella then asks if she knew anyone else who had a Sparkle Stone in this timeline, and she said that the world isn’t just the kingdom of Castlehaven or what is around it, but a whole world set through thousands of miles, and there could be more Sparkle Stone users like her, even through hundreds of years, not just Reynfred or even Winnie. After that, Eloise then leaves the room, seeing that it has already been nighttime, and Nella then heads to bed, still thinking about the broken Sparkle Stone.
===Chapter 5: Revelation===
Throughout the days of relentless adventuring, Nella has grown restless, seeing how nearly each day has her out of Castlehaven for hours, from daylight to when the sun is setting. Nella figured that for a day, she would need to rest up for a little bit, before continuing on her mission. The following morning. Nella tells Flutter to send Garrett a message not to bother her for adventuring that day, saying that she needs to get rested up and spend a little more time with her parents. 
The next day, having been rested up, Nella decides to get ready to meet Master Reynfred to show him the broken Sparkle Stone that she, Blaine, and Olivia had found from the islands. Before leaving, Nella is asked by her mother, Eloise, being worried on how often Nella has been leaving and coming back since sundown, Nella then replies that she is going to Ascalon to tell Reynfred about the broken Sparkle Stone discovery, Eloise then warns Nella not to get hurt, further saying that she can’t afford to have her daughter in peril. Seeing this, Nella then asked Eloise why doesn’t she have a weapon to serve and protect Castlehaven, or basically her own Sparkle Stone, Eloise then replies back saying that as a parent, taking care of her daughter is the biggest priority, then just going on adventures like Nella was recently. Before leaving, Eloise tells Nella to be back before night falls. 
Upon arriving at the village of Ascalon, alongside Garrett and Clod, with Nella showing Master Reynfred the broken Sparkle Stone, he says that this Sparkle Stone belonged to another person who wielded the Sparkle Stone’s powers like her. Reynfred then tells Nella and Garrett to head to Glowshire, west of Castlehaven, as he got a message from one of the villagers in Ascalon that there has been reported to be what could be the biggest enemy Nella could face; a mysterious entity that seems to be working with the Wisps and is reported to have his own Sparkle Stone, taking the form of a knight in royal plated armor. 
Heading for Glowshire, west of Castlehaven, Nella, Trinket, Garrett, and Clod find themselves in a region consisting of glowing plants, and orange grasses the color of autumn. They then navigate through the area, where so far, there have been very few sights of the Wisps, and in fact; the knight-like entity that Reynfred was talking about was nowhere to be seen. However, upon exploring, they find a torn paper that was likely blown away; a drawing of a square, which actually matches the broken Sparkle Stone’s shape. Nella comes into a theory, the knight entity who they are looking for is the one that owns the broken Sparkle Stone.
Arriving on what Garrett says to be an abandoned observatory building which he believes to have some clues to what Reynfred was talking about, they come across a battle of Wisps outside the observatory. With how the Wisps are suddenly appearing, Nella believes that inside the observatory, there would be some clues to the mysterious knight entity that they’re trying to find. After the battle, they go inside the observatory to look for clues. They find out that there was a left-behind note from one of the people at Ascalon that worked at the observatory, which included not just proof that someone had seen the knight entity, but described its weapon of choice; a staff with two blades on its sides. At the same time, Clod, who was looking outside, warns that there has been an earthquake in the area, Garrett, who also heard the quakes on and off, says that a normal earthquake isn’t just on and off stomps, and tells Nella and Trinket to leave the observatory. Outside the observatory, they witness a golem-like Wisp that utilizes the form of rocks, the Colossus, specializing in heavy attacks. Nella uses both her ribbon techniques to knock the Colossus down, and even launching herself via the lance to deal damage toward the Colossus. 
After defeating the Colossus outside the observatory where aside from its spirit getting absorbed into Nella’s Sparkle Stone, the rocks that were shaping the Colossus drop into the ground. Garrett witnesses in the sky what could be a turquoise flare coming from the Rainbow Region, believing that the Unicorn of the Lake, who Nella and Trinket visited in the past to have her horn fixed, is in danger from the Wisps and most likely that knight entity. 
Upon arriving at the Unicorn of the Lake’s domain at the Rainbow Region, the Unicorn of the Lake tells the group that the Rainbow Prism, the artifact used to give the Rainbow Region its energy, was stolen. The Unicorn of the Lake says that the Rainbow Prism is the artifact that gives the land its color, and without it, the land will eventually decay to a wasteland without color. Nella says that the Wisps are currently up to no good here, but the Unicorn of the Lake warns Nella and Garrett that she may have witnessed what could be a flying monster in the area, and that from what she saw, there seemed to be someone piloting the monster, which Nella concludes is most likely that knight entity that Reynfred was talking about earlier, and that person is obviously the one who stole the Rainbow Prism. 
Suddenly, Wisp soldiers appear in the Unicorn’s domain. With how the Wisp soldiers were approaching, the Unicorn of the Lake decides that Nella and Trinket will need to split up, while Garrett, Clod, and herself hold the line. Nella and Trinket ride off towards the area where the dragon was last seen flying towards. On the way there, they were stopped by a frontline of Wisp soldiers, which at the same time, the dragon came down, which Nella and Trinket witnessed for the first time.
The dragon, identified as Horizon, begins to utilize a breath of crystal magic to attack both Nella and Trinket while on a stand off between the Wisps. Eventually after several battles navigating their way to the highest mountain in the Rainbow Region, Garrett, Clod, and the Unicorn of the Lake catch up. Nella, utilizing an array of ribbons, aims to get Horizon down. With the assistance of everyone else, they manage to get the Horizon suspended in the sky, enough force to eventually get him downward. 
However, at the same time, the rider who was riding on the dragon eventually utilizes a magic spell that cuts Nella’s ribbons, freeing the dragon where it then drops down, with the rider telling the dragon to “go get them”. Nella, Garrett, Clod, and the Unicorn of the Lake get into a battle against the Horizon dragon, with Nella utilizing her ribbons to keep the Horizon in check.
After defeating the dragon, Horizon, which dematerialized into Sparkle particles, the knight, who was revealed to be riding on the Horizon is then revealed to have the Rainbow Prism all in his possession, and much to Nella’s surprise, the original owner of the broken Sparkle Stone, seeing that the knight’s emblem matches the broken Sparkle Stone’s shape perfectly. The knight, stating it's time for “extreme action”, overloads the Rainbow Prism with his Wisp magic, much against the Unicorn of the Lake's wishes toward him. Via overloading the Rainbow Prism, it shatters and explodes into rainbow lights, causing everyone to faint unconscious via the blinding light, a light so enormous enough to be seen by the people of Castlehaven, including Nella’s parents, Reuben and Eloise. Eloise, seeing what is going on from afar, decides it's time for her to take action, as she couldn’t afford to have her daughter, Nella, hurt from what’s going on in the distance. The screen cuts to Eloise turning a key onto a storage chest, opening it, and saying “This is it.”, before cutting to black.
Nella then wakes up on what could be a mysterious dimension consisting of crystal caverns, which she believes to be the Sparkle Cosmos, the realm where the Sparkle Stones originated. While exploring through the area all alone, as nobody else, even Trinket, Garrett, nor Clod, was with her since she woke up. Eventually, Nella comes across what could be a mysterious violet Sparkle Stone, in the shape of a cushion, on a pedestal in a circular area. Believing that this was the dark Sparkle Stone that is powering the Wisps, Nella shoots an arrow onto it to knock it out. Just as it was about to fall on the floor, the Sparkle Stone then transforms into none other than a large-scale abstract Wisp spirit, known as the Endless, a Wisp spirit capable of creation and crystal powers. Nella gets into a battle against the Endless all alone, dodging through crystal attacks that the Endless casts toward her. However, eventually after some time, the Endless stops, and then proceeds to cast a spell, with a purple light aiming towards Nella Sparkle Stone. Seeing that the Endless is specifically targeting her Sparkle Stone, Nella deactivates it, turning her back into her original everyday dress, and then drops the necklace containing her Sparkle Stone onto the crystal floor. Upon the spell hitting Nella’s Sparkle Stone, it proceeds to override it, turning it from its normal pink to the Wisp’s violet. Nella sees why the Endless was targeting her Sparkle Stone and not her; it wants to turn its powers into working for the Wisps, and not against them. 
Eventually, just as when the Endless was about to fully override Nella’s Sparkle Stone and take full control of it, a mysterious yellow and blue Wisp spirit comes in. Nella, who she happens to recognize as possibly Winnie, seeing the colors of the Wisp spirit and how it happened to match Winnie’s; blue, yellow, and burgundy. At the same time, the orange spirit casts a spell to halt the Endless’s attempt to override Nella’s Sparkle Stone, and at the same time, tells Nella that she needs to get out of here, and stop the Wisps once and for all. After halting the Endless via a stasis spell indicated in burgundy ribbons, casts a spell towards her which causes her vision to fade to white, taking her back into the Rainbow Region and freeing her from the vision.
The screen then cuts back to the Rainbow Region, with Trinket trying to tell Nella to get back up. Trinket sighs in relief, saying that she thought Nella was dead. Nella says it was due to some mysterious orange and blue spirit that she saw in one of her dreams, which turned out to be an unexpected ally who had freed her from the vision against another Wisp spirit that threatened to turn her powers into working for the Wisps. Everyone then gets back up, safe and sound.
The knight capable of utilizing Sparkle weaponry, who reveals its name to be Agni, says towards Nella that she cannot be turned, she must be destroyed, conjuring out a similar weapon that Nella has, a glaive blade. Nella, and Garrett get into a battle, but midway through the battle, Eloise and the Royal Guard arrive, where Eloise, now with her prized weapon; a noble rapier, decides to help out against Agni. Agni, seeing that he is outnumbered three to one, decides to conjure out two crystal clones of himself to hold the line, and jump out of the battlefield while his clones do the work. After the three vanquish the clones, Agni jumps down, and berserks on his last stand. With Nella parrying Agni’s weapon, Eloise knocks down Agni via the use of her rapier which causes him to lose his balance, and falls downward.
Agni, having exhausted himself of his energy, says to Nella, seeing the broken Sparkle Stone, that he used to be a bearer of the Sparkle Stones like her, fighting for the land years ago, before she was born. He says that there is another Sparkle Stone out there that is currently active and is causing all of this, and that these Wisp spirits are supernatural beings created from that Sparkle Stone. Eventually, Agni dematerializes, having been taking the form of one of the Wisp spirits active at the time. However, the energy that Agni releases into Nella's Sparkle Stone causes it to resonate, thus changing Nella’s knight armor into the Seraphim Armor, a platinum armor with pink/green hues after Nella herself.
The Unicorn of the Lake then says that with the Rainbow Prism destroyed, she is going to have to recreate another one to replace it, which means the Rainbow Region will have no rainbow color until it is fixed. At the same time, Garrett says to Eloise and Nella that the sun is setting, and nighttime is approaching. Eloise and the Royal Guard escort Nella and Garrett home safely via the Royal Guard carriage convoy, as Nella was too exhausted to ride Trinket on the way back.
That night, Eloise knocks on Nella’s bedroom, where she then says that what she saw was way too dangerous for a girl to handle. During their conversation about what was going on in the Rainbow Region, Eloise says that prior to starting a family with her and her husband Reuben, she used to be a knight of another kingdom, being inspired by the legacy of Winnie, a bearer of the Sparkle Stone before Nella. Nella says that she has found what seems to be what is summoning out the Wisps, which are supernatural beings that take in the form of many shapes, including knights as well; a dark Sparkle Stone that seems to be active, even without a owner. Eloise says that prior to her utilizing a Sparkle Stone or when the people of Castlehaven knew what a Sparkle Stone was, they’d have their Royal Guard come in to serve and protect the people, and Nella, as well as the rescue of her unicorn companion Trinket, was how the people of Castlehaven first knew what a Sparkle Stone was and how it allowed its owner to conjure out great power. Before leaving the bedroom to let Nella go back to sleep, Eloise says she wants to have to come with her to Reynfred tomorrow, and says she has an idea on where to go tomorrow to defeat the Wisps once and for all. 
The chapter ends with Nella going back to sleep in her bedroom following the conversation.
===Chapter 6: Knighthood=== 
Nella has another dream from Winnie, who tells her that she is the key to saving the world from an ancient evil, the Sparkle Spirits, or as Nella had called; the Wisps. Winnie’s spirit further says that the reason why the Sparkle Spirits were not attacking Castlehaven at all was that they have identified the people of Castlehaven as not bearers of the Sparkle Stones, and that they are trying to possess her Sparkle Stone like what she saw against the entity yesterday. Winnie further says that to stop the Sparkle Spirits, Nella must be able to find where the original incarnation and master of the Sparkle Spirits and offer to it; her own Sparkle Stone. Nella at first is devastated, but Winnie says that its the only way, her Sparkle Stone has to resonate with the spirits to seal them, as the Sparkle Spirits, who consisted of past Sparkle Stone wielders from generations ago, have been awakened by an inner force inside the Sparkle Cosmos.
This morning, Nella is then told by her mother, Eloise, that her and her husband and Nella’s father, Reuben were talking about what happened yesterday. Eloise further states yesterday could’ve put her, Garrett, Clod, and Trinket into jeopardy, seeing how they had to face off against a real enemy knight, and that entities like those are way too dangerous for an ordinary princess to actually face in combat. However, this conversation is interrupted when Flutter states to have received a letter from Reynfred to Nella. Eloise then takes the letter, and reads it, stating it that he was made aware of the Rainbow Prism’s destruction yesterday and that he wants Nella and Garrett for another meeting. 
Eloise figures that for the safety of her daughter, she will come with them to the following visit to Ascalon. Nella, Garrett, Trinket, and Clod, alongside their mother Eloise, decide to visit Reynfred in Ascalon again following the events of yesterday. Garrett questions why Nella’s mother had to come with them, with Eloise saying that she wants to make sure that Reynfred can be trusted one last time, and that she wanted them to be more careful following what happened yesterday. Meeting up with Reynfred, he recognizes the Seraphim Armor that Nella is wearing, Nella states that the armor was acquired after it absorbed Agni’s spirit, the one who had destroyed the Rainbow Prism. Reynfred says that currently right now, there have been no sighting of the Wisps, which Nella corrects it to be the Sparkle Spirits, as she was visited by Winnie’s spirit in her dream, which stated that her Sparkle Stone was the only way to stop the spirits. Reynfred replies, stating that he will do everything he can to figure out a way to enter the Sparkle Cosmos and stop the Sparkle Spirits once and for all.
That night, while everyone is asleep, Trinket is awoken by the the sound of wings, and looked outside her stable to see none other than another large-scale Sparkle Spirit armed with a scythe. Carefully pursuing it, she witnesses it going up towards Nella’s home, and believes that its hunting Nella down with it. Believing that Nella is in danger, Trinket casts a spell to shine light on Nella’s balcony. Nella, while still asleep, is then awakened by the light. Nella, wearing her pink house wear, opens up the door and asks her what is she doing up at night. Trinket says that there’s another entity hunting her down, and that she needs to get out of here. When Nella asked Trinket what she is talking about, suddenly, Nella heard the doors open back to her, and upon looking back, revealed to be another enemy, known as the Akroma, a large-scale Sparkle Spirit with a scythe as its weapon of choice. Realizing that her parents would hear this commotion and the battle would damage the entirety of Nella’s bedroom, Nella decides to pull out her sword and then flee the area, casting ribbons to jump down the balcony, ride on Trinket and then flee Castlehaven. 
While fleeing through the forest outside of Castlehaven, Nella and Trinket, at one point stop and try to repel the Akroma together, but seeing that their powers are not being able to damage it, with her sword bouncing back as if it was pure steel, they figure that their weapons Ian’t going to cut it, with them continuing to run through the forest. At one point, Nella and Trinket ride through by Gork’s stump home, where, upon him looking outside his window and seeing the Akroma and its scythe weapon, started to become worried, and decided to come after them, believing that he could help them out.
Realizing that their only option is Reynfred, they head down to Ascalon while being pursued by the Akroma. Nella then knocks on Reynfred’s door, saying that there’s a new enemy hunting her down. Reynfred then answers the door, looking like he was already set for battle wielding his scepter powered by his own Sparkle Stone. Reynfred, seeing that the Akroma is approaching, tells Nella that seeing the Akroma’s strength, that he must take over from there.
Reynfred then activates his Sparkle Stone, to perform a spell to reflect the Akroma’s magic attack which was conjuring out of its scythe. Upon the reflection of the Akroma’s beam, the Akroma then breaks down and becomes dematerialized into particles that Reynfred’s Sparkle Stone absorbs. However, the disintegration of the Akroma left something behind; a skull. Reynfred says that he will study this skull, and seeing how it was possessed by the Akroma, he believes that it could be key to getting to the Sparkle Cosmos to end it once and for all. After this, the orc Gork, the cyclops Cici, and the dragon Smelgly arrive, as they state that they heard her and Trinket being chased by an entity, and thought they could help out too. Reynfred says that these spirits are far too dangerous for friendly monsters like them to handle. Reynfred decides to come with Nella and Trinket home, as following what Eloise said yesterday, he believed that Eloise would be already worried about her. 
Meeting up with Nella’s parents, Eloise and Reuben, who were about to establish a search party with the Royal Guard, Reynfred states that Nella and Trinket were trying to get away from a new enemy that was hunting them down at night. Eloise states that she still doesn’t understand, until Reynfred pulls out the skull that the Akroma was possessing. Trinket says that she was the one that saved Nella’s life, as she was the one that warned them that the Akroma was hunting her down in her sleep, upon hearing its sounds at night. Reynfred states to both to get some sleep, and that he has an idea of what to do to stop those spirits, seeing that they’re already up to no good and how they’re getting stronger and stronger, strong enough where Nella’s Sparkle Stone can no longer handle them. After that, Trinket goes back to her stable, while Nella and her parents go back to their castle, where it then fades to black afterward.
The morning after defeating the Akroma, Nella then gets ready to head down to Reynfred for more directions on what to do. However, before leaving, she is then stopped by Garrett, who said that he heard that she and Trinket left Castlehaven overnight. Nella then says that there was another entity that wanted her dead, and because her Sparkle Stone’s powers were unable to defeat the spirit, known as Akroma, where she and Trinket had to flee to Reynfred, where he cast a spell that would reflect its attacks toward them back at it. 
Before they both leave, everyone at Castlehaven, including Blaine, Olivia, and Willow, state that they heard that Nella and Trinket were in danger overnight while they were sleeping, with Willow stating that she and Trinket passed by her observatory where she heard Trinket running. Willow went forth to say she also considering helping her and Trinket out against the scythe-wielding monster, but she didn’t know where to go from her home because by the time she already went outside to see where they were going; they were already gone. Nella then says to everyone that they need to get to Ascalon, where everyone will meet Reynfred prior to tracking down the source of the Sparkle Spirits, which Nella formerly called Wisps.
The seven then head back to Ascalon, where Nella says that she wants to introduce Reynfred to Blaine, Olivia, and Willow. Upon arrival, Reynfred says that with that much company Nella is bringing, he’s going to have to take their meeting to another area in Ascalon, the royal hall. Heading to the royal hall, where they all sit in a round circular table. Reynfred then says that he has figured out the source of where the skull came from, the skull’s traces of energy, and faint pieces of glowing sand, point to where it came from one area; the desert. He further says that this would be where to establish the portal to the Sparkle Cosmos, and find out what is responsible for sending the Sparkle Spirits to try and capture Nella’s Sparkle Stone, as the real reason why the Sparkle Spirits were not targeting anyone in Castlehaven and only him and Nella, was that they want their Sparkle Stones, for reasons unknown and that they have to find out when they arrive at the Sparkle Cosmos.
Reynfred then comes up with a spell where he, alongside someone else who he requests to specialize in nature magic, which Willow volunteers, will use the skull to build a portal to the Sparkle Cosmos utilizing a portion of his own Sparkle Stone’s magic, as well as the Akroma’s left behind traces of its own magic. Reynfred then says to Willow to come back tonight, when the desert’s sand glows, to begin the spell to open the Sparkle Cosmos, only Nella and Trinket will enter the portal, and everyone else, including himself, will stay back and defend Castlehaven incase the spirits amp it up to their strongest efforts. Everyone applauds at this, and Reynfred says to both Willow, Nella, and Trinket to return tonight, and he will have Nella’s parents make sure that they let her leave Castlehaven at night.
Arriving back at Castlehaven, Nella then tells both her parents, Eloise, and Reuben, that Reynfred is conjuring a portal to the Sparkle Cosmos, and that she and Trinket are to go inside and stop whatever is responsible, whatever is letting in all of the Sparkle Spirits into the area, or those monsters that were powered by Sparkle Stone energy. Eloise says that normally, Eloise wouldn’t let Nella go on such adventures like that, as they would be way too dangerous, but seeing how this is determining the fate of Castlehaven altogether, she decides to approve as well, Reuben, at a bit of reconsideration, decides to also agree as well, seeing that there will be no more of these spirits threatening Nella and them for good.
That night, Nella and Trinket head to the glowing desert south of Castlehaven, meeting up with both Reynfred and Willow. Both Reynfred and Willow, seeing that Nella and Trinket have already arrived, have stated that this will be their biggest quest yet, the one that will determine the fate of the world as they know it, and of course, Nella’s powers, as Winnie had stated that Nella’s Sparkle Stone was the only way to stop the spirits from attacking. Willow casts a spell that would envelop the skull into glowing sand, causing it to glow with light shining from its inners, and Reynfred then utilizes his Sparkle Stone’s powers to pass through its magic through the skull, which will project a portal to the Sparkle Cosmos. Utilizing both their powers, they open up a portal to the Sparkle Cosmos, where Reynfred says to both Nella and Trinket, that the battle between Sparkle Stones begins now. Nella and Trinket both enter the Sparkle Cosmos, ready for their final quest yet.
Upon jumping to the Sparkle Cosmos, they find themselves in a crystal cave, where the several colorful crystals indicate several other Sparkle Stones as well. Trinket tries to take one for herself, but Nella stops her, stating that these Sparkle Stones are too embedded to be taken. Continuing onward to the cave, they find themselves in another room, where several major Sparkle Spirits, consisting of Dualities and Polaris, battle them. After defeating them all, with their energy being absorbed into Nella’s Sparkle Stone as usual, they enter the next room within the crystal caverns, continuing onward as usual.
Nella and Trinket find themselves in another circular room, with a pedestal that resembles to what Nella saw when she was knocked unconscious via the flash of light that Agni caused when he destroyed the Rainbow Prism. Nella proclaims that it’s the Endless, a Sparkle Spirit that aims to capture her powers and turn her into working for whatever evil is inside this place. Nella then shoots the purple cushion-shaped Sparkle Stone with an arrow again. The Sparkle Stone breaks to reveal the Endless, which Nella and Trinket fight for a second time, but this time, after the Endless becomes weakened, it then proceeds to overload, seeming like it would cause the room to break down. However, the same spirit, that resembles Winnie, shows up to help. Recognizing the voice to be Winnie, the spirit says to Nella that she will stop the Endless once and for all, and she will take them to the next area in the Cosmos, leading them to the core of the Sparkle Cosmos.
Nella and Trinket are teleported to the next room in the Sparkle Cosmos, where they both hear the sound of shattering crystals. Trinket becomes worried from what happened in the previous room, Nella says that time is running out, and that they have to get to whatever is responsible. They then find themselves in another room, consisting of three statues, with the branding “Trinity” on a pedestal. Eventually realizing that the room was a dead end altogether, the three statues, which take the form of three crystals, suddenly activate. Nella and Trinket get into a fight against the three crystals’ powers, which replicate the Sparkle Stone’s various weaponry. After a tough battle, where all three crystals have been broken, the room then quakes, where the floor starts to elevate. 
The next hallway, Trinket then asks Nella what she wants to do after they’re done with this quest, seeing that this might be the moment where Nella loses her Sparkle Stone, as Nella had told her about what Winnie said regarding her Sparkle Stone. Nella says that there is still more to be done after this battle, and that she could just find herself a new Sparkle Stone, and her adventures with her will still continue afterward.
Nella and Trinket arrive at none other than a crystal orb that resembles a grand Sparkle Stone. In the room, Nella starts to have flashbacks about when she got her first Sparkle Stone, and the various adventures that she had with it, seeing that this might be the part where Nella has to release her own Sparkle Stone that she held on to a very long time. Then, the Sparkle Orb activates, and Nella and Trinket get ready for the final battle, against the Sparkle Orb and its attacks involving crystals.
Nella and Trinket, utilizing their entire set of abilities, break every piece of the Sparkle Orb’s shell, until it gets to its final layer, a layer that is non-solid, where Nella’s weapons just pass through it. Trinket asks what now, seeing that their attacks are useless against the spirit. Nella says that this is where Nella has to say goodbye to her Sparkle Stone, proceeding to take it off, causing her to transform from wearing the Seraphim Armor to her everyday dress. Holding the Sparkle Stone which is connected to the necklace towards the spirit, it then disintegrates, with Nella’s hand coming back empty.
Trinket is at first disappointed, but the spirit that emerged out of the Sparkle Orb then turns from the purple and gold to the pink and green of Nella’s colors. Meanwhile, back outside in the real world, all of the Sparkle Spirits, formerly called the Wisps, being to resonate with it, turning from purple and gold, to Nella’s pink and green, and then dematerializing as well. Reynfred says that Nella has did it.
Back at the Sparkle Cosmos, Winnie’s spirit tells Nella that she is proud of her, with the Sparkle Spirits sealed via letting go of her own Sparkle Stone to take control of them, the world is finally free from the spirits. Nella then says that losing her Sparkle Stone would no longer render her a princess knight anymore, Winnie replies that’s not going to be a problem though, and says that she has a gift that she has been saving, a new Sparkle Stone for her. The area then fades to white, where Nella and Trinket wake up outside the desert, with the entrance to the Sparkle Cosmos already closed.
Nella opened up her hand to reveal none other than; Winnie’s Sparkle Stone, indicated in gold. Nella then says to everyone who was outside that its over, the battle against the Sparkle Spirits, alternatively known as the Wisps, is finally done, but it came at the biggest cost; her original Sparkle Stone. She then says that Winnie’s spirit, who was a bearer of the Sparkle Stones like Nella and Reynfred, has been helping her out throughout this journey, and provided her with the biggest gift yet, her own Sparkle Stone, which will allow her to continue serving Castlehaven for generations to come.
Returning back home and after cleaning up everything in her bedroom from the week-long adventure, Nella then gets a new necklace to put Winnie’s Sparkle Stone in, and then much to her surprise, it then activates perfectly on her. Winnie’s spirit then says that her Sparkle Stone is a gift to her, so that she can continue on adventuring, even after letting go of her Sparkle Stone, before leaving her, with Nella letting out one last farewell to her spirit.
One day, seeing that there is an animal stuck on a tree branch, Nella then activates Winnie’s Sparkle Stone, and transforms into her new armor, indicated in Winnie’s colors, blue, burgundy, and yellow. Nella then rides Trinket outside of Castlehaven, while the two red birds that were on Nella’s balcony, proceed to fly away into the sunlight. 
THE END
 Gameplay
===Startup===
Upon starting up the game on the PS5 or Xbox Series, the background image that appears upon booting the game is a drawn wallpaper showing Nella & Trinket viewing a panorama of a castle kingdom, with trees & mountains in the distance as well. 
The game has three title screens which evolve as the game is progressed. The first title screen is set in the meadow where the “Castlehaven” sign is located, which as soon as the player begins New Game, the cutscene appears seamlessly to begin the prologue. The second title screen which is after the prologue, is a view of Castlehaven from a mountain. The third and final mainline title screen shows Nella and Trinket viewing a panorama. After completing the game for the first time and unlocking the third title screen, the player can also change which title screen will appear in the Settings option in the main menu. The title screens are all rendered in-game so for PC players, it can be used to benchmark the game's framerate/resolution.
The game autosaves throughout the game, and you have two save types; a "Manual Save" and a "Quicksave". Quicksave is the autosave that you immediately start after pressing the "Continue" option on the menu, while "Manual Save" is for when the game is saved manually.
Start/Load Game/Continue	Start a new game, load from one of the save files or continue a previously started game. Each save file not only features how many hours were put into that save file, but as well as the current main quest and the chapter the save file is in.
Event Theater 	Browse and view various cutscenes from playing through the story. They are sorted by each chapter.
Benchmark 	The benchmark mode allows you to test out your hardware. Only available on the Steam/PC port.
===Main Game===
The game is a typical open world 3D action adventure, where you can go wherever you want and explore the various distances around you. As usual, the L-stick, known as the left analog stick, is used for movement and the C-stick, known as the right analog stick is used for the camera. The camera in this game is positioned in the center, instead of an over-the-shoulder view like as seen in many Western action-adventure games.
The graphics in this game are the detailed anime artstyle similar to Tales of Arise and Xenoblade Chronicles: Definitive Edition, with the menus using the Titillium Web font. For the consoles, the game runs natively at 1080p and utilizes AMD’s FidelityFX (FSR 3.1) upscaling for 4K displays. The player has the option of choosing either Framerate or Graphics on the consoles. Framerate runs the game at 60fps and may limit the game to either a dynamic checkerboard 1440p to 1080p depending on the scene, while Graphics aims for a 4K/30fps standard resolution. In terms of framerate, this game has support for up to 120fps. All of the cutscenes are not pre-rendered and are rendered in game. The game makes use of a technology developed so that screens with different aspect ratios (such as laptops with 16:10 or 3:2 aspect ratios or even ultrawide monitors) will take advantage of the extra vertical and horizontal space. For example, on an ultrawide monitor (21:9 or even 32:9), the HUD will be moved to the far left and to the far right, with the game readjusting the camera to take advantage of the extra horizontal space, and that also applies to the menus as well.
The HUD is represented with a pink healthbar on the top-left with the option to turn on health numbers below it and Nella's weapon D-Pad (which transforms into Trinket's commands upon holding L1) on the bottom left. On the right, there is a minimap on the top-right and a quest indicator below it. During bosses, their healthbar and name would appear on the top of the HUD. Additionally, the player has the option of turning off various aspects of the HUD, including the minimap, the weapon D-Pad and commands, and the quest indicator. The HUD is designed in a modern flat color style similar to many modern games of the same generation. The HUD automatically hides and appears throughout the game. Whenever Nella goes to Castlehaven, there is no healthbar as she cannot engage in battle unless in specific parts of the game.
The game's loading animation is represented with Nella's Sparkle Emblem on the bottom right glowing from bottom to top in a green to pink gradient on a black screen. In addition, the loading screen also displays tips or sometimes trivia. 
Unlike other games, where your health doesn’t regenerate by itself but instead through healing items, your health regenerates over time after not taking damage for 7 seconds in a row. You have a resolve which means any attack that would kill you if you have more than 50 HP would leave you at 1 HP, which recharges if the healthbar regenerates over 50. This mechanic was implemented as this game does not have any form of healing items (potions, etc) that you can use. When Nella's healthbar reaches zero, she'll dematerialize into Sparkle Stone energy and be teleported back to safety or to the nearest checkpoint in dungeons. Additionally, if Nella were to fall into pitfalls, or hazards such as lava, etc, she will also be dematerialized via a Sparkle Rift and taken back to safety as well.
Dialogue between characters is represented in the Western style that several other open world games utilize, where the characters talk with the game's camera focusing on them, and during dialogue, there will be a dialogue wheel of up to 8 decisions where you can talk about other topics, with the last decision usually being the end conversation line. If a dialogue decision has a yellow diamond, that means this has something to do with the main quest, and blue diamonds indicate something to do with sidequests. Some decisions will unlock and appear when specific sidequests and even main quests are acquired in the game. 
One unique mechanic that's featured in this game during cutscenes, is that normally when you press the Start button to skip the cutscene, it not only pauses it, but also gives you a summary of what's going on in the cutscene before giving you the option to skip the cutscene. That way, if players want to skip the cutscenes, they can get an understanding of what's going on the plotline in between the gameplay. Each summary is also included in the Event Theater section on each cutscene. You can even press select for the Log menu, which shows you what lines the characters have spoken as well. In the Log menu, you can scroll up and down to view previous dialogue. 
Upon completing sidequests or progressing through the story, you can level up. You will receive Sparkle Enchantments every time you level up. Unlike other games, where you will immediately receive a stat boost, you can choose whether or not stat boosts can apply or not, as you can take out Sparkle Enchantments, turn them off, and change them whenever from the menu. This can serve for testing out how much damage you can do to enemies with or without the damage upgrades or for challenging playthroughs where you aim to complete the game's storyline without any health/damage upgrades enabled. There are two things you can apply with Sparkle Enchantments, Vitality & Power. Vitality gives you increased maximum health and Power increases your damage. Vitality Enchantments give you 10 more max health per rank, while Power Enchantments give you 10% damage per rank. There are a total of 15 Vitality Enchantments and 10 Power Enchantments. Experience is only acquired from missions or by completing special tasks, so the player can't just grind enemies over and over. You can invest in them in the Sparkle Powers section in the menu. 15 Vitality Enchantments and 10 Power Enchantments translates to a maximum of 25 enchantments.
The maximum amount of health you can get is 250, starting from 100. An attack that would do 50 damage to Nella would deal 20% of her maximum health, and assuming that Nella does 10 damage per hit with her sword, at max level she could do 20, and these values also scale up with her attack patterns and apply to other weapons. Note however that the healthbar's size will always stay the same as opposed to expanding per health upgrade. The in-lore explanation behind the Health Bar that it's not really Nella getting hurt at all, but rather her Sparkle Stone absorbing the damage, and when it takes too much damage, she will dematerialize into a Sparkle Rift to safety.
When it comes to quests, the quest indicator HUD has two colors; yellow for the main mission, and blue for optional missions. To find your way, this game incorporates guiding trails of yellow/blue energy that guide you to your objective. Some quests have what's called a area mark where instead of the diamond marker, they will instead mark a wide area with circle which means you have to go to that area and look for something in that area or as part of the main quest; trigger the next part of the quest.
While this game incorporates an open world structure, this game also incorporates a dungeon mode which is used in several parts of the story. While inside dungeons or specialized areas, you will explore linear paths and to avoid getting off track, red lock barriers are used to prevent you from falling out of bounds and justifying invisible barriers. Sparkle Statues are used as checkpoints whenever you Sparkle Rift from running out of health.
====The Sword====
Your Sparkle Sword, which originates from the Sparkle Stone, is your main weapon. While you are stuck to your emerald Princess Knight Sparkle Sword for the entire game, you are able to transform it into three different forms which change how you can fight and explore the environment. While the sword serves as the generic/basic weapon in many action-adventure games, the unique factor is that each weapon is also an utility as well, having some abilities to stand them out. The Sparkle Sword has an emerald blade that can glow in the dark, with a pink hilt. The glow in the dark blade is also used whenever Nella enters dark places, such as caves, and that functionality is also passed on to its other three forms. 
The Square button is used as your regular attacks, which are done by sword strikes. However, the Triangle button, which would traditionally serve as the “Heavy Attack” or "Special Attack" in action games, has different purposes. While using the Sword, the Triangle Button lets you cast out ribbons which can function as a lasso system to pull objects toward you or serve as a secondary attack toward enemies. While using the bow, you can instead fire ribbons and pull objects toward you, or serve as a rope. While using the lance, you can charge it towards enemies via casting ribbons. Sparkle Sword forms can be freely switched via the D-Pad and are unlocked via progressing through the game.
While holding down the Square button for example, you can cast charge attacks which can do more damage. Charge attacks deal more damage and can be charged while walking, so you're not slowed down while charging your attack.
Ribbons, which can be cast from the Sparkle Sword, have multiple functions, most notably being used as an advanced form of movement, where Nella can use ribbons to swing from area to area by aiming the ribbons at tree branches or various objects throughout the world. Throughout the game, there will be puzzles that make use of the ribbons, such as pulling objects and moving them around using the sword, bow, or lance. There will be forms called Ribbon Wraps, which unlock new abilities for Nella to use, such as being able to control wind with a sail, or creating a ladder to climb up walls. Ribbons are in two colors, lime green and violet. Because ribbons are separate from Nella's sword, ribbons that are fired from the bow will stay in place when you switch to a different weapon.
Upon idling for a few seconds or dashing, you will automatically sheath your sword/weapon. Putting away your sword/shield without delay is justified because unlike normal swords or shields, Nella can conjure a sword and shield using her Sparkle Stone. Additionally, if Nella idles, she will occasionally let out small talk or in some occasions, let out a stretch. 
====The Shield====
Along with your sword, you will also be able to utilize a shield which you can block attacks with as well. While having your shield up, you will move slower but will have an opportunity to block attacks while moving. When it comes to blocking attacks note however that not all attacks can be blocked, as heavy magic spells, hammers, or ground-based damage cannot be blocked, as ground based attacks, like quakes, deal damage from the ground. However, while standing on your shield, you can block some ground-based attacks.
Note however that depending on your weapon, what you can do with your shield changes. While using the Sparkle Sword, you can block attacks with your shield normally, but while using the Lance, you can use your shield to charge up a dash towards an enemy dealing damage while also blocking ranged attacks. This game also innovates on the ability to use the shield, so it isn't just a method of blocking attacks but also serve as one of your unique combat mechanics.
The Shield has multiple purposes than just blocking enemy attacks, as in water you can turn it into a Shieldboat that you can ride on which functions like a raft. Another technique you can do is while you are running is you can use your shield as a snowboard or a way to get down distances quickly. While jumping, you can press L2 to cast your shield out and then ride it down distances. Note however that this technique works best on sloped distances, or on a downward slope as upward slopes will stop the Shieldboard. While riding on your shield, you can use your Bow normally. The Shieldboard can deal damage to Wisps and knock some enemies down, but it only works on smaller Wisps as major-type Wisps and bosses cannot be knocked down.
The shield, like the sword, can only be used one form at a time, which means while you're using the Shieldboat in water, you cannot use the L2 button to block attacks with your shield at the same time. Lastly, shield forms come back to normal when you press the L2 button when on land or when you get off the Shieldboat, which recalls your shield to you. 
====Trinket====
Trinket is Princess Nella’s unicorn. Nella had first met her during one of her past adventures where she was dreaming of becoming a knight, upon saving Trinket from a sticky situation inside a cave, Nella had out found that Trinket was also looking for a Sparkle Stone inside the cave, where she had decided that Nella should have it instead. During a quest to rescue her from a dragon that had not just taken her while camping, but also other belongings of the people of Castlehaven, Nella had discovered that her Sparkle Stone isn't just a heart-shaped jewel, it grants her the ability to transform into a Princess Knight. Trinket lives in her own stable in Castlehaven, where she puts her decorations and belongings.
Upon calling Trinket, you can ride on her to move faster in the overworld. While riding, you won’t be able to utilize any other weapons except for the bow. You can, get on her via launching yourself into her saddle and landing softly via Sparkle magic with the lance or by simply pressing Circle when you're close. Upon disembarking, she will continue to follow you on the overworld. Like Nella, she will sometimes let out small talk upon idling. 
The ability to call and ride Trinket becomes available after completing the prologue of the game and functions similarly to riding horses in various open-world games. However, what this game does differently is that this unicorn is able to do more than just ride faster, as one of this game's unique selling points is that Trinket, your unicorn & steed, can also aid in combat as she can also fight with her hooves as well. She on some occasions can deflect certain ranged attacks with her hooves as well. In battle, Trinket's hoof strikes can deal damage towards enemies, which while slow, their damage output is comparable to Nella's lance, Trinket can also fire unicorn magic with her horn to attack enemies from a distance and deals damage comparable to Nella's charged bow shots. This makes it so that Trinket isn't just a method of going faster in the overworld, she also serves as a battle companion as well in the game. 
You can command Trinket with three commands, to focus on that target, to defend Nella, or to follow her. Note however that Trinket cannot follow Nella into some dungeons where she would be too big to fit through the entrance, and you cannot call her in situations where she can't reach you, such as in certain linear scenes or battles. If Trinket is unavailable, her icon will be grayed out. Via holding down the L1 button, which is the button for Trinket's commands, the D-Pad where the four weapons would appear is changed to icons that tell Trinket what to do.
If Trinket were to accidentally fall into a pitfall, lava, or out of bounds, she will return to you via a Sparkle Rift. Trinket's Sparkle Rift is indicated in pink, while Nella's is indicated in turquoise.
Nella's Knightly Instruction Book
/ 	Jump only slightly above the ground. While in the air, you can also press this button to activate the Parachute Glider. In the menus, this may be used for the confirmation/yes option.
/ 	Performs a melee attack. Additionally, you can hold down this button to perform a charged attack which changes depending on the weapon you are using.
/ 	Utilize the Ribbons. What you can do with the ribbons changes depending on the situation. You can pull objects toward you or use them like a grappling hook, or if you're riding on a Shieldboat you can transform your ribbons into a sail.
/ 	This button has two purposes;
*This is the interaction button, which is the button for talking to NPCs, interacting with various objects, etc. In the menus, this may also be used as the back button.
*Additionally, while moving, you can dodge-roll to evade enemy attacks. If you are currently running, you can perform a dive that sends you down, but allows you to evade enemy attacks perfectly as it renders you temporarily immune to damage. Also, while locked on to a target, you can dodge left and right to evade attacks.
 	Via holding down the D-Pad for 1.5 seconds, you can switch weapon forms. As the Sparkle Sword is a transforming weapon, switching weapon forms is represented by the Sword shapeshifting into the three other forms; bow, lance, and hammer. 
Alternatively on PC when this game is played with the keyboard and mouse, you instead use the 1, 2, 3, and 4 number keys to switch between weapons.
Options/Menu 	Opens up the Game Menu and pauses the game.
Touchpad/View	Views the game map alongside pausing the game.
Holding / + 	Via holding down this button, the D-Pad that shows the four weapon forms changes into commands for Trinket. There are four commands that you can give to her.
Alternatively on PC when this game is played with the keyboard and mouse, you instead use the 5, 6, 7, and 8 number keys.
/ 	While in combat, this button is utilized for the special abilities that the four weapons have. It changes depending on what weapon you are using.
/ 	Via pressing this button, you will lock on to the closest enemy. Via holding this and pressing the D-Pad, you can switch between targets, pressing left to cycle counter-clockwise and right to cycle clockwise, and down to cancel out the lock-on. When you are locked on to a target, your attacks will be aimed toward that target and you will strafe towards that target.
/ 	Via holding down this button, you can activate your shield which you can block enemy attacks with. Your shield's ability also changes depending on what weapon you are using.
(L3/LS) 	This L-Stick is used for movement. Tilting it in a direction allows you to move slowly, while pressing it makes you run faster.
On PC, the button that allows you to walk slower is assigned to the CTRL button.
(R3/RS) 	The R-Stick is used for camera control. Pressing it down recenters the camera towards in front of you.
These controls can be changed in the settings for accessibility or preference. For example, a player can remap the lock-on system from R1 to L2, swapping the weapon function and lock-on buttons, and swapping the jump from Cross/A to Circle/B incase some people are more accustomed toward the Nintendo-style ABXY controls as opposed to the BAYX standard by Xbox.
====Frigate====
The Frigate is a ship acquired throughout Chapter 4. At certain docks, you can summon the Frigate ship to travel to the vast ocean. It is a ship that you can summon that allows you to travel through the deep water and is required to enter the southeast region of the game; the Island Region.
Throughout the game, there are docks that have an anchor icon, but you cannot interact with them until Chapter 4, where you get the Frigate ship available to summon. After acquiring the Frigate ship, you can now use the anchor icons, which will be revealed as Frigate Docks.
Frigate Instructions
/	Via holding this button down for 1.5 seconds, you will jump out of the Frigate.
/	This is the button used for firing the cannon, which automatically locks on to targets or switches.
/	This is the button used for acceleration.
====Menus====
By pressing the Start button, you will pause the game and go to the Game Menu, or through pressing Select or the Touchpad on a PlayStation 5 controller, you will go immediately to the Map Menu. The Game Menu has five sections, Sparkle Powers, Quest Log, Codex, Map, and System. Each section can be quickly accessed by pressing the / or / buttons.
Sparkle Powers	The menu that shows you Nella's three weapons; the Sparkle Sword, the Shield, and the Ribbons. There are three icons separating each type; green for the Sparkle Sword, pink for the shield, and purple for the Ribbons. Additionally from this menu, you can also change into various costumes that you unlock throughout the game.
This also includes a subsection that focuses on Trinket herself, which includes her techniques and various saddles that she can change into as well.
Quest Log 	The quest log in the game. It tells you what is your main objective as well as any other sidequest that you have accepted to do as well. In this menu, you can assign what quest to be put on the HUD during gameplay. Main quests automatically change on the HUD. There's three sections;
*Story Quest: The main story quest, or the story quest that is required in order to progress the game. 
*Optional Quests: The section that states the optional side quests that are currently active. 
*Completed Quests: The archive of completed quests, and what the conclusion of those quests were. Additionally, you can view logs of dialogue that occurred during those quests to view information that you may have missed from skipping through it.
Codex 	The in-game codex that talks about the various characters and also includes enemy data as well. There are two sections;
*Knightly Codex: The list of characters that you have met throughout the game. As you'll progress, more characters are revealed as they make their first appearance. 
*Wisp Codex: The list of Wisps/enemies that you have seen and defeated throughout in the game. There are three types, Minor Wisps, Major Wisps, and Bosses.
Map 	The map screen in this game. As usual, it tells you where your objectives are and from there, you can fast travel to Sparkle Monuments that you activate throughout the world. Unlike other games, where your map is only revealed by "birds-eye view" towers, you will actually develop the map as you explore through it. You can even mark certain areas using colored pins as well. If you're playing this game on the consoles or on the controller, the game will give you a cursor (white circle that zooms in and out) to scroll and pan through the map with.
When it comes to the map system, there are the following pointers;
* Yellow Diamond: Main quest pointer. On the minimap, the distance between pointers is indicated by meters. 
* Blue Diamond: Side quest pointer. They represent optional quests. 
* Compass Pointer: The player's location and where they are facing on the minimap. 
* Person: NPC or non-playable characters you can talk to. 
* Pink Unicorn: Trinket's location.
* Red Dots: Enemy pointers.
* Large Orange Dots: Boss location. 
* Marker Pins: Various pins that you can set on the map. Can be useful for certain sidequests. There are a total of eight pin colors; red, blue, green, yellow, purple, pink, orange, and white.
* Gray Portal: Inactive fast travel point. Inactive fast travel points must be activated before use.
* Green Portal: Active fast travel point. Active fast travel points can be used on the map.
* Red Portal: Inactive fast travel point due to enemy interference. They are mainly used when you have to go to said destination as part of the main story quest, and going to said area triggers a cutscene.
* Green Ship Anchor: Frigate Docks. They first appear on the map during Chapter 4 as there is no inactive Frigate Dock icon before then. 
* Galleon Ship: The Frigate's location.
System 	The system menu in this game. From there, you can turn off captions during cutscenes/dialogue, as well as changing the audio settings. If you're playing this on PC, you can even adjust the quality settings and turn on Dolby Vision HDR mode if available. Quality settings include framerate, anti-aliasing, texture rendering, motion blur, and even render distance.
===Nella’s Powers===
====Sword Forms====
There are four different forms that Nella's sword can transform into. Each form has different attacks and different functions with the ribbons. As stated, Nella can seamlessly transform her Sparkle Sword into multiple forms via the D-Pad, as instead of typically switching between weapons like as seen in many action-adventure games, your weapon transforms into it. As stated previously, each weapon is used differently from each other to make sure that all four of them have their uses and one doesn't just used too often.
One of this game's core mechanics is that instead of getting new weapons or weapons of the same type that are just direct upgrades of each other, you only get four weapons to use but each of them have their own unique abilities that each stand them out. 
Sparkle Sword	This is the normal form of the Sparkle Sword. You can charge it up to perform a spin attack and can also wield a shield at the same time.
*/ - / - / - /: Basic sword attack where you swing your sword four times. Each swing is followed by a trail of emerald sparkles. 
**Damage Output: 10, 12, 14, 16
*Hold /: Charge up your sword to cast a spin attack that deals more damage and damages enemies around you. You can charge it up to three levels, and the third level does three spins. It takes 6 seconds to fully charge it. 
**Damage Output at Maximum Charge: 23 (x3)
*While in air /: Strike down the area with your sword from mid-air. 
**Damage Output: 20
*/: Cast ribbons from your sword, which serve as an utility. Ribbons can pull objects toward you and even do various things in the environment, such as swinging across tree branches or various wall infrastructures.
*/ + /: You can parry certain attacks via timing this technique right. Perfect parries will knock down enemies and stun certain bosses' attacks. Note that you cannot parry ranged attacks, such as arrows or magic. 
*: Block attacks with your shield. Note that not all attacks can be blocked. If the shield fails to block a certain attack, then a "Guard Failed" message will appear above it and you will take damage depending on the situation.	
*/ - / - / - /: Basic sword attack where you swing your sword four times. Each swing is followed by a trail of emerald sparkles. 
**Damage Output: 10, 12, 14, 16
*Hold /: Charge up your sword to cast a spin attack that deals more damage and damages enemies around you. You can charge it up to three levels, and the third level does three spins. It takes 6 seconds to fully charge it. 
**Damage Output at Maximum Charge: 23 (x3)
*While in air /: Strike down the area with your sword from mid-air. 
**Damage Output: 20
*/: Cast ribbons from your sword, which serve as an utility. Ribbons can pull objects toward you and even do various things in the environment, such as swinging across tree branches or various wall infrastructures.
*/ + /: You can parry certain attacks via timing this technique right. Perfect parries will knock down enemies and stun certain bosses' attacks. Note that you cannot parry ranged attacks, such as arrows or magic. 
*: Block attacks with your shield. Note that not all attacks can be blocked. If the shield fails to block a certain attack, then a "Guard Failed" message will appear above it and you will take damage depending on the situation.
Lance	A heavy lance that can deal more damage but is heavier to use than the sword. Additionally, it can also be used to catapult you across distances. Typically used by cavalry soldiers and jousting events.
*/ - / - /: Three lance strikes that deal more damage with increased range, but with decreased speed.
**Damage Output: 16, 18, 22
*Hold /: Charge up your lance to deal a heavy lance strike that deals more damage.
**Damage Output: 30
*While in air /: Strike down the area with your lance from mid-air.
**Damage Output: 28
*/: Ribbon ability functions the same as the sword.
*/: You can use the Lance to remove certain obstacles that are stuck on the ground. Normally the button used for picking up objects with your hands, interacting with objects, or talking to NPCs, this is an action that can only activate at certain times. You can only perform this if you're near an object that you can interact with and if the lance icon appears.
*/ + /: Via holding down the left trigger button and where to look, you can jump towards another area or an enemy via pole vaulting with the lance. You can even knockdown or stun some enemies using this technique.
* + /: You can charge towards an area you point at with your shield for cover. Shield charge deals minor damage to enemies and can block certain attacks as well.
**Damage Output: 10
* + /: You will then hold your shield upward with your lance like an umbrella. Used to block ranged attacks from above. However, you will be vulnerable to enemy attacks in this stance as one hit will cancel this stance.	
*/ - / - /: Three lance strikes that deal more damage with increased range, but with decreased speed.
**Damage Output: 16, 18, 22
*Hold /: Charge up your lance to deal a heavy lance strike that deals more damage.
**Damage Output: 30
*While in air /: Strike down the area with your lance from mid-air.
**Damage Output: 28
*/: Ribbon ability functions the same as the sword.
*/: You can use the Lance to remove certain obstacles that are stuck on the ground. Normally the button used for picking up objects with your hands, interacting with objects, or talking to NPCs, this is an action that can only activate at certain times. You can only perform this if you're near an object that you can interact with and if the lance icon appears.
*/ + /: Via holding down the left trigger button and where to look, you can jump towards another area or an enemy via pole vaulting with the lance. You can even knockdown or stun some enemies using this technique.
* + /: You can charge towards an area you point at with your shield for cover. Shield charge deals minor damage to enemies and can block certain attacks as well.
**Damage Output: 10
* + /: You will then hold your shield upward with your lance like an umbrella. Used to block ranged attacks from above. However, you will be vulnerable to enemy attacks in this stance as one hit will cancel this stance.
Bow & Arrow	A bow and arrow that doesn't fire normal arrows, but instead ribbons that can be used for various purposes, such as a grappling hook. It has a purple handle and a glowing pink string.
The bow has an unique mechanic where its pink string will glow when not in use. Once this is glowing, the next aimed shot will be fully charged, making it a "reserved charged shot." It takes 6 seconds for this to charge and the bow must not be in use in combat.
*/ - / - /: A three arrow volley that deals ranged damage to enemies. Fires magic emerald arrows. Can be used to solve certain puzzles. Holding down the button fires a charged arrow that does more damage and takes up to three seconds to fully charge. Arrows can be used to hit objects that would be too far to reach. Each arrow is followed by a trail of emerald sparkles.
** Damage Output: 5 for each arrow. 20 if charged.
*/: Instead of firing magic arrows, you can fire ribbons which can pull items, activate switches, or function as a grappling hook.
*/: Via pressing L2, you can enter an over the shoulder firing mode. While on this stance, you will be able to aim your bow while walking. You will still be able to fire either regular green arrows or ribbons via using either the Square or the Triangle buttons. However, this stance will be cancelled should you take damage.	
*/ - / - /: A three arrow volley that deals ranged damage to enemies. Fires magic emerald arrows. Can be used to solve certain puzzles. Holding down the button fires a charged arrow that does more damage and takes up to three seconds to fully charge. Arrows can be used to hit objects that would be too far to reach. Each arrow is followed by a trail of emerald sparkles.
** Damage Output: 5 for each arrow. 20 if charged.
*/: Instead of firing magic arrows, you can fire ribbons which can pull items, activate switches, or function as a grappling hook.
*/: Via pressing L2, you can enter an over the shoulder firing mode. While on this stance, you will be able to aim your bow while walking. You will still be able to fire either regular green arrows or ribbons via using either the Square or the Triangle buttons. However, this stance will be cancelled should you take damage.
Hammer	A hammer that functions as Nella's strong but slow battle stance. Deals more damage and can break some Wisp barriers. Note however that due to its heavy size, your movement speed is reduced and you cannot sprint while using this weapon.
*/ - / - /: Three hammer strikes that deal slow but heavy damage towards enemies. The third attack will always break Wisp barriers and shields.
**Damage Output: 20, 23, 29
*Hold /: Charge up your hammer to deal heavy damage towards enemies. Will always break barriers and shields as well as knocking down some enemies. Note however that unlike the sword or the lance, you cannot walk while charging up the hammer, so its best used when the enemy is currently stunned or when the boss is on a "break" state. 
**Damage Output: 40
*While in air /: Utilizing the hammer, slam down the area to cast a shockwave that will deal damage to enemies in its radius.
**Damage Output: 35
*/: Ribbon ability functions the same as the sword.	
*/ - / - /: Three hammer strikes that deal slow but heavy damage towards enemies. The third attack will always break Wisp barriers and shields.
**Damage Output: 20, 23, 29
*Hold /: Charge up your hammer to deal heavy damage towards enemies. Will always break barriers and shields as well as knocking down some enemies. Note however that unlike the sword or the lance, you cannot walk while charging up the hammer, so its best used when the enemy is currently stunned or when the boss is on a "break" state. 
**Damage Output: 40
*While in air /: Utilizing the hammer, slam down the area to cast a shockwave that will deal damage to enemies in its radius.
**Damage Output: 35
*/: Ribbon ability functions the same as the sword.
====Ribbon Wraps====
Ribbon Wraps is an unique arsenal that Nella she summons out when she transforms into her Princess Knight form. They are used to perform various things, and only activate depending on the situation. The Wraps are passive and are activated via inputs depending on the situation. Like the case with Nella's weapons, they are unlocked by progressing through the game. 
Ribbon Rope	Ribbon ropes that you can conjure out of your Sparkle Sword or its various forms. They can be used for various tasks. For instance, you can use them to pull objects toward you, whether it be items or activate switches that are far from you. However, when you use the ribbons with your bow, you can use it like a grappling hook to get from point to point. In some areas, there will be ribbon hooks or certain objects where you can launch ribbons with your sword to swing to that place. In addition, they can be used as a zipline to get down to certain distances. 
Ribbons are used on the / buttons. What you do with the Ribbons changes depending on the situation.
Note however that ribbons will dematerialize after a set amount of time, if they land on a surface that can't hold them, or if in the case of arrows, end up out of bounds or falling into pitfalls. You can only have three ribbon ropes active at a time.
Net	You can connect multiple Ribbons across tree structures or poles to form net-shaped trampolines. You can jump on them to give you a boost in height and enough vertical momentum to cast your parachute glider. 
If Ribbon Ropes link up to connected structures, they can form nets that if horizontal, can block certain ranged attacks. Note however that nets can be dematerialized by enemy attacks.
Parachute	A parachute made out of ribbons that you can fly downward safely. When you need room for someone else, you can use your shield as a seat. It has a green canopy and purple ribbons. 
When you’re in mid-air, you can press / where you will cast a parachute that will slow your fall. Not only that, you can also steer the parachute in the direction you want to go. Note however that wind currents can push your parachute glider as well depending on the direction they are facing. Vertical wind currents will cause your glider to rise higher for example.
Sail	A sail made out of ribbons. Whenever you need to travel from place to place on the water, you can bring the sail and place it on your Shieldboat. Additionally, you can also use the sail to propel wind in certain directions which can be used in some puzzles. 
Upon riding on your Shieldboat, you can press / to summon the sail on your Shieldboat. You can use your Sparkle Sword to control the sail’s direction. How the sail faces and causes the Shieldboat to go in various directions is also affected by wind in the area, including wind currents as well.
Ladder	You can create a ladder out of ribbons that you can climb up. You can use it on some walls/terrain that cannot be scaled normally, as you cannot climb steep distances normally.
This is automatically created when you try to climb up walls or mountains. Keep in mind that some areas block the use of Ladders as they can break on enemy attacks or due to certain climates. Note however that ranged attacks can knock you off ladders or wind currents can knock your ladder off. Additionally, you can also use ladders to launch yourself into areas that you cannot reach, as with enough momentum from swinging on ladders, you can release to fling yourself into the direction you are facing.
====Technique Demonstrations====
In the menu, various technique demonstrations are available which are step-by-step tutorials on how to utilize the full potential of Nella's abilities. These are mainly used if the player needs another instruction on how to properly use Nella's techniques or if a new player needs to learn how to get used to the game's unique mechanics.
Perfect Parry 	
*At the exact same time an enemy attacks you, press L2 to parry that attack at the right time (clip shows Nella parrying a Stalwart)
*After that, the enemy will be knocked back allowing you to deal damage.
Lance Vault 	
*Upon using the lance, hold down L2 to place the lance down and aim onto an area with the L-Stick.
*After that, release L2 to launch yourself with the lance. Enemies can be knocked down with this technique, but not all enemies are affected (clip shows Nella knocking down a Stacker)
*Additionally, you can press X or Square to cancel this. Taking damage from enemies will also cancel this.
Shield Umbrella 	
*Upon using the lance, hold down R2 to bring up the shield.
*Next, press Triangle to hold the lance up with a shield.
*Now, with the lance and shield facing upward like an umbrella, you can use it to block attacks from above (clip demonstrates Nella blocking mortar ranged attacks from Starfalls).
The Power of Jousting 	
Build a Trampoline 	
Ribbon Lasso 	
Complex Ribbon Movement 	
Water Navigation: The Sail	
Shield Sled 	
Ribbon Grappling 	
The Parachute 	
*Upon falling, press Cross to activate the parachute glider.
*While the parachute glider is active, your falling speed is decreased and you can travel distances in the sky.
===Costumes===
These are costumes unlocked via progressing through the game. They have no effect on gameplay and only change your appearance in-game. They are based on the various dresses and armors Nella wore in the TV series, with the additional inclusion of original costumes, which aren't in the original show. With the exception of certain cutscenes which change you into the Everyday Dress or the prologue where Nella transforms into her Princess Knight form and summons her sword and shield, you will wear said costume in the cutscene as the cutscenes are all rendered in real-time. While in the show, Nella only uses her Sparkle Sword and Shield while in her Princess Knight armor, in this game she can use those two in any costume.
Pink Housewear 	Nella's home clothes. It consists of a pink shirt with a white heart on the center chest area, and light pink shorts.
Not available in normal gameplay. As this pair of clothes serves as Nella's sleepwear, it is first seen in the prologue cutscene and aside from some cutscenes throughout the game, is mainly worn when Nella goes to bed regardless of the costume selected, so she isn't just wearing armor to bed. At the end of the chapter when prompted to go to bed at night, Nella changes into this before going to bed and beginning the next chapter in the morning.
Everyday Dress 	The first starting costume. Nella wears this dress everyday. The hat can be toggled on or off. Her everyday dress has a green to purple gradient to it on the sides with a white stripe in the middle, as well as her standard green flats with white toe caps as footwear. On the dress are her Sparkle Stone emblems.
Princess Knight Armor	The armor that transforms upon Nella upon activating her Sparkle Stone. The helmet can be toggled on or off. It is a typical plate armor that has a green heart emblem on the chest and a dark pink-colored skirt. Second starting costume.
Ball Dress 	The purple ball dress that Nella wears to fancy parties. Also known as the crinoline, this ball dress adapts a wider design than normal dresses. Comes with long opera gloves as well. Third starting costume, as it is worn during the prologue when Nella picks this out in her bedroom for the ceremony.
Ballerina Tutu 	A ballerina tutu that Nella wears to her ballet concerts. Like many ballerina tutus, it is in pink.
Dragondaisies Armor 	The yellow armor that Nella wore when she played in the Gobletball tournament. It represents her sports team, the Dragondaisies. It has a white star with red outlines in the center.
Bowler Suit 	The green shirt, purple shorts, and white & red sneakers Nella wears at the Castlehaven Bowling Alley.
Lavender Dress 	One of the many everyday dresses Nella wears. Instead of being green and purple, it's in a lavender color.
Turquoise Dress 	Nella's old turquoise dress. Prior to her green-purple everyday dress, she used to wear this according to a family portrait.
Cerulean Dress 	Similar to Nella's everyday dress, except it has a cerulean blue color and pink shoulders.
Pink Dress 	Nella's dark pink-colored dress. It is identical to Nella's traditional everyday dress, except it only comes in a single pink color.
Purple Armor 	A purple armor set that comes with purple fingerless gloves and green-lined knight boots. Also comes with a purple hat that has a white front-facing center with a purple star in the middle.
Red Dress 	One of Nella's everyday dresses. It is red in color as Nella wears this to Christmas parties. It comes with white opera gloves as well.
Reverse Armor 	Similar to the classic Princess Knight Armor, except the colors are reversed (green skirt, pink heart emblem, and green helmet).
Straight Purple 	Similar to Nella's classic everyday dress, except it does not have the green gradient.
Snow Parka 	A snow parka meant for winter environments. It consists of a green parka with purple wool trousers with boots.
Modern Generation 	An outfit that resembles a modern generation, fit with a jade-colored shirt, purple jeans, as well as green & white sneakers.
Academy Student 	
Ascalon Garb 	
Captain Knight Armor 	A royal captain's suit worn for battles. It has a purple cape with the Castlehaven emblem.
Royal Guard Armor 	An armor suit that is designed after the Castlehaven Royal Guard. It is a plate armor based on the red and yellow colors.
====Super Costumes====
There is the addition of Super Costumes. Super Costumes, unlike regular costumes, augment your weapon effects. The change of weapon effects includes the Sparkle Stone, the ribbons, and your shield. Additionally, if you want the visual effects but want to retain the costume you're using (for example; wanting to use the Winnie's Blue visual effects but also wanting to have the Everyday Dress on), you can equip the visual effects separately as an "aura". Two Super Costumes are unlocked through progressing through the storyline, while the others are unlocked via achievements or sidequests.
In the menus, prior to unlocking your first Super Costume, there will be a "locked" option that you can't access. That option turns into the "Auras" option, a slot reserved for the Auras, which is where you'll equip the visual effects of the Super Costumes separately. On top of that, there is also a weapon skin option for those that want the weapon skins but not the effects. The Aura consists of four parts; the Weapon Skin, the Sparkle Stone, the Ribbons, and the Shield. Including the base starting Aura which are the classic green and pink colors, there are a total of 12 different Auras.
Sparkle Star Armor 	The Sparkle Star Armor is similar to Nella's regular Princess Knight armor, except this time, it comes with a bronze & silver finish. 
*Sparkle Stone: Sparkle Stone will be cyan and Sparkle Sword will be have a bronze hilt. 
*Ribbons: Ribbons will be bronze in color. 
*Shield Emblem: Shield will be bronze in color.
Seraphim Armor 	The legendary Seraphim Armor, forged from the rarest materials. It is a heavy plate armor that features a shining diamond finish and a green/pink hue to match Nella's Sparkle Stone. It is unlocked after completing Chapter 5, after defeating Agni. 
*Sparkle Stone: Sparkle Stone changes your weapons to have new designs based on the Seraphim armor.
*Ribbons: Ribbons will change to a diamond finish. 
*Shield Emblem: Shield Emblem will have the Seraphim Heart, represented on the armor.
Winnie's Blue 	An uniform based on Aunt Winnie, Nella's great-great aunt who originally had powers like her. Comes in two variants, one based on Nella's armor, and the other based on her everyday dress. They utilize blue & yellow colors, the colors of Winnie. It is unlocked by completing the main story, as lore-wise, Nella gets Winnie's gold Sparkle Stone to replace her pink one. 
*Sparkle Stone: Sparkle Stone will be in blue & yellow. Weapon designs will be the same, except recolored in blue & yellow. Nella's Sparkle Sword will have a blue blade and a yellow hilt. 
*Ribbons: Ribbons will be burgundy in color.
*Shield Emblem: Shield Emblem will have a blue heart.
Sparkle Blossom 	A Japanese-style dress with long sleeves comprised of purple and green colors, as well as green slippers and white socks. Your hairstyle gains a flower ornament on the ear.
*Sparkle Stone: Sparkle Stone changes your weapons to have a more Japanese/samurai-inspired design. Your sword leaves behind a trail of cherry blossom petals. 
*Ribbons: Ribbons will be pink in color with red cherry blossom flower patterns.
*Shield Emblem: Shield Emblem features a cherry blossom flower.
Butterfly Dress 	A purple and black spring dress with glitter butterflies, and purple and black butterfly ballerina flats.
*Sparkle Stone: Sparkle Stone changes your weapons to have designs modeled after butterflies. Your sword leaves behind a trail of ethereal butterflies. 
*Ribbons: Ribbons will change to be purple with a white butterfly pattern.
*Shield Emblem: Shield Emblem features a purple butterfly.
Diamond Dress 	A white noble dress consisting of sparkling diamond glitter, as well as black sperry shoes with a polish to them.
*Sparkle Stone: Sparkle Stone changes your weapons to have a a black & white design. Your sword leaves behind a trail of white sparkles.
*Ribbons: Ribbons will change to be black & white with chess patterns.
*Shield Emblem: Shield Emblem features a black checkmate.
Stained Glass Renaissance	A light armor consisting of a plate top with a stained glass Sparkle Heart, and gray trousers with purple guards. Footwear consists of plate boots with jewelry engraved on them. 
*Sparkle Stone: Sparkle Stone changes your weapons to have a stained glass style design. Your sword leaves behind a trail of crystals that have varying colors, ranging from green to pink 
*Ribbons: Ribbon design will change to crystals, in a style similar to stained glass. 
*Shield Emblem: Shield Emblem receives a stained glass-like design.
Gideon Coffin 	A set of armor that is said to be powered by a supernatural presence bound to it. It is a medieval-style gray and black plate armor.
*Sparkle Stone: Sparkle Stone changes your weapons to have a glowing green finish to them. 
*Ribbons: Ribbons will change to have a glowing green finish to them.
*Shield Emblem: Shield Emblem features a green knight helmet.
Pop Idol 	A magical pop idol costume. Comes with a music jacket, a gray T-shirt, black jeans, and sneakers.
*Sparkle Stone: Sparkle Stone changes your weapons to a more magical fantasy approach. Your sword leaves behind a trail of music notes. 
*Ribbons: Ribbons will be gray in color with pink music note patterns.
*Shield Emblem: Shield Emblem features a music note.
Orange & Green 	An orange and green uniform that represents nostalgia. It features an orange hat, an orange shirt, as well as green jeans and sneakers.
*Sparkle Stone: Sparkle Stone changes your weapons to the color palette of orange and green. Your sword leaves behind orange sparkles as it has an orange blade and a green hilt. 
*Ribbons: Ribbons will be green in color.
*Shield Emblem: Shield Emblem will have an orange & green heart.
Nereid Warrior 	A dress representing guardians of a sacred place under the sea. It consists of a blue and green fish-scaled dress that goes down knee-length and a beaded blue anklet on her left arm. Footwear consists of light fish-scaled boots. Unlike all of the other costumes, this one has Nella's hair straight down, as opposed to being in a bun.
*Sparkle Stone: Sparkle Stone changes your weapons to be underwater themed, with the lance changing into a trident. Your sword leaves behind a trail of water droplets. 
*Ribbons: Ribbon design will change to a fish-scale pattern consisting of blue and green colors.
*Shield Emblem: Shield Emblem receives a fish-scale pattern.
===Saddles===
In addition to the costumes, Trinket can equip various saddles which function as her own equivalent to Nella's various dresses and armors. They are unlocked alongside their Nella counterparts. There is a secondary costume for her; horseshoes, which are unlocked alongside their saddle colors.
Classic Green 	Trinket's classic green saddle. It has a green center and yellow sides with rubies tied on its corners.
Red Saddle 	A red saddle matching Nella's red Christmas dress.
Dragondaisies Saddle	A yellow saddle that has a white star in the middle, representing the Dragondaisies.
Lavender Saddle 	A lavender saddle matching Nella's lavender dress. Comes with lavender horseshoes.
Purple Saddle 	A purple saddle matching Nella's purple armor. Has a white striped center with a purple star in the middle.
Cerulean Saddle 	A cerulean saddle with pink sides that matches Nella's cerulean dress.
Sparkle Star Saddle 	A bronze & silver saddle that matches Nella's Sparkle Star Armor. Comes with bronze horseshoes.
Stained Glass Saddle	A stained glass style saddle. Comes with colorful stained glass horseshoes.
Seraphim Saddle 	A saddle modeled after the Seraphim armor. Comes with diamond/emerald horseshoes.
Winnie's Blue 	A blue and yellow saddle that match the colors of Aunt Winnie. Also comes with blue horseshoes.
Reverse Saddle 	A saddle that has a yellow center and green sides, reversed from the Classic Green saddle.
Sparkle Blossom 	A pink saddle that has a cherry blossom flower. Comes with light pink horseshoes.
Butterfly Saddle 	A purple saddle with a butterfly emblem in the middle. Comes with violet horseshoes.
Diamond Saddle 	A white saddle with black sides with diamonds tied on its corners.
Orange & Green 	An orange saddle with green sides around it. Also comes with green horseshoes.
Nereid Saddle 	A blue and green saddle that consists of fish-scale patterns. Comes with fish-scaled horseshoes.
===Sparkle Augments===
Sparkle Augments are accessories that you can equip, but unlike typical accessories or armor items in typical RPG or adventure games, they are not worn but installed on your Sparkle Stone's weapons & gear. They are unlocked not only by defeating certain bosses but also by completing certain sidequests. There are multiple types of Sparkle Augments, including those that modify your weapons. Note however that each of your weapons can only equip one Sparkle Augment at a time, including your shield. In total including your shield, you can equip up to five separate Sparkle Augments. They serve to give you new combat abilities as you are stuck to the main four; the sword, bow, lance, and hammer weapons. Instead of just overhauling your weapons entirely or generically enhancing their damage output, they add additional effects to your main four weapons. This feature is implemented as a way to improve your main weapons without ever replacing them with newer ones that just do more damage than the previous ones. 
Sparkle Augments can be accessed and changes on the Sparkle Powers menu. This section is revealed once you obtain your first Sparkle Augment. 
Triple Arrow (Bow) 	Charged bow shots will fire three arrows in an angle. The two additional arrows do the same amount of damage. All three arrows can do triple the damage on larger enemies and bosses.
Orb Wave (Bow) 	Charged bow shots will transform into an energy orb that lifts upward to deal damage to enemies below it after hitting into a surface or an enemy. Also does more damage towards larger enemies and bosses. The Orb Wave can do a maximum of twice of a charged arrow's damage if all sides hit.
Phantom Archery (Bow) 	Normal bow shots will fire an additional smaller arrow that does half damage via a spectral bow. In addition, charged bow shots will deal half of a charged shot's damage. Unlike the Triple Arrow, Phantom Archery fires directly towards the target and not left and right.
Homing Splitter (Bow) 	Normal and charged bow shots will split into one or four homing arrows that seek out enemies. Homing arrows on normal hits deal quarter of their damage and homing arrows on charged hits can deal up to half of the normal charged shot's damage if all four hits land on the same target. Homing arrows' range allows for them to hit from ground targets to air targets.
Spinning Wave (Sword) 	Increases the speed of charging up your sword. Charge attacks now lets out a circular area around you. The circular area deals 1.5x of a normal sword attack's damage.
Phantom Swordsmanship (Sword)	Normal sword attacks will be followed by a spectral sword that does half damage and cannot stun enemies.
Deflection (Sword) 	Normal sword attacks will block ranged projectiles via destroying them. Cannon attacks or heavy ranged attacks cannot be deflected.
Blade Spirit (Sword) 	Charged sword attacks will be led by a spectral sword that has double the range, but has half the damage. Hits from the normal sword and the spectral sword cannot overlap.
Joust Power (Lance) 	Jousting attacks do increased damage and ignore enemy shields.
Air Wave (Lance) 	Lance attacks will cast an air wave that can push back enemies. Air Wave does half of the lance's normal damage output and can be blocked by enemies.
Shield Buster (Lance) 	Charge attacks and pole vault attacks with the lance gain the ability to break shields and deal additional damage.
Hologram Lance (Lance) 	Lance attacks will be followed by turquoise holograms that deal half the damage, but cannot be blocked by enemies.
Ground Blast (Hammer) 	Charge attacks with the hammer will cast an energy ground blast that deals additional damage and passes through shields. The energy ground blast deals half of a charged hammer attack's damage output.
Iron Stance (Hammer) 	While using the hammer, you will recover more quickly from attacks that knock you down.
Light Hammer (Hammer) 	Attack speed with the hammer is increased but damage is decreased by 30%.
Hammer Guard (Hammer) 	You can repel ranged attacks via destroying them with your hammer. Affects heavy and cannon ranged attacks.
Mirror Guard (Shield) 	Certain ranged attacks can be reflected with the shield towards enemies. Not all ranged attacks can be reflected.
Shield Barrier (Shield) 	When guarding, you will receive a barrier that can take up to 3 hits from any direction before breaking. Once it breaks, it needs to regenerate over time before using it again. The barrier regenerates even when not using it or even after it takes a hit.
Spectral Guard (Shield) 	While guarding, your shield becomes spectral, being held by the ribbons and being able to block attacks in front of you while using the Lance or the Hammer.
Titan's Resistance (Shield) 	Heavy attacks can now be blocked via the shield.
===Field Mechanics===
These are varying types of objects that you will see on the open world and even dungeons as well. Current field mechanics such as wind and energy barriers also affect enemies as well. 
Hook Spire 	A spire where you can use your Ribbons to swing across. You can fire a ribbon towards a Hook Spire and from there you can swing across gaps.
Wind Current 	Wind currents that determine which way a boat goes. Additionally, you can use a sail to further propel the wind's direction as well. Vertical wind currents allow you to use your Parachute Glider to glide across areas via launching you up in the air. Horizontal wind currents push your wind glider towards the direction they are facing, while downward vertical wind currents will push you down.
Energy Barrier 	Blue energy barriers where you can't go through them, but your arrows and ribbons can. Note however that ladders cannot pass through energy barriers.
Ranged Barrier 	Violet energy barriers that stop all ranged attacks, including arrows & ribbons.
Metallic Surface	A surface where while you can use ladders on, you cannot launch ribbon ropes onto them, as instead of sticking it on, they will bounce off, falling off quickly and cause the ribbon to dematerialize.
Shield Rails 	Rails where you can place your shield and then ride to specific areas. While the shield is in place, you cannot block any attacks. Keep in mind that certain ranged attacks can knock you off your shield.
Gateway Portal 	A gateway portal that transports you to another area. Note however that Wisps and even your unicorn Trinket can use gateway portals as well. How this works is that when you enter a portal, you will transform into a orb that takes you to said area. Nella's teleportation animations are indicated in green, Trinket's teleportation animations are indicated in pink, and enemy Wisp teleportation animations are indicated in purple.
Launchpad 	Certain objects in the overworld can be used to launch you high up, which are marked as "Launchpad" in the Codex. Via jumping on them, they will propel you up in the sky. In some scenarios however, Trinket cannot use launchpads as certain launchpad objects are too small for her to jump on. Enemies can't utilize launchpads.
 World
As this game has an open world to explore, there are fast travel statues and portals you can activate and use. One thing to note about the map system that unlike other open world games, where you get it from a "birds-eye" view tower or something like that, you have to develop the map by actually exploring that area. When you fast travel, there will be an animation of Nella teleporting with the Sparkle Stone's magic and then the loading screen will appear, which after you will teleport to that area. Each area will have some unique elements into them, so they're more than just empty open fields. As usual, the map can be accessed and scrolled through via the Touchpad/View button, which pops up the world map.
The cursor used for scrolling on the world map is a jade-green lock-on which changes as it moves over a target. This cursor is only used on the consoles and is used to replace the PC cursor which consoles do not have.
Developing the map requires you to explore the area before you get that in the map. You cannot develop the map from areas higher than you. There are three stages of developing the map, the approximate locations, mapping out the trees/environment, etc., and mastering it via discovering notes and other evidence to get all of the pieces needed to develop the map. On the map, map development goes from the empty unexplored space, also known as the fog of war, to becoming deciphered and revealed as you explore through the area. Plus, the map also has multi-layer capabilities, meaning it can also map out areas inside of buildings, such as Nella's home castle in Castlehaven, interiors, etc. Upon zooming into a building that you can enter, the map then transitions into multiple layers which will also show the interiors of that building, as well as the marker detailing where exactly you need to go if you need to go to that building for the quest you're currently on. 
Each region has a percentage which indicates how much of it is explored and how much of the map is currently developed. Exploration depends on what sidequests you have completed and how much of the map is actually uncovered and developed.
Fast Travel points are represented by Sparkle Monuments that are activated by Nella via using her Sparkle Stone necklace to authenticate herself into. Sparkle Stone authentication is represented by an inactive "gray" Sparkle Monument shifting into Nella's colors (green and pink) via the use of her Sparkle Stone and its crystal illuminating. Inactive Fast Travel points must be activated before being able to use them on the map. There are parts from where progressing the game, certain Fast Travel points will turn "red", meaning they were deactivated due to enemy interference. Typically, these are used when going to said area triggers a cutscene, a scripted event or a motion that continues the story/main quest.
When it comes to movement and traversing the open world, the game does not incorporate any form of stamina meter for while running, meaning that you can run fast whenever you like at any time without ever needing it to charge.
There are various types of landscapes, which range from grasslands, forests, mountains, and even deserts as well. While there are regions in this game, as stated before, there are no map towers or any methods to download map data and each region is separated via a boxed line on the map. Additionally, each region has their own unique biome and their own background soundtrack. 
When it comes to the world map boundaries, if Nella reaches the ends of the world map, where the map starts to glitch out and malfunction as its going outside the visible world map that can be developed. After going further enough, the out-of-bounds barrier kicks in, which tells you that you cannot go any further. Out-of-bounds barriers were made to make sure that players cannot go into an empty space that would leave them flying off the map.
Also, there is no day or night time system in the game, as the game's plotline is structured via days and nights, with each chapter ending at night with the next chapter beginning in the morning afterward. 
===Castlehaven Region===
The Castlehaven Region is the starting region in the game. It is the basic open world field/meadow/forest region in the game, consisting of a classic environment with grasses and trees. It is located in the center of the world map and even extends southwest of the world map.
Willow's Farm 	Willow's farm, which not only includes her own cabin, but also her own conservatory as well. You can talk to her if she's at her home, depending on where you are at the story.
Minatori's Maze 	The home of Minatori, best known for having the hedge maze and a giant chess field with sentient pieces.
Sparkle Clubhouse 	The meeting place for Nella and her friends and the location of the Sparkly Table.
Village of Ascalon	Master Reynfred's home village. It s a village comprising of royal houses and fancy interiors.
====The Kingdom of Castlehaven====
These are locations that are located inside the kingdom of Castlehaven. It is a castle-themed city with a royal castle. Inside the Kingdom of Castlehaven, there are NPCs that you can talk to for side-quests, various information, etc. 
Houses and buildings that you cannot enter will have some form of interactivity, as you can knock on certain doors via interacting with them. Depending on the door, they would either be a silent "no answer", or let out a "knock knock" joke. While these doors will remain static throughout the game, some of the doors will play a role in certain sidequests set within the kingdom.
The Castle 	Nella's home castle, where it has the ballroom for parties, a hall of trophies, and even a secret playroom written by notes from Nella's great-great aunt, Winnie. Nella's bedroom also includes its own balcony where she can watch the view from the castle. 
See the heading below for a section detailing the whole castle.
Trinket's Stable 	Trinket's stable where she puts all of her decorations. Sometimes, this is where she will be if she's not with you at home.
The Ampitheatre 	The ampitheatre where concerts, plays, or other types of performances would be held.
Castlehaven Mall Street 	The street of Castlehaven where it has the various shops and buildings. You can see various people walking across the perimeter from here.
Castlehaven Gardens 	The gardens of Castlehaven. You can also sit on the royal benches as well.
Castlehaven Gatehouse 	The two gatehouses that are run by the Castlehaven Royal Guard. You can even walk up in the stairs to get a view from the castle walls.
Castlehaven Bowling Alley	The bowling alley of Castlehaven. In this building, there is a bowling minigame available to play.
=====The Royal Castle=====
This is Castlehaven's own list of areas within the castle.
Royal Foyer 	The main interior inside the castle, known for its red carpets and the stairwell.
Trophy Room 	The trophy room, consisting of trophies won from past championships and contests in Castlehaven. The floor has a reflective glossy finish to it.
Nella's Bedroom 	Nella's main bedroom. It has a purple mattress, green curtains to cover her bed. There are purple curtains that cover the windows.
Winnie's Playroom	Winnie's secret playroom located inside the castle.
Fireplace Room 	The living room of the castle, which has the tables and the fireplace.
Royal Ballroom 	Castlehaven's ballroom, located inside the castle. It consists of a golden chandelier on the ceiling and purple carpets. This is the room where parties would be held.
===Windy Peak Region===
The Windy Peak region is a region consisting of mountains where you can see the clouds. The region is not limited to just mountain ranges, but also caverns, lowlands, and various unique landforms. There are two parts throughout this region, the high rocky mountains and the lowland canyons. 
On the world map, it is located north of Castlehaven.
Windy Canyon 	
Sky Cliffs 	Rocky cliffs that are high above the land where you can see the clouds. There are various caves that you can explore in.
Windtop Mountain	
Mount Dragon 	
Cloud Mountain 	The highest point of the Windy Peak region, featuring a bridge that oversees the clouds.
===Rainbow Region===
The Rainbow Region is a region that is home to the Unicorn of the Lake. The atmosphere feels like you're living in a different world. However, what powers this region isn't by magic, but an artifact called the Rainbow Prism. It is reported that if the Rainbow Prism were to be taken out of the land, the region would lose its rainbow energy. The weather in the Rainbow Region is notably different than other regions, most notably being clouds that can cast rainbow beams.
The region comprises of pink grasses, colorful tree leaves, and waters with rainbow reflections.
On the world map, it is located northwest of Castlehaven and its land is indicated in pink on the map.
Rainbow Lake 	The homeplace of the Unicorn of the Lake, with her famous introduction where she comes out of the waters. This is where the Rainbow Prism is located on its pedestal.
Rainbow Fields 	The forests and prairie that has the colors of the rainbow.
Rainbow Mountain	Highlands of the Rainbow Region.
===Glowshire Region===
The Glowshire region is connected to the Rainbow Region and has many similarities to that region, because instead of typical climates, the terrain in the Glowshire region is unusual as it consists of lamp plants that emit light and an environment that feels like a completely different world. It is also a home to a species of fireflies that emit light in the night. 
The region comprises of an autumn-style setting, with orange grasses and forests. 
On the world map, it is located west of Castlehaven and its land is indicated in orange on the map.
Lamp Cave 	
Forest of Lights	
Luminous Tree 	
Observatory 	
===Desert Region===
The Desert Region is a region consisting of dunes with sand that glows at night. The sand's friction and softness allows the use of riding on your shield down like a sled. 
On the world map, it is located south of Castlehaven.
A	
B	
C	
===Island Region===
The Island Region is an area based on the ocean which consists of islands to explore. They cannot be accessed in the early game and must be travelled to by ship. This region cannot be traveled to until Chapter 4, where that region plays a role in the chapter. A Shieldboat isn't powerful enough to travel through the vast ocean compared to a real naval ship and if you travel far enough, you'll get stuck as you're unable to move and forced to go back via a Sparkle Rift with a message stating that you cannot go any further into the ocean, or if you have the Frigate currently deployed, you will get recalled to the Frigate.
Islands, unlike meadows like the Castlehaven Region, consist of sandy shores, and even palm trees as well, as the Island Region is based on a tropical biome setting. 
Additionally in deep water, there is a time limit where if it runs out, you'll be dematerialized via a Sparkle Rift and taken back to a shore. 
On the world map, it is located southeast of Castlehaven.
Coral Isle 	
Bridged Archipelago	
Island Temple 	
===Sparkle Cosmos===
The Sparkle Cosmos is the origins of the Wisp spirits, and the origins of the Sparkle Stones' powers. As it takes place in an alternate spirit realm, it can only be reached not by traveling across the world, but instead by an extremely complex ritual that involves creating a portal. 
Unlike other areas, the Sparkle Cosmos has its own map separate from the map of Castlehaven and its surrounding regions as it can't be reached normally. 
 Quests
In between each chapter, there is a time elapse in between, where some characters appear and disappear in the open world. 
===Main Quests===
Main Quest markers are indicated in yellow on the world map. Main Quests are quests that are part of the main storyline. After you complete the current main quest, the next one begins immediately afterward to continue the game's story.
How the Main Quests work for example is that each Main Quest is connected to each other via a series of objectives. After you complete the first objective and some bit of dialogue occurs, you then begin the next objective which further progresses the game's plot. Additionally, for each new chapter that will take you to a new region, main quests that would require you to travel from point A to B would allow the use of a temporary fast travel point that is removed after the quest is completed. For example, on the Main Quest that revolves around getting to the shore to build the Frigate, you can fast travel there immediately instead of just having to take the nearest fast travel point and getting to said destination. 
Prologue 	
The Investigation 	
Invasion 	
To the Mountains 	
Chess Fields 	
A New Ally 	
Defense of Ascalon 	
Across the Ocean 	
Island Voyage 	
Origins of the Sparkle Stone	
To Glowshire 	
The Standoff 	
The Endless 	
Clash of Blades 	
Eloise's Concern 	
Shadow of Castlehaven 	
Entering the Cosmos 	
When Sparkles Collide 	
===Side Quests===
Side Quest markers are indicated in blue on the world map. Side Quests are quests that are optional and in some occasions, they can reward you with Sparkle Augments or costumes. New Side Quests are unlocked by progressing through the story, usually upon the arrival of new NPCs on the world map. 
Bowling Champion 	
Reward: Bowler Suit Costume
Garrett's Dragon Friend	
Reward: Triple Arrow Bow Sparkle Augment
Butterfly Call 	
Reward: Butterfly Dress Super Costume
Energized Thunder 	
Reward: Homing Splitter Bow Sparkle Augment
Ribbons Through The Sky	
Reward: Air Wave Lance Sparkle Augment
Unicorn Dreams 	
Reward: Crystal Dream Super Costume
A Moose In Need 	
Reward: Orange & Green Super Costume
Mining the Jewel 	
Reward: Diamond Dress Super Costume
 Knightly Codex
The Knightly Codex, also known in lore as the Knightly Trading Card Deck, is the game's index for the characters that appear in the game. The Knightly Codex is updated as you play through the game and when they make their first appearance. 
===Heroes===
Princess Nella 	Princess Nella, also known as the Princess Knight, isn't your ordinary princess, as she can also transform into a Princess Knight with the aid of an artifact that she had received from Trinket when she rescued her, a Sparkle Stone. Prior to meeting Trinket, she had always dreamed of one day becoming a knight, and had discovered the Sparkle Stone's powers during her quest to rescue Trinket from a dragon that had taken her in a sleeping bag.
Trinket 	Trinket is the unicorn that accompanies Nella during many of her adventures, if not all. Before she had met Nella, she was going on her own quest to find a Sparkle Stone in a cave, as she had heard a legend that it grants its wearer great powers. When Nella saved her, Trinket at first considered getting the Sparkle Stone anyway, but decided that it was best for Nella to have it.
King Dad 	King Dad, also referred by his real name, “Reuben”, is the king of Castlehaven, and the father of Princess Nella.
Queen Mom 	Queen Mom, also referred by her real name, “Eloise”, is the queen of Castlehaven, and the mother of Princess Nella.
Sir Garrett 	Sir Garrett, simply called Garrett, is Nella's best friend. Specializing on collecting Knightly Trading Cards, he is able to identify and talk about various monsters and species throughout the land.
Garrett, alongside Clod, appears in Chapter 5 as a NPC ally.
Clod 	Clod, or sometimes referred to as Sir Clod, is Sir Garrett's loyal steed. Having a comedic tone, he is known to steer away from certain things and make various comments on the things that he sees. Clod is from an unique horse breed where he has horns on his head.
Blaine 	Blaine, unlike the other knights, has for the longest time been determined to win every competition on the line. He has dreams of becoming famous, and is known to specialize in engineering and construction. Nella and Garrett have had a bit of rivalry with him over his obsession with being the best.
Willow 	Willow is a shy girl who has a passion for farming and nature magic. Having arrived into Castlehaven from another kingdom, Willow specializes in plants as well as potions and various witchcraft on how to evolve plants. Living outside the suburbs of Castlehaven, which are guarded by castle walls in her country home, Willow doesn't get along well with society and prefers to live outside in nature.
Olivia 	Olivia is Blaine's fashion-obsessed cousin. Having arrived in Castlehaven via her mechanical hot air balloon, she has likely come from another kingdom. Olivia is known to have very high standards, and isn't very easy to please.
Master Reynfred	Master Reynfred is a wiseman from the village of Ascalon. He was the one who taught Nella about the origins of her powers and where the Sparkle Stones came from. He is one of the few people aside from Nella to have their own Sparkle Stone in use, where instead of conjuring a sword, he conjures a scepter with its own spells and abilities.
===Other Characters===
Flutter 	Flutter is Castlehaven's post delivery bird. Whenever Nella needs to send a message or someone else, they would sent their letters or cards through Flutter's delivery service.
Minatori 	Minatori is a minotaur who lives in a maze, and one of Nella's animal friends.
Smelgly 	Smelgly is an orange dragon who is also one of Nella's animal friends.
Cici 	
Gork 	
Polka Dottie 	
Bigor 	
The Unicorn of the Lake	The Unicorn of the Lake, who lives in the Rainbow Lake, is an unique unicorn that possesses many unique powers. Nella and Trinket first met her hoping to get her horn fixed after it broke off after a jousting accident. During another quest to retrieve the Rainbow Prism, an artifact that gives the Rainbow Fields their magic, Nella had learned from her that Trinket possesses far superior powers, but has only seen a glimpse of them once.
Mr. Antlers 	Mr. Antlers is a yellow moose who arrives in Castlehaven partway through Chapter 6 as part of the sidequest "A Moose In Need".
Winnie 	Winnie was Nella's great-great aunt and one of the bearers of the Sparkle Stone 2 generations prior to Nella. Throughout Nella’s journey to stop the Wisps, Winnie’s spirit assisted her throughout the journey. In the end, after Nella had lost her Sparkle Stone, she made an offer that Nella couldn’t refuse; a replacement golden Sparkle Stone that bears resemblance to her. Winnie has been recognized as a famous heroine, not only in Nella's maternal family, but in other kingdoms.
 Wisp Codex
===Minor Wisps===
Minor Wisps are small enemies that Nella will encounter on the field. They are sentient supernatural spirits that legend has it that they are created from a force that replicates Nella’s powers. When they are defeated, they will dematerialize into sparkles that Nella’s Sparkle Stone will absorb, as throughout the game's plot, Nella will discover how the Wisps are connected to her powers. Enemies will have health bars above them, but damage numbers are not shown while attacking them. Their health bars are violet/lavender to match their color palette of violet & gold. Via progressing through the game, the enemies' layouts will change where older Minor-type Wisps get replaced with newer ones. They often take the form of abstract shapes & forms.
Certain enemy attacks will knock you down and you'll automatically get back up, while normal attacks will only flinch you. 
New Wisps are added to the Codex when you first discover them on the field or in dungeons.
Note however in terms of HP, Nella has 100 HP at the start of the game, and her damage output is the following;
*Sword: 10
*Bow: 5 (20 on charged attacks)
*Lance: 16
*Hammer: 20
In terms of Trinket's attacks;
*Hooves: 12
*Magic Horn: 8 
Going by this damage output, it takes 5 hits from the first combo of the Sword to defeat a Pawn, and 15 hits to defeat a Stalwart.
Pawn 	The most basic Wisp. Deals damage via melee energy blasts. They are the first Wisps that you will encounter, and the one you fight in the prologue. 
----
*HP: 50
*Attacks:
**Energy Blast: Casts an energy bolt that explodes in front to deal damage ranging from 20-25. Can be blocked.
Rook 	Slightly stronger than the Pawn, but slower. Attacks functionally the same as a Pawn.
----
*HP: 75
*Attacks:
**Energy Blast: Casts an energy bolt that explodes in front to deal damage ranging from 20-25. Can be blocked.
Pointer 	A small form of Wisp that can attack via ranged attacks by utilizing arcane arrows. Arcane arrows cannot be parried but can be blocked with your shield.
----
*HP: 50
*Attacks:
**Arcane Arrow: Ranged energy blast that deals damage ranging from 15-20. Can be blocked.
Avion 	Airborne wisps that utilize magic to fly up in the air. It's best to take them down via a ranged form of attack, such as arrows. They attack in the form of arcane arrows.
----
*HP: 65
*Attacks:
**Arcane Arrow: Ranged energy blast that deals damage ranging from 15-20. Can be blocked.
Pogo 	Similar to Pawns, but they can utilize jump attacks and dodges.
----
*HP: 65
*Attacks:
**Bounce: They have the ability to bounce around from area to area. Their bounce can do knockback damage.
**Energy Blast: Casts an energy bolt that explodes in front to deal damage ranging from 20-25. Can be blocked.
Magno 	A Wisp that can scale up walls and ceilings. Fires arcane arrows like the Pointer and Avion.
----
*HP: 70
*Attacks:
**Arcane Arrow: Ranged energy blast that deals damage ranging from 15-20. Can be blocked.
Stacker 	Block-shaped Wisps that can stack on top to each other. Arrows aren't enough to knock them down, but you can knock them down via lance launching. 
----
*HP: 120 (30 for each block)
*Attacks:
**Tumble: When they are knocked down, each block will disassemble up to four each. 
**Tall Blast: When they are stacked, they can cast a tall energy blast that deals more damage, up to 30-35. 
**Energy Blast: When disassembled, each block is able to cast an energy bolt that deals 20-25 damage.
Helm 	Similar to the Rook, but they have a helmet that blocks all normal attacks. To defeat them, you have to use your ribbons to flip them over. If not defeated in time, they'll get back up in normal shape.
----
*HP: 85
*Attacks:
**Helmet: Their helmet will block normal melee attacks. The use of ribbons to overturn them is required to defeat them. Note that once overturned, they will get back up after 7 seconds. 
**Charge Direction: They can charge in a direction, doing knockback damage and up to 30-35 damage.
Landraiser 	A Wisp that casts a blockade that prevents attacks from going. Temporal blockades can be climbed over but ranged attacks will be blocked. They attack functionally the same as the Pawn.
----
*HP: 90
*Attacks:
**Temporal Blockade: They can cast temporary energy blockades that can block ranged attacks. 
**Energy Blast: They can cast an energy bolt that can deal up to 20-25 damage.
Liner 	A lined abstract Wisp that attacks similarly to the Rook, but is harder to hit. Because of its snake-like design, it is immune to Ribbons as it can free itself quickly.
----
*HP: 70
*Attacks:
**Lunge Strike: In the fashion of snakes, Liners can strike forward, dealing 15-20 damage.
Rifter 	An abstract Wisp that is capable of moving around underneath the ground and back up via portal-style rifts.
----
*HP: 90
*Attacks:
**Rift to Rift: Rifters have the ability to jump from area to area via casting rift portals. 
**Energy Blast: They can cast an energy bolt that can deal up to 20-25 damage.
Magnetism 	A Wisp spirit that has the ability unlike anything else; it has the ability to pull and manipulate the forces of their enemy attacks via the use of magnetic energy.
----
*HP: 100
*Attacks:
**Magnetic Waves: They have the ability to gravitate ranged attacks toward them, including both arrows and ribbons.
Iron Rook 	An elite version of the Rook. 
----
*HP: 125
*Attacks:
Titan Avion 	An elite version of the Avion.
----
*HP: 125
*Attacks:
Spider Magno 	An elite version of the Magno. They have the ability to jump from wall to wall and even ceilings.
----
*HP: 125
*Attacks:
Ascended Pointer	An elite version of the Pointer. They fire three ranged shots instead of one. 
----
*HP: 125
*Attacks:
**Triple Arcane Arrow: Fires three ranged energy blasts in front of you. If you're in the middle blocking, the 2nd and 3rd shots will be on your left and right side.
===Major Wisps===
Major Wisps are rare and are larger than Minor Wisps. They however, appear more often in dungeons or on certain quests. They take more damage to defeat and some of them can even deal more damage to Nella. Many of the later ones have abilities to even block some of Nella's attacks. As with progressing the game, more of these will be introduced throughout the story including the main quests and even cutscenes.
Stalwart 	A larger form of Wisp that utilizes a sword and shield. Can also block some of Nella's attacks with its shield. They resemble medieval knights wearing helmets.
----
*HP: 150
*Attacks:
**Sword: Melee sword strikes that deal damage ranging from 20-25. Can be blocked.
**Shield: A stance taken to block ranged attacks. Can be broken through with the Hammer.
Starfall 	A stationary Wisp that attacks via a ranged method of casting stars above their targets. Resembles a chess pin. Their casting speed is slow as it locks on to their target first before casting their spell.
----
*HP: 120
*Attacks:
**Falling Stars: Ranged attacks that hover above their target dealing 20-25 damage. Can be blocked via the Umbrella Shield technique.
Eagle 	An airborne Wisp that hover above their targets and attack by utilizing their beaks. They can be parried and blocked.
----
*HP: 100
*Attacks:
**Beak Strike: A rapier-style strike towards their target utilizing their beak, dealing 20-25 damage. Can be blocked.
Turtle 	A Wisp that specializes in large shields. Their heavy shield will always give them resistance to Nella's attacks. Heavy attacks cannot be blocked.
----
*HP: 175
*Attacks:
**Guard Stance: A heavy shield that they utilize to block attacks, including Nella's sword. If in their guarding stance, they cannot be knocked or stunned. They take full damage if they are attacked from the sides or on the back, as they take a while to get their shield back up.
**Shield Attack: Their shield attacks are slow, but they deal an increased 25-35 damage.
Legion 	A larger Wisp similar to the Stalwart that utilizes a halberd as their weapon. Has increased melee range compared to a Stalwart.
----
*HP: 160
*Attacks:
**Halberd Strike: A typical halberd strike similar in fashion to spears. Deals 25-35 damage.
Archmage 	A Wisp that is capable of using ranged magical attacks. Can also heal fellow Wisps as well. Their main forms of attack are starfall spells and a magic missile that can be blocked.
----
*HP: 150
*Attacks:
**Arcane Magic: They have two types of ranged spells, a starfall spell that aims above their target, and a homing magic missile spell that can be blocked. Magic missile deals 25-35 damage while the starfall can deal 20-30 damage.
**Regeneration: A healing spell that can regenerate the energy of other Wisps in its radius. They, during their animation, will be vulnerable to attacks. Regeneration spell heals them by 15-25 HP.
Centurion 	A centaur-shaped Wisp that specializes in archery. They fire arrows with their bow as their method of attack. They also have the ability to fire arrows and move at the same time as centaurs are represented as half-human and half horse.
----
*HP: 175
*Attacks:
**Archery: The ability to wield a bow. They can aim and fire arrows with their bow at the same time while they are moving. 
**Centaur Mobility: They, as centaurs, have advanced mobility, as their horse body allows them to move fast as well. Knockback damage is 15-20 and cannot be blocked.
Paladin 	A Wisp knight that wields a hammer as its type of weapon. Their hammer, while slow, will always break shields. They have higher durability compared to others in their lineup.
----
*HP: 220
*Attacks:
**Hammer Strike: Their hammer, while slower, will always penetrate through shields and deal an increased 35-45 damage.
Domecaster	A stationary Wisp that provides a barrier that stops all ranged attacks from passing through. The barrier however will not prevent Nella from entering the barrier. Note however the barrier also affects enemies inside the barrier.
----
*HP: 200
*Attacks:
**Barrier Dome: They will cast a barrier that blocks all ranged attacks, which includes both bow arrows and ribbons. It however, cannot block melee attacks or stop Nella from going inside the barrier.
Rogue 	Specializing in dual-wielding swords, the Rogue exceeds in agility compared to the other Wisp knights.
----
*HP: 175
*Attacks:
**Dual Swords: They specialize in dual swords, which grant them increased mobility in combat compared to the Stalwart and Paladin, the others in their lineup.
Galleon 	An air-focused flying Wisp that specializes in ranged combat via its cannon. Note however that cannonballs cannot be blocked.
----
*HP: 150
*Attacks:
**Cannon: Aims a cannonball towards their target. Cannonballs deal 35-40 damage and cannot be blocked.
Lancelot 	A Wisp knight that specializes in a lance. Is capable of using a pole-vault technique to get from area to area. Additionally, their charge attack where they joust in a direction deals increased damage. 
----
*HP: 200
*Attacks:
**Lance Strikes: Their lance strikes have increased ranged and deal 30-35 damage.
**Pole Vault: Like with Nella's lance, they can pole vault from area to area by launching themselves with their lance and recall it to them. Pole Vault can deal 35-40 damage.
**Lance Joust: They can charge towards an area which alongside running towards that distance, allows them to deal 20-25 knockback damage.
Augur 	Augurs are the third tower Wisp similar to Domecasters and Starfalls. Augurs however choose an enfeeble fighting stance, where in its radius, it will destroy any Ribbons via the use of absorbing them.
----
*HP: 220
*Attacks:
**Ribbon Absorption: They have a barrier that absorbs Ribbons in the area. Compared to the Domecaster, the Augur's barrier has increased range.
Polaris 	A mechanical Wisp that specializes in heavy ranged attacks.
----
*HP: 220
*Attacks:
**Energy Wave: A ranged attack that deals 20-25 damage across two hits.
**Energy Buster: A heavy ranged attack that can't be blocked and deals up to 40 damage.
Duality 	An abstract cube spirit that has the ability to split in two and fuse back together. 
----
*HP: 150 (each side)
*Attacks:
**Cube Break: This is the stance change where both cube forms split together. The shockwave deals 30-40 damage and can't be blocked.
**Cube Merge: This is the stance change for when both cube forms merge together. The shockwave deals 30-40 damage and can't be blocked.
**Geometric Roll: When both sides are together, they can do a geometric roll towards a direction that will deal 30-35 damage which can't be blocked.
**Geometric Line: When both sides are separated, both forms can separately cast a ranged cube attack that will deal 20-30 damage.
Turbillion	A swordsman that has the ability to cast energy waves with their sword.
----
*HP: 240
*Attacks:
**Sword Wave: Melee attacks that have the ability to conjure shockwaves that deal 20-25 damage each. In addition, their sword can deal 30-40 damage. You cannot receive damage from both the shockwaves and the sword combined. Shockwaves can be blocked. 
**Jump Attack: They can also do jump attacks which can't be blocked and deal up to 40-45 damage.
===Bosses===
The bosses of Nella: Beyond Castlehaven are unique as they aren’t just large Wisps, they are replicants of fantasy heroes and various mythological creatures. Several of the bosses will unlock new abilities for you to use, as some of their abilities replicate Nella’s own powers. Like the case with normal Wisps, they will dematerialize into Sparkle Energy when defeated. In terms of their HP, they have different healthbar partitions that after the first partition, their pattern changes as well. 
During battle, bosses will have red markers to indicate where they are going to attack. Red markers indicate the area of effect of each attack and their pattern so you would know where to dodge. 
Phalanx 	A Wisp-formed warrior that specializes in spears. As this is the first large-scale Wisp, these types of Wisps take much longer to shapeshift and form.
----
*HP: 250 | 250
*Attacks:
**Spear Strikes: The Phalanx can utilize its spear to do 20-35 damage.
**Charged Dash: A charged dash towards a single direction that knocks downs and deals 15 damage.
Courage 	A Wisp-formed knight that specializes in swords and shields. It is capable of blocking attacks with its powerful shield.
----
*HP: 300 | 250
*Attacks:
**Sword & Shield: The Courage utilizes its sword and shield to do 20-35 damage.
**Air Shield: The Courage has the ability to have its shield hover in the air to block attacks remotely. 
**Defense: A defensive barrier that blocks out all ranged attacks, including arrows and ribbons.
Chivalry 	Specializing in greatswords, the Chivalry is very powerful in terms of swordsmanship.
----
*HP: 350 | 300
*Attacks:
**Heavy Sword: The Chivalry's main weapon, the greatsword, while slow, can deal 25-35 damage per swing.
**Charged Dash: A charged dash towards a single direction that knocks downs and deals 15 damage. 
**Crystal Wall: Sword attacks can summon crystals on the ground that block your movement. They must be destroyed with your sword or lance. Crystals have 30 HP.
Dominator 	Specializing in tower shields, the Dominator is capable of defending itself from attacks on the battlefield. The Dominator is also capable of utilizing its own magic to hold the shield in place to block ranged attacks.
----
*HP: 400 | 350
*Attacks:
**Tower Shield: The Dominator's main weapon, the tower shield which is a tall shield, can also block attacks with it and even deal melee swings to deal 25-35 damage. 
**Shield Barrier: A shield barrier that blocks all ranged attacks, including both arrows and ribbons. 
**Remote Guard: The Dominator additionally has the ability to remotely hover the shield to a designated area.
Vanguard 	A Wisp-formed paladin that specializes in hammers and magic. Their hammer will always break past all forms of defense.
----
*HP: 450 | 350
*Attacks:
**Hammer Strike: The Vanguard's main weapon, the hammer which while heavy, will be able to ignore the effects of blocking with a shield. Each of the hammer's swings can deal 35-45 damage.
**Charged Dash: A charged dash towards a single direction that knocks downs and deals 20 damage.
**Earth Blast: The Vanguard has the ability to pound on the ground with its hammer, causing a shockwave that deals 25 damage as well as launching its enemies upward.
Redemption 	The Redemption is a mage that specializes in various spells. Not only capable of casting grand-scope spells, the Redemption can also cast artificial walls & barriers to stop their opponents from moving. 
----
*HP: 500 | 450
*Attacks:
**Magic Missile: The first of the four spells the Redemption has, is a homing orb that deals 25-30 damage but can be blocked.
**Satellite Beam: The second spell is a energy beam that comes from the sky towards their target. It can deal up to 50 damage in its epicenter but can be blocked via the umbrella shield technique. 
**Energy Ring: The third spell is a energy ring that confines their targets to a circular area, as the energy ring blocks them from moving. Ranged attacks such as arrows are not affected.
**Fake Wall: The fourth spell is a artificial wall that blocks attacks both melee and ranged. Ribbon arrows will also bounce off the artificial wall.
Aegis 	Riding on its saucer shield, the Aegis is a warrior that specializes on its hovering shield, as well as having its own form of Nella's ribbons.
----
*HP: 700 | 600
*Attacks:
**Saucer Shield: The Aegis's main weapon of choice. Swings will deal 30-35 damage, while the ranged throw can do 40-45 damage. Both attacks can't be blocked.
**Particle Chain: The Aegis's secondary weapon. Its a chain that connects together via spires that allow Aegis to ride on them via his shield over the field. However, once he's riding on the chains, he's vulnerable to the bow.
Bouncer 	Known to be on the guard, the Bouncer is a guardian that utilizes a shapeshifting cube as their power of choice. Their cube can even transform and serve as a blockade against various attacks.
----
*HP: 750 | 700
*Attacks:
**Cube Strike: The Bouncer's main weapon. It is a kinetic energy cube that changes form, with attacks that do 30-35 damage, including a heavy attack that does up to 50 damage.
**Blockade: A blockade barrier that blocks ranged attacks and can't be ribboned. 
**Mirror Cube: A replica cube that does shockwaves in its radius. Shockwaves deal 20-25 damage.
Colossus 	An abstract rock-based Wisp, the Colossus specializes in utilizing the ground forces to fight against its foes.
----
*HP: 750 | 750
*Attacks:
Horizon 	Capable of soaring through the skies, the crystal dragon Horizon is capable of utilizing crystal magic to take down their foes.
----
*HP: 850 | 750
*Attacks:
Agni 	A legendary knight who was one of the earlier bearers of the Sparkle Stone. Best known for his weapon, a glaive with two blades and his unique powers from his Sparkle Stone, he eventually gained legacy to be recognized one of the most powerful Sparkle Stone wielders in knightly history. His revival via the Wisps was actually an illusion formed after the broken Sparkle Stone Nella had found.
----
*HP: 1000 | 750 | 500
*Attacks:
**Phase 1:
**Phase 2:
**Phase 3:
Akroma 	
This boss fight functions differently from other bosses. In each phase, you must repel Akroma by doing enough damage as well as surviving attacks, because Akroma cannot be defeated. There are three phases taking places in different areas.
Trinity 	
*HP: 1500
*Attacks:
Endless 	An abstract spirit capable of taking many shapes and is able to take control of others' Sparkle Stones and possess them.
----
*HP: 1200
*Attacks:
---
(Chapter 6 rematch)
*HP: 1250
*Attacks:
Dark Sparkle	The Dark Sparkle, also known as the Sparkle Orb, is the entity in the Sparkle Cosmos that powers the Wisps, then revealed to be the Sparkle Spirits.
 Knightly Trading Cards
The Knightly Trading Cards are a collectible that you can get via exploring the open world. They represent a specific famous knight in the universe, featuring additional references to video game tropes and even references to the game's lore.
 Castlehaven Trophies
Castlehaven Trophies are the name of this game's achievements/trophies. A * next to said achievement means that this achievement/trophy is marked as "Secret" or "Hidden Trophy". 
Good Night Nella (Platinum) 	
Beginnings 	Complete Chapter 1.
Pinpoint 	Complete Chapter 2.
Agency 	Complete Chapter 3.
Sights 	Complete Chapter 4.
Revelation 	Complete Chapter 5.
Knighthood (Silver) 	Complete the main story.
Card Collector (Silver) 	Collect all of the Knightly Trading Cards
Fashion Forward (Silver) 	Unlock all Costumes.
Sparkle Master (Silver) 	Unlock all Sparkle Augments.
Conqueror (Gold) 	Complete all of the sidequests.
Explorer (Gold) 	Uncover the entire map, including all Sparkle Monuments.
Over the Clouds* (Bronze) 	
Shield Rider* (Bronze) 	Ride on the shield for a continuous 15 seconds without stopping or falling off.
Trinket's Great Day* (Bronze)	
Pogo Lance* (Bronze) 	
Hammer Time* (Bronze) 	Make five perfectly charged hammer attacks. The attack must hit an enemy to count.
This, and That* (Bronze) 	
Meteor Shower* (Bronze) 	While holding the shield up with the lance, block 5 different types of ranged attacks.
 Benchmark
Exclusive to the PC port and can be began in the main menu, you can go into a benchmark mode that tests out various scenarios in the game in varying settings, and in the end, you get your total framerate with a graph that also includes the highest framerate, the average framerate, and 00.1% lowest framerate. This benchmark not only tests out CPU, GPU, and RAM, but also tests out the SSD's read speeds to indicate how fast the game would load after loading into the game from the menu or using a fast travel option. 
During the benchmark; there are the following scenes which are played in order. These scenes are made so that they do not spoil any part of the game's plot.
*Nella and Trinket overseeing the kingdom of Castlehaven from a mountain view. This scene is to test out the render distance, as in the benchmark, the kingdom of Castlehaven is fully rendered.
*Nella riding on Trinket through the forest. This scene is to test out the framerate and responsiveness on fast-paced cutscenes.
*The camera panning through the kingdom of Castlehaven at night, with lights on. This is to test out the lighting effects.
 Trivia
*During development, the team faced many challenges on what the combat should be, where they wanted to make sure that the combat was faithful to the original show and that they didn’t want to turn this game into a rehash of other action games. Several abandoned concepts for combat include the tag-team & strike system (in the early concept where Garrett, Blaine, and Willow would’ve been party members) which was already taken by Zenless Zone Zero (though with four heroes instead of three), and the CPU controlled partner system and four-ability diamond system that was already taken by many games such as Ni no Kuni II: Revenant Kingdom, Ys VIII: Lacrimosa of Dana, Granblue Fantasy Relink, and a few others. Developing the combat in the final stages required them to research Nella’s powers from the original show, and that they didn’t want the main leader to outmatch the other three protagonists, so they went back to just one playable character and instead focused on Trinket, as they wanted to make Trinket more useful than just a method of traveling faster, like as seen in other games where you can ride a horse.
*Nella's inability to climb up walls with her arms and requiring the Ribbon Ladder is an aversion of the open world game trope where the protagonist can unrealistically climb up walls/heights without the need of special tools.
**One of Garrett's trading cards mentions a hero named Sir Carter, where according to the card in one scene, one of Sir Carter's traits was creating maps from a crow's nest view. This is a reference to the other open world game trope where the map is not gotten through actually exploring the area, but instead from towers and various structures, as shown in The Legend of Zelda: Breath of the Wild, Horizon Zero Dawn, and Genshin Impact. The game also makes an aversion to this trope as one of its unique mechanics revolves around developing the map by actually exploring it instead of getting said map from buildings or towers.
*While the real names of Nella’s parents, King Dad and Queen Mom were never revealed in the original show, they are revealed in the game.
*In the opening of the game, two red birds (called chipsqueaks) are shown flying towards Castlehaven. This is a nod to the original opening theme song of Nella the Princess Knight, where it showed two birds flying towards Nella's balcony.
*Mr. Antlers, a NPC who stars in the sidequest "A Moose In Need", bears a sight resemblance to Moose a Moose, who was a former Noggin mascot. Both are moose that are yellow and can talk. In fact, during said sidequest, Mr. Antlers mentions a blue bird with a purple flower, which references Zee.
*In the Licenses section, the following technologies; "powered by Wwise", havok, AMD FidelityFX Super Resolution, Dolby Atmos/Vision, and Xbox DirectStorage 2.0 are mentioned, as the game uses AMD's FSR 3.1 to upscale the game to 4K on the Xbox Series S and on PC. The game uses Dolby Atmos for its orchestral soundtrack design and mixing, Dolby Vision for the HDR mastering which is available on the Xbox Series and LG's OLED Evo 2 TVs. DirectStorage is utilized on the Xbox Series S/X and on PC to cut down on loading times. Comparisons between load times on the PS5 vs Xbox Series S was that the Xbox Series S, utilizing DirectStorage, cut down loading times to 6 seconds, while the PS5's load times were about 5-6 seconds on average. Against the Xbox Series X, it managed to fare out between 3-4 seconds on fast travel load times via taking advantage of DirectStorage.
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