Marpei: Oracle of Sleep

Marpei: Oracle of Sleep is an action-adventure game developed by Nightingale Labs, funded by Nintendo and published by Nintendo for the Wii U in June 2015. It is an action-adventure game revolving around a girl who has the ability to enter the Dream World via sleeping, and with that power, she must learn the truths of her own past after being raised in an orphanage. It houses 16 GB of size due to its world within the stages and most of its dialogue is voiced. It would get a June 2020 Switch re-master nicknamed the "Dreamer Edition" with improved graphics and additional challenges. It is considered to be Nintendo's take on Ratchet and Clank, for being action-adventure platformers with some 3rd person shooter aspects, though it is not entirely an equivalent. The game was originally developed to be a medieval-fantasy game with wizards, but later evolved into a "Renaissance Europe" setting, with casting that comprises solely of European actors.
The boxart of this game is a anime CG of Marpei walking through gardens of flowers, with one half being the Dream World and the other half being the Nightmare World, and the Wii U icon is Marpei's portrait, with the disk's design having the insignia of the Soul of the Dreamcatcher on the disk.
The game has an ESRB rating of Everyone 10+ (Fantasy Violence, Mild Suggestive Themes, Use of Alcohol), a PEGI 12 (Non-realistic violence towards human characters), and a CERO A.
==Plot==
While this is a linear action-adventure game, this game actually incorporates a stage selection system that isn't just linear, but also includes side-paths as well. Chapters are 20-30 minutes long as they are non-linear and each chapter has a boss in the end. Each chapter begins the title written in white text, a dark lavender-blue insignia in the background, and a word with a definition below its title all on a black background.
Earlier chapters can be replayed via the menu, or via looking at Marpei's journal at the beginning of each chapter in the Start menu, with each chapter being represented in pages.
===Introduction===
The introduction cutscene first shows Marpei being taken in from a rescue team in a village that was wiped out by a plague, while alongside that the opening credits roll beginning with the Nintendo logo and the Nightingale Labs logo. Marpei is then settled in an orphanage, and while in that orphanage, she dreams of living in a better place with her own imaginations...
===Chapter 0: Dreamer===
A person who dreams, or is currently in the state of dreaming.
The insignia represented is the state of sleep.
Marpei is then settled into an orphanage with other children at her age. However, she then develops a habit of sleeping a lot more often and becomes left out all the time. Marpei feels like her dreams are where she wants to be instead of the real world she's in. One day, she wakes up, not in her same bed, but rather in an alternative world where it represents a Greek-themed palace with a sea of clouds and a night sky full of stars. Marpei becomes confused but sees an entrance, Marpei follows the entrance and meets the Sandman, a wiseman who had chosen her due to her sleeping capabilities, and he'd like to see her explore the alternate realities that he created that one could only enter via sleeping. He also states that there are two worlds; the Dream World where they are both in, and the Nightmare World. The Sandman blesses her the powers of the Oracle of Sleep, but warns that these powers must be learnt before using them for good. As soon as Marpei leaves the Dream World, she witnesses a boy run up to the Sandman and demand him powers, but she doesn't know who he is at all...
Marpei wakes up, and realizes that the dream wasn't actually a dream, it was an entry to the Dream World, but she decides to keep the information secret because no one would believe anything about it for now.
===Chapter 1: Entry===
The right or privilege of entering a place; an entrance's location.
The insignia represented is a gateway.
The chapter fast-forwards 20 years later to Marpei's adulthood, where the powers of the Sandman had grown upon her, with her hair being turned from brown to lavender blue-magenta and the ability to cast magical spells known as Dream Magic. As noted, she chose to leave behind her footwear (violet-flowered flip-flops) at her home in Renaissance Europe, meaning she goes barefoot as part of nature. The gameplay starts out at the stone footpath on the mountain meadows of Renaissance Europe, as Marpei is practicing her Nature training to be able to learn more of the Oracle's abilities. She talks to herself how she hasn't explored a lot of the Dream World and the Nightmare World, and the fact that she witnessed a boy in the same place she was 20 years ago, but now she decides to master out what the Sandman told her 20 years ago back in the orphanage.
Marpei explores through the meadows and all of a sudden, Nightmare monsters invade, but Marpei fights them off using her Dream Magic. Marpei talks about that these enemies are new and she haven't came across them in 20 years. She comes across a run-down house with a bed, and then sleeps on it. Marpei enters the Dream World again, where she solves puzzles, and comes across more Nightmare Monsters as well. She comes across a sacred tree, where after destroying the Nightmare Monster that corrupted it, blesses her with Nature Magic. Marpei then gets across the chasm using a bridge, and then leaves the Dream World afterword. Marpei returns to her rural home in the meadows, having successfully learnt Nature Magic and the first of many abilities of the Oracle of Sleep.
===Chapter 2: Ego===
The sense of self-esteem; a thinking subject.
The insignia represented is a symbol of meditation.
The next day, Marpei wakes up in her home located a mile away from the cities of Austria. She then decides to write down notes about what the monsters are, where they are coming from, and what she can do to fight against those monsters. Marpei then visits the city of Austria to talk about the monsters and what they know about it. Visiting a tavern, she learns from other people that they've witnesseed what could be another man having possession of the monsters and being able to harness various powers that they've never seen before. Taking this in mind, she believes that this could be the person that followed her from the Dream World 20 years ago, so Marpei takes notes of the incident and moves on.
Marpei finds herself in the Dream World via sleeping in a bed where a reported victim of the monsters died in. Here, she comes across footsteps which likely link to a human being that also was in the Dream World, Marpei further and further suspects that there could be a victim held hostage. Marpei then fights off the monsters, frees the hostages, and then heads back to the mortal world but not before seeing another mysterious human being leaving the Dream World.
===Chapter 3: Charm===
Delight, pleasing others; representing prettiness.
The insignia represented is a heart.
Marpei becomes questioned several times on how she was able to sleep and then rescue the trapped people on the other side. Marpei claims that she was the girl that the Sandman blessed her 20 years ago, and that she had a habit of sleeping a lot more often than other people. 
Marpei then comes across a trace of black salt on the way back to her home. Following the trace of salt, she finds herself in a black carpet where she eventually falls asleep and enters the Nightmare World for the first time. From her perspective, it resembles to a be darker parallel version of the Dream World. A mysterious man, with red-gold short hair donning a long-sleeved maroon robe with gold buttons, as well as gold-studded leather boots then shows up and introduces himself as Jasper, the other soul that was blessed with the Sandman's power with a motivation of fusing both the Dream World and the Nightmare World to the utopia he wants to make. Marpei calls him out for being insane, but Jasper runs off. 
Chasing after Jasper, she comes across another Nightmare spirit that is capable of mind-controlling her. After defeating it, she unlocks Charm Magic and then leaves the Nightmare World. Marpei finally knows the identity of what's going on and decides to keep on finding him.
===Chapter 4: Upheaval===
An agitation of disorder; a radical change.
The insignia represented is a gear.
Marpei is called upon by the people of Austria to head down to another European country, Germany, to investigate a source of the Nightmare spirits. Marpei fights off the spirits, and then gains information that Jasper is bound for Berlin, the capital of Germany. Marpei gets to Berlin's town hall just in time Jasper lays siege into the area. Marpei fights her way to the top and Jasper gets away. Marpei chases down Jasper through the Nightmare World, and manages to reverse the damage done by Jasper after battling the Nightmare spirits that Jasper summoned. Jasper proclaims that he and Marpei are related before leaving.
===Chapter 5: Remorse===
Marpei goes alone in the Dream World in her sleep. She finds out that Jasper was the boy that entered the Dream World after her, but demanded to the Sandman the powers of the Nightmares while Marpei herself went forward with dreams.
Distress, the fear of past wrongs; self-reproach.
The insignia represented an emotion of fear.
Marpei wakes up back at her home. Having saw what Jasper did in her dream, she decides to head out and find out possible traces of Jasper. She eventually finds herself at a dead end, but eventually finds another black carpet; the carpets that Marpei sleeps in that takes her to the Nightmare World. She fights more monsters and chases down a new wisp monster, but then finds another dead end. That reveals to be Jasper, to Marpei's shock. Marpei fights her way out and then teleports back into the real world. Marpei decides to head back down to Austria to inform the people about Jasper.
===Chapter 6: Mire===
Being in a troublesome situation; usually with no way out.
The insignia represented is a symbol of being trapped.
At the city of Austria, Marpei finds out that the people of Austria had started to become more aware of Jasper's evidence, and then later on they claim that there's presence of Nightmare monsters in Italy, and Marpei is needed there. After heading down to Venice, Italy, Marpei finds out that Jasper is aiming to get more followers as the new Oracle of Nightmares, as shown by how Jasper is trying to persuade people to follow his own teachings, but barely any people respond. In response to this, Jasper tries to threaten people with his own magic if they don't follow him. Marpei tries to fight him off, but Jasper counters by summoning Nightmare monsters and runs away. Marpei chases after Jasper in a dark alley, only to find that Jasper had prepared a ambush of monsters toward her. Marpei fights them off, and then after this, Jasper is declared a "criminal who uses unidentified capabilities" across Renaissance Europe.
===Chapter 7: Blossom===
Evidence which had became the main focus; an shining appearance.
The insignia represented is a blossoming flower in a spotlight.
Marpei finds a glowing flower after heading back home to sleep for the night. She takes it in and rests it on the table. She looks at it for a few seconds and notices that the marigold flower itself has a big glow, something that she had never saw before. She decides to go to sleep for the night and venture into the Dream World in her own bed.
Inside the Dream World, she sees the same flower, and then walks up to it. By taking the flower, the Sandman appeared. Sandman says to Marpei that there was another entity that came into his place after her, the boy named Jasper. He also wanted the powers that Marpei had, but he kept on persuading him until he got what he wanted, so he ended up giving him the Nightmare powers, which was a decision he regretted. He says that he will eventually support her on her journey to defeat Jasper, as well as try to fight him off. A rift to the Nightmare World forms into the Sandman's sanctuary, but Marpei and the Sandman fight off Jasper's forces as well as close the rift. The Sandman says that the Nightmare World was created to represent the balance between dreams and nightmares, and if one realm had the advantage, then both realms would fall apart and overtake the mortal world. Eventually, Marpei wakes up, just as when sunlight was about to shine outside.
Marpei takes the flower outside and throws it outside, and then blesses it with her Dream & Nature Magic, forming a garden of glowing dream-colored marigolds to protect her home from the Nightmare creatures.
===Chapter 8: Omen===
The scene shows Jasper placing his hand on the grass, planting the first Nightmare spell on the ground, which slowly paints the grass...
An occurrence which is believed to portend a future event; a warning.
The insignia represented is an hourglass.
Marpei heads on down to Austria, only to stop to see that a tree had been slowly corroding into Nightmare Magic. Marpei begins to see this as a omen; that Jasper had been planting his Nightmare monsters into the ground as a way to try to make his goal succeed, even though everyone knows his actions already. Marpei cures the grass using her Dream Magic, purifying it from Jasper's magic, but she sees a forest that has already been corrupted by Nightmare Spells. Venturing inside it, she feels the cold presence of the Nightmare magic on her bare feet. She then decides to cure the forest's corruption by using Dream magic and fighting off any monsters.
After clearing the forest, she finds a bone. Taking the bone with her, she finds another carpet and sleeps on it, and then finds out where Jasper is plotting; corrupting the world with his own magic to deal with his own problems already. Marpei says that his plans will never succeed and that everyone knows about him. Jasper just brushes it off and runs off after summoning larger Nightmare Monsters, including a crystal guardian that uses new spells. After destroying the Crystal Guardian, Marpei finally learns how to use Nightmare magic. Having lost Jasper, Marpei leaves the Nightmare World and heads back home.
===Chapter 9: Lucid===
Luminous, as in brimmed with light; translucent.
The insignia represented is a sun.
In the Dream World, Marpei tends to the area itself, free of the monsters, all while in her sleep back at home. However, things change for the worse when the Dream monsters start to form. She eventually learns that the Dream monsters are weaker to the Nightmare Magic that she just learned, and that her Dream magic has always worked well against the Nightmare monsters. She fights her way to through the Dream World, and eventually masters out how to use Nightmare magic.
Marpei eventually finds out that the Dream & Nightmare Monsters are both working together, which results in her fighting them off at the same time. After clearing the area, Marpei knows that Jasper is up to no good as this point, and decides to talk to the Sandman by heading to his sanctuary, only to find that he is not there.
===Chapter 10: Insomnia===
Unability to gain any sleep; sleeplessness.
The insignia represented is a moon.
During Marpei's meditation in the Dream World, Marpei is interrupted on a loud shaking bang from outside, cutting her sleep and cutting back into the human world abruptly. Marpei gets up, and notices its still in the middle of the night. Upon waiting a few seconds, she hears that same bang again as well as some shaking. Marpei decides to head out, clad in her shirt and bikini bottom, and starts running towards the distance. While running, she hears the bangs getting louder. Upon getting to her destination, she sees Jasper, who says that he was not expecting her to show up right when he was "preparing another show for her". Jasper then summons two large Nightmare giants from the ground up and Marpei fights them off with her Dream Magic.
Marpei, decides that the battle is not yet over, and continues on fighting off the rest of the earthly Nightmare monsters that had been forming from the ground. Having seeing this, Marpei finds out by ripping upon one of the rifts that the Nightmare monsters came from and then open them. She finds the Sandman captured and then frees him. The Sandman explains that the monsters have been bleeding their way into the mortal world by forming out into the ground, and that Jasper had been fusing the Dream World and Nightmare World together with his own abilities, which means if Jasper cannot be stopped, the Sandman, Marpei, and the Dream World will die for eternity. The Sandman also declares that he'll start building his own Dream World army in attempt to fight off Jasper, by having them enter the mortal world and start patrolling out for Jasper.
===Chapter 11: Reality===
The real conclusion to a situation; a real notation.
The insignia represented is an eye.
Restless from what Jasper had done, Marpei ends up sleeping in a bit. She sees the Sandman planning his army of spirits to enter Renaissance Europe and protect the land from the Nightmare monsters and Jasper himself. After waking up late at noon. Marpei heads to Austria, and people had noticed that new guardian statues had been erected across the city. Marpei informs them that it's part of the Sandman, the ruler of dreams, and that Jasper is planning on attacking Renaissance Europe, and the Sandman wants to assist Marpei on planning a counterattack.
Walking down the end of Austria's city, she begins to see the grass and the open meadows get turned into Nightmare World, meaning that a massive gateway to the Nightmare World has opened, only this time, it mimics the area itself. Marpei tells everyone that it's too dangerous to go, and only Marpei and the Guardians can go. Marpei & the Sandman's guardians begin fighting off the army of the Nightmare spirits and monsters in the area that resembles a replica of the real world, only corrupted by Nightmare magic. Jasper proclaims that if they will not be turned, they will soon be taken to the extreme measures. Jasper summons a reaper-like monster with a scythe. Marpei beats her off, but feels that her dream magic is slowly dying, as noted by the weaker magical spells. One of the Guardians take Marpei back home and put her to rest after containing the rift that Jasper created.
===Chapter 12: Abyss===
Jasper, having stolen Marpei's dreamcatcher, decides to throw it in the deepest pit in the Nightmare World, only to hear a faint clinking sound.
A bottomless chasm; moral depths.
The insignia represented is a pitfall.
Marpei returns to the Sandman, only for the Sandman to point out that her signature Dreamcatcher, is missing. Marpei eventually realized that Jasper had stolen hers during the fight, and Marpei's magic wasn't been able to keep on lasting against the Nightmare monsters. Marpei decides to find another black carpet located in an area surrounded by dark flowers. She sleeps in it, and takes her to the Nightmare World.
After fighting off the Nightmare monsters, she sees a dead-end with nothing but a huge pit. Jasper surprises her from behind and knocks her a huge distance below, but then Marpei survives the fall with her cloud pillow spell. Marpei finds her Dreamcatcher necklace, cracked in half. Marpei takes it and fights her way back up, only getting more and more tired on her way through. However, during when Jasper was trying to finish her off, the Sandman and the Guardians save her and pull her up, as well as take her back to the sanctuary in the Dream World. The Sandman repairs Marpei's dreamcatcher and declares that Jasper may be giving it all that he has got to conquer the world. Marpei takes this threat seriously and decides to sleep early for the very next day.
===Chapter 13: Passion===
Emotions that are distinguished; preferable devotions.
The insignia represented is a tear drop, anger, and lightning.
In the city of Austria, Marpei learns that Jasper is planning on taking over Renaissance Europe and rebuilding it with the power of the Nightmare World in respond to the people's refusal. Marpei is taken to Britain, Ireland, & France to fight off the Nightmare monsters, as well as rescuing hostages that were taken by the monsters.
During her venture into the Nightmare World, she finds an armored guardian which is capable of using all four elements; a type of magic that Marpei has never seen before. After defeating the Guardian, Marpei learns Emotional Magic, or the magic of the four elements; fire, water, ice, and lightning. Back in the human world, she learns how to put out fires with her Aquawave spell, and removing ice blocks. Marpei clears all of the Nightmare creatures.
===Chapter 14: Rejuvenation===
The healing of all wounds and illnesses; a complete restoration.
The insignia represented is a cross.
The people across Renaissance Europe and the Guardians of the Sandman are repairing all of the damage that Jasper's Nightmare Creatures have caused across the land. Many people start to become curious about Marpei, such as how does she have the same powers as Jasper, but for good. Marpei keeps on fighting and cleaning up the Nightmare threats in her hometown, Austria. 
===Chapter 15: Advocate===
Pleading a cause or a proposal of another entity; supporting an act of other's.
The insignia represented are two dreamcatchers.
Heading to Hungary, Marpei starts to be questioned by people that start to dislike her, thinking that she's related to Jasper. Marpei says that she and Jasper have the same powers, and that both of them came in the Dream World and met the Sandman and got the powers, and that the Sandman is supporting her when it comes to fighting the monsters. She warns that if Jasper gains enough power, he will be able to take control of both worlds and do whatever he wants with them. During her battles to take down the rifts, Marpei tells people that she must go alone in the alternate realms, though attempts to follow her in have been shut-out. Marpei starts to clean up more threats and eventually notices that one of the townspeople, followed her into the Nightmare World's rifts and eventually got infected by a Nightmare monster, and then being too late, Marpei ends up killing him. Marpei claims that she had never seen this sight before, but it was even worse that the man itself followed her into the rift.
Jasper, standing outside, tells you that his blood is in her hands, and that Jasper will eventually gain more support. Jasper starts telling people that Marpei killed a human man that followed her in, even though it was entirely their fault. Marpei's reputation falls slightly, but not enough to take it down entirely.
===Chapter 16: Sin===
Jasper eventually realizes that he has got a plan to get rid of Marpei; and that was new clothes so people won't recognize him.
Actions that are taken to be reprehensible; a wrongful deed.
The insignia represented is a symbol of evil.
Marpei proclaims that Jasper was the other guy responsible for all of the chaos, and that it was the man's fault for sealing his own fate; he followed her through the rift even though it was too dangerous for him to handle. Marpei is forgiven, and Jasper's plan falls shortly. After clearing more Nightmare monster threats in Hungary, Marpei heads back home, after being tired. She, to her shock finds her pillow cut in half and her bed messed up. After searching around, she finds a suspicious paper saying; "FIND ME IN AUSTRIA IF YOU WANT ME TO EXPLAIN" written in ink. As the paper had nobody's name on it, Marpei suspects it might be Jasper, but knew it was her only chance to find him and try to stop him once and for all.
Heading back to Austria, Marpei sees a hooded man talk to her with a new accent. All of a sudden, he starts to point fingers at Marpei, shouting that she was the one responsible for all of the chaos that started across Renaissance Europe. As a result, Marpei is arrested by guards that overheard Jasper. Jasper relaxes his threat with the Nightmare monsters to hide himself.
===Chapter 17: Vengeance===
Payback for what was wronged, the act of revenge.
The insignia represented is an dagger.
Trapped in her cell after eventually seeing Jasper get her arrested by blaming her. Marpei decides to use the Dream World to get out of the prison. Marpei ends up fighting against corrupted Dream monsters as well, only to see that they have gotten more stronger than ever. Marpei hears sounds of the Sandman being in danger; the iconic Dreamcatcher ring. Marpei decides to hurry to find a connection to the Nightmare World to track down Jasper and the Sandman. She eventually witnesses, a complete bridge from the Dream World to the Nightmare World, which was built by Jasper, and says to herself that Jasper is getting close to fusing both worlds together, and that the mortal world was left until all three worlds become fused together.
Marpei sees Jasper planning on executing the Sandman if he doesn't give him Marpei's powers, and Marpei fires a poison dart at Jasper, but he absorbs it. Jasper is surprised on how framing her didn't seem to put her out of commission. Marpei says that she had enough pushing around from him, and Marpei and Jasper get into a 1-1 fight, but as neither of them were able to deal any damage, Jasper becomes bored, and eventually decides to kill the Sandman himself.
After seeing Jasper pull out a knife to slash the Sandman, and then disintegrate him into Nightmare Magic, Marpei screams, which causes her dreamcatcher necklace to ring with a blinding glow, which stuns Jasper. Marpei uses her necklace's ring to transform her in to the Celestial Dreamer, also known as Goddess of Dreams, represented with butterfly wings, and starts fighting against Jasper's Titan, Jasper then runs off, and then Marpei uses her transformation to seize a opportunity to escape from the prison via taking a separate route from the Dream World that would teleport her back to her bed at her rural home.
===Final Chapter: Optimum===
A earthquake is heard at Marpei's house, and eventually, Jasper's tower, the Nightmarsh, is built, revealing to skyscrape up to the stars.
The greatest condition or degree; ultimate status.
The insignia represented is the Celestial Dreamer.
Marpei gets up in her bed with the cut-in-half pillow replaced, and says that Jasper will be making his last stand on a tower, and that everyone is rooting for her to stop Jasper once and for all. Marpei eventually climbs up the tower and starts fighting off the monsters on her way to the top to confront Jasper.
After reaching Jasper's throne room, Jasper welcomes her, and explains everything. He explains that his motive came from when he was from the same orphanage that he was, and was a victim of the same plague that happened 21 years ago. Marpei eventually realizes that both of them are polar; Marpei has the Dream powers, and Jasper has the Nightmare powers. Jasper said that he demanded the Sandman for the powers and being able to use them immediately, but he got jealous over how Marpei got the Dream powers before him. He felt like that he was better off in the Nightmare Realm and wanted everyone to be inside of it, so he had the idea of merging all three realms together by killing off the Sandman and Marpei to take full control of the realms. Jasper makes an offer to Marpei where she would join his side so he could spare her. Marpei refuses angrily, claiming that she'd had enough of him pulling her hair. Marpei readies her magic, and Jasper brings on his Nightmare-energized blade. Jasper starts fighting her, this time being able to deal major damage, but Marpei uses her Dream Magic to parry his biggest attacks. Jasper, having had enough, decides to transform into his equivalent of the Celestial Dreamer, the Wrath of Nights, or the God of Nightmares, and then makes the fight even more intense. Marpei is then overwhelmed when Jasper inflicts a fatal blow, but the sound of the Sandman's dreamcatcher jingle manages to wake up Marpei and unleash the Celestial Dreamer to fight the Wrath of Nights and then damage him. In response to this, Jasper overloads himself, transforming into the Wrath of Night's maximum load with all of the energy he has, a size much bigger than Marpei herself, even as the Celestial Dreamer. Marpei shields the Wrath of Nights' nightmare beam and then reflects it towards him, eventually weakening the Wrath of Nights as the form falls apart, leaving Jasper dead and all of the Nightmare monsters fading away from everywhere.
After destroying the God of Nightmares, Jasper's equivalent of the Celestial Dreamer, Marpei absorbs all of his powers, and is given a choice from the ghost of the Sandman; "does she want to keep both realms open to the dreamers, or does she want to destroy both realms so nobody can ever witness them again?" Marpei decides that since she's a dreamer, she picks to keep the Dream World open to the dreamers, and then all bad dreams head towards the Nightmare world, sealed away. Upon the tower collapsing and disintegrating of Nightmare Magic, Marpei leaves and heads back home, turning back into her human self from the Goddess of Dreams, and now with complete control over the Dream World & the Nightmare World, Marpei declares that people who can dream, can enter the Dream World and see for themselves, and all of the bad dreams, get sealed away. Upon building enough essences from the people of Renaissance Europe, she gains enough energy to revive the Sandman at last, and start building the Dream World as a virtual utopia in her sleep. Marpei is proclaimed a "renaissance hero" across the land. Marpei gets a new bed & pillow with the Oracle's decorations.
During the peak of the summer, Marpei decides to go on one of her biggest summer dreams; swimming. In her mauve bikini, she goes swimming at a beach in Germany and then asks her the question; "what else could anyone dream?"
THE END
A post credits scene shows Marpei back in her bed at night, who eventually falls asleep, with her eyes glowing lavender before fading out. The French writing "fin" appears in a script-like font, written from left to right with sound effects.
==Nightmare Unleashed==
With the release of the Dreamer Edition, three more chapters had been released. They unlock after completing the main campaign. They are considered Lost Chapters, as they do not fit in the plot. There are no collectibles to be acquired in these chapters.
===Lost Chapter: Reverse===
The undoing of an action, inversion
The insignia represented is a U-turn.
Marpei starts off in the Nightmare World, fighting off Nightmare monsters summoned by Jasper. After destroying a Nightmare Titan and clearing one of Jasper's deeds, Marpei tries to leave the Nightmare World and get back home by trying to wake up, but finds out that the connection to the Dream and Nightmare Worlds have been cut, meaning if she dies in the Dream or Nightmare Worlds, she dies for real as she would become trapped in the realms for eternity. Marpei fights through the Nightmare World to find out the source of the connection cut.
Marpei finds out that Jasper had installed a portal that allows him to have complete control of the Nightmare World, including making the Nightmare World a virtual prison on Marpei. Upon finding the portal, Jasper casts a spell on her ankles, preventing her from moving. He says his new payload of choice to get rid of her once and for all is to trap her in the worlds while he does his attacks on the real world. Marpei breaks out and chases Jasper into the portal.
Jasper heads to the Dream World to apply the same thing whenever Marpei enters it through the portal, but is stopped by Marpei herself. Jasper and Marpei get into a duel, weakening both of their powers. Eventually, Marpei ends up falling in the clouds below the platforms behind her, but as Marpei had destroyed Jasper's portal, Marpei finally wakes up in her bed at home. 
===Lost Chapter: Derelict===
A condition of being run-down; in very poor condition.
The insignia represented is a cracked block.
A heavy rain with high winds causes some tree branches to fall and quake the meadow. In the morning, where the clouds are covering the sun, Marpei looks out her window to watch the rain. While she was sleeping, she was meditating in the Dream World, looking out for any possible danger with the Sandman.
While watching the rain, she hears a mysterious earthquake that was much louder than normal, and sounded like something was going to form out of the ground. Marpei, deciding to find out for herself, decides to go outside in the rain. Marpei, knowing that the heavy rain would forbid her to leave safely, decides to use her Nature Magic to conjure a flower bubble that would keep her warm while she goes outside in the rain, under the limitation that she cannot use any other Nature Spells. Taking her bare feet into the grass, which are being kept dry by the flower bubble. Marpei then walks around and tracks down the source of the earthquakes, where she then finds a cave leading underground.
Entering the cave, she comes across Nightmare monsters made out of rock, where she must use her elemental Emotional Spells to fight as they use elements such as fire, ice, and even lightning. Marpei then finds herself in a large room that resembles ancient ruins and monuments. Looking closer at the ruins, she notices that the ruins have a resemblance to the Dream World, noticing how the floor is designed and the structure of the pillars. 
Reaching the chamber which is shaped like the Sandman’s original chamber where she met her back in the orphanage upon awakening in the Dream World for the first time, she reaches a dead end, only for three mysterious Nightmare forms to appear out of the ground. After destroying the three forms, the floor quakes and appears the Gamma, the three-headed Nightmare monster capable of using Dream, Nature, and Nightmare magic, similar to the three Nightmare forms Marpei had fought before the floor collapsed. Upon the destruction of the Gamma, the derelict eventually collapses and Marpei reaches back to the surface. Marpei, upon noticing that the rain had stopped, returns to her home safely.
===Lost Chapter: Illusion===
At midnight in Austria, the moon lets out a red energetic static, as if it was an illusion.
An object that is wrongly perceives by the senses, a decoy.
The insignia represented is a mirror.
Marpei goes to visit the city of Austria, only to find it deserted. Upon exploring around, she finds buildings empty and cold, cold as in the lack of presence. She grows suspicious of this, and decides to head back home to enter the Dream World to talk to the Sandman to figure things out.
While talking to the Sandman, he reports of zero attacks from Jasper on the side of the Dream World. Both the Sandman and Marpei decide to open a gate to the Nightmare World to investigate what Jasper's scheme is.
Aside from a few Nightmare monsters, they find the Nightmare World empty. After some exploring, they find a mysterious red glowing orb that they've never seen before. However, the Sandman suspects it could be another zone inside the Nightmare Realm upon sensing life inside the orb. Marpei tries to get inside the orb, but the orb's forces are too strong to even react. The Sandman gives Marpei an idea; he'll absorb some of the orb's energy, give it to Marpei for her to use it to enter the orb. However to do this, Marpei has to leave the Nightmare Realm and sleep back in her bed afterward with the trace. Marpei leaves the Nightmare Realm by waking up in her bed, and then decides to sleep back in on the other side using the energy provided by the Sandman to enter the zone, being superstitious that it could be one of Jasper's tricks.
Marpei wakes up in the same bed that she was in, still daytime. Getting out of bed, Marpei looked at the mirror that was at her desk, and noticed that the mirror had no reflection. Being superstitious about this mystery, Marpei leaves her home and runs on the footpath leading to Austria. However, a Nightmare Eye forms out of Marpei’s door, revealing that Jasper is tracking Marpei down.
Arriving at Austria, Marpei tries to search for anyone alive. However, while walking through the alleys, Marpei is then attacked by a Nightmare Legion behind her. She ends up fighting waves of Nightmare monsters that block her way. To no luck, she is unable to find any human survivors left, assuming that they were all taken by the monsters.
She eventually finds a mysterious red light in the prison. Switching over to a perspective of a man behind bars, he sees Marpei walk up to him, and questions if she's here to save him from Jasper. Marpei tries to act normal as she can. Just as about the hostage was going to accept Marpei's pact, the real Marpei jumps in and warns that it’s a trap; the fake Marpei is actually an imposter & she wants to lure him for her tactics. The fake Marpei talks back, claiming that the real Marpei is the imposter. To prove herself, she states that Jasper's plan this time was a parallel world to fool Marpei and plan his ultimate ambush; and that she got through with the help of the Sandman giving her energy from the parallel world in the Nightmare Realm. Upon this statement, the fake Marpei goes berserk, and was revealed to be Jasper in disguise, who had created the parallel world to trap all of the people and turn them into Nightmare monsters.
Marpei & Jasper get into a fight, but Jasper has prepped an ambush for her; she is surrounded by Legions, Marpei fights them off and blows up Jasper's transistor, a Nightmare Core. After blowing up the core, the red orb in the Nightmare World explodes causing Jasper to be blown away, while Marpei is ejected out of the parallel world, waking back up in her bed back in the real world. After getting out of her bed, Marpei looks at her reflection in the mirror one more time, and sees her reflection perfectly.
Marpei heads back to Austria, with everyone back in tact. As it reveals, the Nightmare creatures Jasper used posed as the people in the parallel world. When Marpei went to ask people regarding the parallel world, most of the people say that they hardly know anything about a parallel world or any sort of illusion. The same man that Marpei had rescued in the parallel world, stated that they won’t have any idea on what they saw for themselves.
==Gameplay==
===Startup===
Upon booting up the game, the Wii U bootup screen shows a CG artwork of Marpei crossing from the mortal world into the dream world via teleportation with the logo on the bottom-right, with the music from the Dream World ambience being used.
Upon getting to the main menu, the main menu screen comprises of Marpei's country home outside in the meadow. Pressing ZL+ZR as indicated begins with a dreamcatcher jingle, and then starts the game with the option to start from three file slots. File slots are nicknamed "dreams" to tie in to its theme.
===Overall===
The gameplay is loosely based on most action-adventure games, except that unlike other action-adventure games, Marpei refuses to use any physical weapons (swords, bows) to take down her enemies, instead she uses the power of the Soul of the Dreamcatcher, a dream star, to cast magical dream-elemental slashes which recharge energy and serve as her last resort incase she is low on mana and cannot use any spells to defend herself.
Marpei has five types of magic; Dream, Nature, Nightmare, Emotional, and Charm. Dream Magic must be used to smite Nightmare World enemies, Nightmare Magic must be used to smite Dream World enemies, Nature Magic has various purposes such as building nature bridges which are guided via walking a path, Charm Magic lets Marpei take control of a monster, usually to fight in certain strategies or for puzzles. All magic comes with a cost and must be regenerated by absorbing mana from enemies via the Y button. Emotional Magic has four spells based on fire, ice, thunder, and water, which play an important role on the enemies you're fighting. Shield enemies require thunder, speed enemies require ice, and strength enemies require fire.  Some spells have "charged" capabilities which augments what they do at the cost of increased mana cost.
The HUD is represented with Marpei's healthbar on the top left, manabar on the top right, a compass on the top, and the four D-Pad weapons on the bottom-left, aligned in a 3D fashion and consisting of the modern flat UI with the font Geo Sans Pro. The HUD reacts to movement like in most action-adventure games, and hides automatically, depending on the action. There are two options, Standard or Pro UI. Pro UI only shows the health and mana bar and the D-Pad weapons which fade in and out depending if you're switching.
Marpei's appearance is that she has long lavender-to-magenta hair that goes down to her waist. She wears a dark purple sleeved dress with a dreamcatcher necklace and wears a skirt that goes down only slightly above her knees. She goes barefoot the entire game, and because of this, her running sounds don't make much noise with the exception of running on water.
Throughout the game, Marpei can find various collectibles that can be obtained to upgrade her stats. There are 2 collectibles; Heart Dreamcatchers and Aether Crystals. Heart Dreamcatchers increase Marpei's max health to 300 from 100. and Aether Crystals increases Marpei's max mana to 250 (each Aether Crystal gives 25 more max mana). After beating the game, Marpei gets the Treasure Detector, which points out which chapters have Aether Crystals/Heart Dreamcatchers that she missed.
Marpei can gain currency which is represented by dream orbs (violet) which are gained by defeating enemies. Marpei can use these orbs to upgrade her magic to do more damage and further their capabilities. Another type of pickup called a healing orb (pink) can heal Marpei as well.
The game runs at a 1080p with a 30fps cap and makes use of an cartoon 3D artstyle. It also pushes the limits of the Wii U in terms of graphic power by its immersive world, especially in the views where you can see 3D renders of the cityscapes. English, European, and Japanese voice-acting is available from the settings. English and European voice-acting share the same voice actors, while Japanese utilize its own voice actors.
The game supports playing either via the GamePad or the Wii U Pro Controller, though it is not compatible with the Wii Classic Controller. It can also be played on either the TV screen or streamed into the GamePad as well.
Controls 	Controls
Control Input	Description (* if it appears as "LOCKED"*)
B 	Jump
A 	Action
Y 	Absorption
X 	Melee Magic (if available)
L 	Switch Magic Type
R 	Ranged Magic
ZL 	Aim
ZR 	Dodge (via flipping)
LS 	Sprint/Crouch
RS 	Dream Sense
LS+RS 	Transformation*
Start 	View Menu (Abilities, Codex, Journal, Options) 
Select 	View Map
D-Pad 	Switch Magic Spell
===World===
While the game is not entirely open world as it follows a stage structure instead of a free-roam open world, the chapters do have some free-roam parts in it, such as exploring through cities of Renaissance Europe, the wilderness such as meadows, beaches, and forests, and can even explore through Dream World via sleeping in beds and the Nightmare World via unholy carpets. The Nightmare World and Dream World have abstract-like structures, while the earth world has real-world structuring/landscaping.
In Renaissance Europe, there are the following states; Scotland, France, England, Italy, Spain, Germany, Austria, Netherlands, and Hungary.
The Dream World is represented by a classical-themed palace with a lavender-blue sea of clouds as the pits and a starlit night sky as the background. 
The Nightmare World is represented by a medieval-themed castle with a black sea of clouds and a lunar-eclipse in the sky with no stars as the background.
===Puzzles===
Throughout the game, there are various mechanics that will challenge Marpei in many ways, such as what ability to use, or how to take down the enemies. There are various types of terrain and landforms that change how Marpei is about to fight her enemies.
Special Landforms
Landform Name	Description 	Effects
Ice 	Very cold to even hold on to. Can give frostbite if not warmed up, and can easily result in sledding.	Gives frostbite and sled without an Ice Shield. Can be melted with fire.
Molten Rock 	Very hot to the touch. Can easily give burns if held too long. 	Gives flame damage without a Flame Shield. Can be cooled with water.
Water 	Tends to not be very quiet to even wade through. Safe, but easily alerted. 	Alerts other enemies if running on puddles. Can swim through lakes, but not indefinitely. Can be frozen through with ice.
Asphalt 	A popular form of paving which is hard and easily more durable. 	While standing on this tile, Marpei cannot use Nature Magic. You cannot use this as a path for nature bridges.
Wind Rift 	Is capable of pushing others to somewhere with even the best resistances. 	While walking on this, Marpei or any object is pushed through.
Fragmentation	These floors are very fragile and don't last very long. 	While walking on this, it will fall down after a few seconds. You can use this as a method to take down enemies.
Sand 	A type of landform commonly found near water sources, such as beaches. 	While walking on this, your walking speed is slightly slowed and enemies can track your footsteps.
Trapdoor 	A floor door that if steps on, drops down and recloses itself afterward after a while. 	While running on this, you have 2 seconds to leave before it drops down. Can be used to take down certain ground enemies.
Via using beds across the world, Marpei can enter the Dream World and solve various puzzles to find various items, clues, or solve important missions. Some optional puzzles will require specific abilities and usually cannot be solved until later. For example, one optional sidequest involves clearing away an earth blockade, which requires the Aquawave spell.
There are various items and tools that are used across the puzzles;
*Elemental Shields: Must be used to survive elemental hazards like frostbite and fire.
*Hovering Cloud: Hovers above floor-based obstacles. 
*No-Tool Gates: All tools will be removed upon crossing.
*One-Way Gate: You cannot go back upon going through this gate.
*Arrow Change Switch: Changes the direction of the One-Way Gates to clockwise or counter-clockwise.
*Portal: Takes Marpei (and also enemies to some extent) to the other portal it was linked to. There are blue, green, and red portals. 
===Magic Spells===
Each magic type has four magic spells. Some magic spells will do damage to enemies, while some are used for even defensive purposes. All of these spells are gained as part of the story. Some magic spells have melee capabilities, though not all of them. They are indicated via diamonds and appear on the bottom-left, and pressing the D-Pad makes the selected icon glow, and Marpei switches it. 
In addition, there are even elemental gates that require a specific element which will cause Marpei to have a thought bubble. If this thought bubble is "?", that means it has to do with an ability that you don't have yet.
====Dream====
These spells are unlocked after the prologue. Dream Spells deal more damage towards Nightmare enemies. The Dream element is described as purple/blue in terms of color and are formed out of particle-based plasma.
 	
Spell Name (Cost)	Description
Wave (8) 	Fire a particle-based magic missile that deals more damage towards Nightmare-type enemies. Upgrades will increase the shots it fires by up to 3. Melee attacks will have you cast dream slashes.
Shield (20) 	Block enemy attacks. However, you cannot block collision attacks such as mines or bombers. Upgrades will improve the shield's durability.
Blast (20) 	Throw a grenade which explodes over an arc. Upgrades will increase the amount of explosions after bouncing up to 3. Melee attacks will cast close explosions.
Sleep (20) 	Stun an enemy by putting them into sleep. Useful for stealth sections. Upgrades will reduce the enemy's hearing, making them unlikely to wake up fast.
====Nature====
These spells are unlocked partway through Chapter 1. Nature spells are however, weak to fire but are effective towards water-based enemies. Nature Spells lore-wise were based off the equilibrium of both worlds Dream and Nightmare. They are represented in lime-green. 
 	
Spell Name (Cost) 	Description
Flower Power (8) 	Fire a nature shot that explodes into flower petals and deals Nature-type damage. Upgrades will allow the petals to bounce towards other enemies and deal minor damage. Melee attacks will have you cast flower slashes.
Corkscrew (10) 	Fire up to 5 arrows that lock on to enemies and deal Nature-type damage. Note that each lock on increases the cost by 8, 7, 6, and 5, up to 36 maximum cost at 5 different targets. Upgrades will increase the damage.
Bramble Dash (30) 	Cast a bramble wave that deals damage towards enemies in it's distance. Upgrades will increase its range.
Autumn Leaves (40)	Cast an orbiting rift of autumn leaves to shield you from melee enemy attacks and deal damage to enemies. Upgrades will increase the rift's durability. Note however that you can have only one rift at a time.
====Charm====
These spells are unlocked on Chapter 3. Charm Spells are unique as they aren't focused on doing damage, but instead take a more defensive approach in their usability. Most notably, they are non-elemental.
 	
Spell Name (Cost)	Description
Charm (30) 	Suspend an enemy via the use of Charm Magic. Enemies/bosses that can't be suspended only take damage.
Reflect (20) 	Lets you reflect certain attacks towards the enemy, whether it be melee or ranged. Some enemy attacks cannot be reflected, though.
Decoy (15) 	Summon a clone of you which distracts all enemies. Note that the decoy is destroyed by a single melee strike but its durability can be upgraded. Only one decoy can be on the field at a time.
Magnet (25) 	Throw a magnet that can pull some ranged fire toward it. Some attacks cannot be pulled by it.
====Nightmare====
These spells are unlocked on Chapter 8. Nightmare Spells are dark-type, meaning they do more damage to Dream enemies. They are indicated in dark red and are formed of dark magic of the Nightmare Realm, being formed out of blood red particles, as opposed to Dream's lavender and blue. 
 	
Spell Name (Cost)	Description
Void (8) 	Fire a magic missile which does more damage towards Dream Enemies. Upgrades will stun enemies and do heavy damage. Melee attacks will cast dark-colored slashes.
Cross (25) 	Throw a cross which hits up to 5 times and bounces off enemies, and on the final hit, the cross explodes. Upgrades will enhance the explosion to knock down enemies on the final hit.
Eagle Eye (40) 	Cast a laser towards enemies that does heavy damage and pierces enemies. Upgrades will make it so there's an explosion on every enemy it hits. Charged attacks will pierce enemies.
Mineer (30) 	Throw a mine that explodes into a Nightmare Piercer that can defeat up to 3 enemies in a row depending on their spacing.
====Emotional====
These spells are unlocked on Chapter 13. These four spells have different elements, and some enemies have resistances to elements or must be taken down with these spells. All four of these spells function similarly to the Wave/Void spells, except they deal more damage at an increased mana cost and have a completely different attack upon charging, but at a higher cost. Charge attacks require you to hold down the attack button for 6 seconds without being interrupted.
Lore-wise, Emotional spells, unlike Dream, Nature, or even Nightmare, are not based on any environments from the Realms or the Sandman's powers. They were powers based on the real world. such as fire, water, lightning, and ice. 
 	
Spell Name (Cost|Charge)	Description
Frostnova (15|50) 	Cast an ice wave which freezes enemies and puts down thunder conductors. Melee attacks has Marpei slash with ice. Charged ranged attacks will cast an icicle shower that rains down on enemies around you via a snowflake ring on the ground. A maximum of 10 icicles can be summoned.
Pyromancer (15|45) 	Cast a fireball which does fire damage and burns up ice blocks. Melee attacks has Marpei slash with fire. Charged ranged attacks will cast a meteor that deals massive area of effect damage.
Thunderstorm (15|35) 	Cast a thunderbolt which does thunder damage and zaps water waves. Melee attacks has Marpei slash with thunder. Charged ranged attacks will cast a chain lightning bolt that can zap up to 5 enemies.
Aquawave (15|40) 	Cast a water bomb which does water damage and puts out fires. Melee attacks has Marpei slash with water. Charged ranged attacks will replace the water bomb with a water typhoon that deals water damage to all enemies in the facing direction.
====The Celestial Dreamer====
Near the end of the game, Marpei unlocks her last form of combat, the Celestial Dreamer, simply activated by the L3+R3 button after dealing enough damage towards the enemies. The form lasts for only 30 seconds and represents her transformation into the Goddess of Dreams, also known as the Celestial Dreamer. In this form, Marpei instead of using her normal magic spells, she instead uses her wings to dodge real fast, attacks her enemies via casting homing dream butterflies towards her enemies and use beams of light to strike down from above. 
During the transformation, Marpei is invincible and cannot take any damage, with her healthbar going into rainbow colors and her spells are changed. Her main melee attack is Judgment, a golden Dream slash that does damage towards enemies. After the duration is up, Marpei turns back to normal with her healthbar and mana fully regenerated. It takes three minutes for it to recharge. On the HUD, it is represented by a smaller gold bar below the mana bar. 
===Difficulties===
As this game incorporates a mix of action and adventuring aspects into the game, there's also a choice of three difficulties; Relaxed, Normal, and Nightmare. While some games have you unlock the "Hard" difficulty first, the game has the option of starting from scratch on the hard difficulty.
*Relaxed: Enemies are slower and deal less damage, plus if Marpei falls in battle, she has a Dream Heart which will revive her once per battle and resets afterward.
*Normal: Normal difficulty.
*Nightmare: Enemies are faster, deal more damage, and enemy pattern changes. 
==Codex==
This is a list of the enemies in the game.
===Nightmare Spirits===
Nightmare Spirits are indicated in dark red. 
Enemy Name	Description
 	
----
*Attacks:
 	
----
*Attacks:
 	
----
*Attacks:
===Dream Spirits===
Dream Spirits are indicated in dark blue. 
Enemy Name	Description
 	
----
*Attacks:
 	
----
*Attacks:
 	
----
*Attacks:
===Bosses===
Enemy Name	Description
Guardian 	
Titan 	
Jasper 	The man who tried to pressure the Sandman for magic, having getting into the Dream World the same way Marpei did.
==Renaissance Manuscripts==
Renaissance Manuscripts, which can be viewed from the Journal, are items that explain the lore behind this game.
Name 	Description/Reading
Research: Dream Magic 	
Research: Nature Magic 	
Research: Elemental Magic	
==Italian Museum==
The Italian Museum is a museum which is viewable from the menu. Galleries open by getting more Lucid Dreams. It first opens up, after beating the game once.
*Gallery 1: Concept Art
*Gallery 2: Jukebox (soundtrack)
*Gallery 3: Characters/Enemies
*Gallery 4: The Evolution of Renaissance Europe
*Master Room: A Renaissance-style marble sculpture of Marpei. This room is unlocked via getting the Master achievement. 
== Lucid Dreams==
Lucid Dreams are the achievements in this game. They are indicated in four ranks; Master for the Platinum, Expert for Gold, Advanced for Silver, and Beginner for Bronze.
Lucid Dreams 	Lucid Dreams 	Lucid Dreams
Title 	Description 	Rank
Oracle of Sleep 	zzz... 	Master
Insomniac 	Clear the game on Nightmare mode. 	Expert
Sandman's Hero 	Clear the game for the first time. 	Expert
Spell Master 	Fully upgrade all spells. 	Expert
A Heroine for Hire 	Clear all of the side-quests. 	Expert
Archivist 	Collect all Renaissance Manuscripts. 	Advanced
Treasure Master 	Find all Heart Dreamcatchers and Aether Crystals. 	Advanced
Dreamcatcher Brawler	Kill 1 boss only using the Soul of the Dreamcatcher. No spells!	Advanced
Elemental Chain 	Kill 1 enemy with all four Emotional spells combined. 	Beginner
Awakening 	Transform into the Celestial Dreamer for the first time. 	Beginner
Your First Spell 	Cast your first Dream Spell. 	Beginner
=== Nightmare Dreams ===
Nightmare Dreams are the Lucid Dreams of Nightmare Unleashed.
==Trivia==
*The first trailer for this, rolled out on the Game Awards 2014 show, and a 2nd gameplay trailer appeared in March 2015 on a Nintendo Direct, showcasing the gameplay and action. In April 2015, an 15-minute showcase of the gameplay, showing scenes from Chapters 2 and 3 with battles taking place in the Dream and Nightmare Worlds.
*A collector's edition, called the Sandman's Treasure, rolled out in Canada, US, Europe, and then to Japan. As Nightingale Labs was Canadian, it was one of the few collector's editions to get to the US/Canada. It contained a soundtrack CD jewel case (the album art showing Marpei with Dreamcatcher headphones) that also had Marpei and the cast talking in European languages, the artbook called "Codex Dreamcatcher", and the game itself. A Wii U bundle, which showed the lavender Wii U logo in the Dream World that came with Nintendo Land and this game, was also sold. A Joycon duo, with a periwinkle-left and a magenta-right with the Dream insignia, was also sold.
*Some of the Magic Spells are based on the weapons from Ratchet and Clank;
** The Wave/Void Spells are based on the traditional Blaster weapon.
**The Cross Spell is based on the Buzz Blades weapon. While the Buzz Blades functions as a typical machine gun weapon that bounces between enemies, the Cross Spell takes up more MP than the Blaster but deals more damage. 
**The Eagle Eye is based on the Alpha Disruptor weapon.
**The Corkscrew is based on the Predator Launcher weapon.
**The Blast is based on the Fusion Grenade/traditional bomb weapon.
**Lastly, the Soul of the Dreamcatcher, is loosely based on the Omni-Wrench, the melee weapon.
*As the game is set on Renaissance Europe, many characters/NPCs have European accents;
**Marpei has an Austrian accent.
** The Sandman has an Irish accent.
**Jasper has a Hungarian accent.
**Its also worth noting that all of the voice actors match their accent, Marpei has an Austrian actress, and the entire voice acting is comprised of actual European actors. 
*There are also references to Renaissance projects, such as paintings, Leonardo Da Vinci and the flying machine, and various other artists/famous people.
*Prussia, a country in Europe that no longer exists today, was considered to be added, but then the developers decided to integrate Prussia into Germany as both were German.
*The term "fin" in the ending is known to be "the end" in Spanish/French, which is also a common trope in some European films.
*Emotional Spells would've been Water, Earth, Fire, and Air following the four elements, but as Earth was already occupied by Nature Spells, Earth was replaced with Ice, based on winter, and Air being replaced with lightning, being based on thunderstorms. Lore-wise, Fire was the most difficult element to research because that element could only form by human intervention and the only circumstance that could form naturally is from reactions with lightning clouds.
**While Dream and Nightmare can be considered light/dark elemental, they are an indirect approach as typically, light would be white/yellow and dark would be purple, as opposed to Dream's lavender/blue as opposed to Nightmare's red. For comparison, the Pyromancer's Magic Missile resembles a fireball, while the Dream Magic Missile is a lavender spark particle blast that explodes into stars, while the Nightmare Magic Missile is a blood red energy orb that explodes into plasma. 
== Gallery ==
File:Marpei.fw.png|Main logo
File:Marpeiweaponui.png|Weapon UI
File:Marpeichapter.png|Chapter startup
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