Suntides Pitch 2.0
SUNTIDES - COMPLETE GAME BREAKDOWN
CORE PREMISE
Protagonist: Pembra - Tibetan Buddhist orphan studying under Master Tendzin
Setup:
Pembra is told that through good karma, he’ll be reborn as a king in his next life
Omn’arch (Omnaki King) arrives via UFO and reveals:
The 12 Omnaki seeded humanity as a slave race
They distributed zodiacal powers through jewels called Suntides
They’re freezing the reincarnation cycle (aborting the experiment)
Master Tendzin dies shielding Pembra from Omnaki energy blast
The Deal:
Pembra, grieving, negotiates: If he collects all 12 stolen Suntides and returns them, humanity keeps reincarnation
Omn’arch agrees
Pembra’s quest begins
Key Items:
DRJ (Daniel Rougeau’s Journal) - Explorer’s journal guides Pembra through early levels
Map - Acquired at Gemini level, shows remaining Suntide locations
GAME STRUCTURE
Genre: 2D side-scrolling action-adventure (Secret of Mana/Link to the Past inspired)
Jodorowsky’s Holy Mountain Influence: Each level = allegorical trial with deep symbolic weight per zodiac sign
Level Format (Each of 12 zodiac levels):
LO (Level Omnaki) - Zodiac deity/boss character
BC (Basic Creatures) - Small enemies
MLC (Mid-Level Creatures) - Tougher enemies requiring strategy
BB (Boss Battle) - Unique challenge reflecting astrological archetype
ST (Suntide) - Collected jewel granting new ability/relic
RECURRING CHARACTERS
QUILBY (Voiced by TBD friend)
Shopkeeper who appears in most levels
Shop keeps getting destroyed (follows Pembra’s trail of chaos)
Resentment builds progressively
Eventually becomes a boss fight (level TBD)
Quilby’s Arc:
Taurus/Sylvoros: Friendly, normal merchant
Gemini/Desert: Annoyed, “trouble follows you”
Cancer/Selenite Beach: More resentment, “weather would be nice here”
Leo/Kingdom: (TBD - was he there?)
Virgo/Asylum: Institutionalized, directly blames Pembra - “YOU’RE causing all this!”
Future levels: Escalating toward boss fight
MORWENA (Voiced by Natalie Armstrong)
Morwena is a powerful witch who lives on the outskirts of Selenite Beach, where Pembra first encounters her casting spells in isolation. She has made herself immune to the magic of Lunareth, the Cancer Omnaki who has zombified the beach town’s population, and she becomes Pembra’s first true teacher in the arcane arts. When Pembra seeks her help, she explains the fundamental nature of magic in the world of Suntides: that spells are cast through rings, and that he will need to purchase a Spellbook from Quilby’s shop to properly learn and record his magical knowledge. After Pembra acquires the Spellbook, Morwena teaches him not only the protection spell that will grant him immunity to Lunareth’s attacks, but also the basic principles of spellcasting that will serve him throughout his remaining journey. She becomes a friend and ally to Pembra, recognizing the worthiness of his quest to restore humanity’s reincarnation cycle.
Behind her helpful demeanor lies a radical environmental philosophy that has driven her to create three of the twelve Omnaki themselves. Morwena has enchanted animals to transform into god-like beings for the three Earth sign territories, weaponizing nature against human civilization. She enchanted a raccoon to become the Taurus Omnaki, a storytelling terror that ruled over Sylvoros in armor containing the Taurus Suntide. She enchanted a cat to become Dr. Septimus Vane, the Virgo Omnaki who runs the nightmarish asylum on the Isle of Vindamyatrix. She enchanted a possum to become Chron’oros, the heavily armored Capricorn Omnaki who controls time itself and proves to be the hardest boss in Pembra’s entire journey. When these enchanted creatures are defeated, they revert to their true forms as ordinary animals, revealing the artificial nature of Morwena’s creations. She does not see herself as evil, but rather as a necessary guardian of the natural order, willing to create false gods to protect ecosystems from human destruction.
DANIEL ROUGEAU (Voiced by Daniel Trudeau)
Eccentric American explorer (Indiana Jones type)
Visited Pembra’s Tibetan village before the Omnaki arrival
Left his journal behind (DRJ)
Journal documents Suntide research and Omnaki theories
Meets Pembra at Capricorn level
Mountaineer/retiree hobby
Befriends Pembra, teams up, guides him up mountain
Backs out before Capricorn boss: “Too dangerous!”
Killed by Chron’oros (timing TBD)
LEVEL 0: PROLOGUE - TIBETAN VILLAGE
Setting: Pembra’s home village
Key Characters:
Master Tendzin - Pembra’s teacher, promises he’ll be king in next life
Omn’arch - Omnaki King who announces the frozen reincarnation cycle
Events:
Pembra studies Buddhism with Master Tendzin
Learns about karma and reincarnation
Omn’arch arrives via UFO
Announces end of reincarnation cycle
Master Tendzin dies shielding Pembra from energy blast
Pembra makes Suntide deal with Omn’arch
Finds Daniel Rougeau’s journal in village
Quest begins
LEVEL 1: ARIES - IGNARIA
Setting: Volcanic island (Vulcan’s Peak), Greco-Roman ruins, coastal cliffs
LO: Zarketh (Aries Omnaki)
Disguised as cocky local initially
Apocalypse Now/Kurtz-style cult leader with devoted followers
Commands wooden audience and servants
Dies consumed by volcanic eruption
Progression:
Arrive on island
Meet Zarketh (disguised, “helpful”)
Arm wrestling challenge (auto-fail - too weak)
Training montage - find weights, build strength
Arm wrestling rematch (WIN)
Earn SWORD (contains hidden Aries Suntide, Zarketh doesn’t know)
Fight with sword (much more powerful than punch)
Explore island, athletic trials
Zarketh challenges to chariot race before followers
1-hour timer - traverse island, reach Colosseum
Fight BC/MLC along the way
Boss: Ben-Hur chariot race during Vulcan’s Peak eruption
Zarketh consumed by eruption, dies
Escape with sword containing Aries Suntide
Read DRJ → Sylvoros
BC: Automatons (animated Greco-Roman statues)
MLC: Volcanic Rams (dash attacks with telegraph)
BB: Mario Kart-style chariot race through volcanic eruption
ST: Aries Suntide (hidden in sword) - Ability: Sword combat
Mechanic: Before sword = weak punches; after sword = powerful attacks, enemies die faster
TRANSITION: CANYON PASS
Navigate canyon between Sylvoros and Gemini
Small creatures (desert lizards, scorpions, bats, vultures)
Biome shift: forest → rocky canyon → desert
Mini-transition area between major levels
LEVEL 2: TAURUS - SYLVOROS
Setting: Forest level
LO: Taurus Omnaki (Enchanted Raccoon)
Enchanted by Morwena to protect nature
Wears armor containing Taurus Suntide
Storytelling mechanic: Tells long stories, expects Pembra to remember details
Most difficult boss to this point
After defeat: Shrinks to tiny normal raccoon (enchantment broken)
Progression:
Arrive from Ignaria by boat/ferry
Discover village living in fear of “armored god”
First shop - Quilby (friendly introduction, Stage 1)
Money system introduced - BC/MLC drop gold coins
Explore forest, fight enemies
Cooking contest challenge:
Villagers hold monthly ritual to appease “god” with special stew
Gather forest ingredients
Make stew
Something goes wrong with Pembra’s dish
According to Sylvoros fable, god can eat whoever fails
Boss: Armored Raccoon
Tells long stories during fight
Expects Pembra to remember details
Sword combat (first difficult sword fight)
Answer story questions correctly or take damage/penalties
Defeat raccoon
Raccoon shrinks to tiny creature - enchantment broken
Claim armor (contains Taurus Suntide)
Village freed from fear
Hints at witch who enchanted the raccoon
Read DRJ → Desert carnival
BC: Forest creatures (TBD specifics)
MLC: Stronger forest creatures (TBD specifics)
BB: Sword combat + storytelling quiz mechanic
ST: Taurus Suntide (in armor) - Ability: Armor suit (increased defense, can take more hits)
LEVEL 3: GEMINI - DESERT CARNIVAL
Setting: Traveling carnival in desert, Veilborn nomadic culture
LO: Janus (Gemini Omnaki)
Ringmaster with top hat, tailcoat, theatrical
Belongs to Veilborn race
Mask contains Gemini Suntide
Shoots powerful eye lasers
Veilborn Race:
Nomadic masked desert people (Tuareg aesthetic)
Embody duality (two things in one)
Afraid of own reflection (seeing it harms them)
Attack: Eye lasers (Janus = intense damage, regular Veilborn = minimal)
All circus performers are Veilborn
Dwarf minions wear fake Janus masks
Progression:
Cross canyon pass, arrive in desert
Follow DRJ to traveling carnival
Find circus on “off day” (creepier, behind-the-scenes)
Quilby’s shop early in level - “Can’t believe you’re here again. Trouble follows you everywhere.” (Stage 2 resentment)
Buy Mirror Shield - Quilby suggests it for “perilous trip ahead”
Explore circus, fight Veilborn performers:
Jugglers (throw objects + eye lasers)
Acrobats (agile, dodge-heavy + eye lasers)
Strongmen (heavy melee + eye lasers)
Fire-breathers (ranged fire + eye lasers)
Dwarf minions (fake masks, basic attacks)
Trapped arena fight with Razortusk (exclusive beast from “Mountains at the Edge of the World”)
Hall of Mirrors maze:
Navigate mirror labyrinth
Veilborn shoot eye lasers that bounce off mirrors
Must dodge ricocheting laser geometry
Bullet-hell style challenge
Boss: Janus
Ringmaster arena, wooden audience watching
Shoots powerful eye lasers
Mirror Shield reflects lasers back at him
Sword combat to finish
Defeat Janus, claim mask (contains Gemini Suntide)
Acquire MAP - shows all remaining Suntide locations
Read DRJ → Selenite Beach
BC: Dwarf minions (wearing fake Janus masks)
MLC:
Veilborn performers (jugglers, acrobats, strongmen, fire-breathers)
All shoot eye lasers (minimal damage)
Special Encounter: Razortusk (mountain beast, foreshadows Capricorn)
BB: Mirror Shield laser deflection + sword combat
ST: Gemini Suntide (in Janus’s mask) - Ability: Invisibility Mask (temporary invisibility/invulnerability, limited seconds, overuse causes Invisibility Sickness)
LEVEL 4: CANCER - SELENITE BEACH
Setting: Beach town under Gothic curse, melancholic atmosphere
LO: Lunareth (Cancer Omnaki)
Female, pale, dark hair, witchy (Anjelica Huston/Tim Burton aesthetic)
Ghostly banshee waiting for dead sailor husband Aurelius
Uses magic ring to zombify town, forcing them to wait with her
Moonstone ring contains Cancer Suntide
Progression:
Arrive by boat from Gemini desert
Quilby’s shop - set up at beach for “nice weather,” more resentment building (Stage 3)
Town is zombified but functional
NPC investigation - talk to villagers, piece together story:
Old Fisherman: “A sailor left years ago... the sea took him”
Widow: “Lunareth never stopped waiting... her grief consumed everything”
Child: “The pale woman walks the shore at night... always looking at the water”
Other NPCs fill in: enemy ship destroyed his vessel, Lunareth’s spells keep town trapped
Explore beach, fight BC/MLC
Find Morwena on outskirts - she’s immune to Lunareth’s magic
Morwena explains:
Lunareth has ring with Suntide that casts spells
Cannot fight her without immunity
Need Spellbook to learn magic
Economy mini-games to earn 50 gold:
Fishing with Old Fisherman (Animal Crossing style):
He’s too old to fish, needs money
Offers to split profits if Pembra helps
3 attempts per visit
Each cast = random: Fish OR Junk (boot, tire, tin can)
Need 3 actual fish (not 3 attempts)
If fail: “Too tired... must rest” → explore and return later
Success: 50 gold payout
Casino (Super Mario Bros 2 slot machine):
Cost: 10 coins per play
Win outcomes: 10 (break even), 20 (+10), 30 (+20), 50 (+40)
Lose: 0 (-10)
Risky way to multiply or lose gold
Buy Spellbook from Quilby (costs exactly 50 gold - matches fishing payout)
Quilby hints: “Hard up for money? Old fisherman at the beach could use young labor”
Return to Morwena with Spellbook
Morwena teaches protection spell (immunity to Lunareth’s attacks)
Morwena teaches how to cast magic with rings
Morwena teaches first basic spells (TBD specifics)
Boss: Lunareth
Phase 1: Fight Lunareth alone (magic ring attacks)
Protection spell makes Pembra immune
Sword combat + dodging magic
Phase 2: Ghost ship arrives on horizon
Aurelius (Roman soldier ghost husband) disembarks
Lunareth realizes he’s returned (what she’s waited for)
Now fighting BOTH Lunareth AND Aurelius
Harder two-boss encounter
Aurelius is much tougher fighter (Roman soldier combat skills)
Defeat both (non-lethal)
Lunareth and Aurelius reunite peacefully
Willing to depart to shadow world/world of death together
Pembra: “I admire your ring...”
Lunareth: “I won’t need it anymore. Take it.”
Gives Pembra Moonstone Ring (Cancer Suntide)
They depart to afterlife together
Read DRJ → Kingdom across ocean
BC: Crabs (scuttling beach enemies)
MLC: Jellyfish Swarms (floating, electrical/poison stings)
BB: Two-phase fight (Lunareth → Lunareth + Aurelius)
ST: Cancer Suntide (Moonstone Ring) - Ability: MAGIC (cast spells from ring, recorded in Spellbook)
Key NPCs:
Old Fisherman (fishing mini-game, story)
Widow (story fragment)
Child (story fragment)
Aurelius (Roman sailor ghost, boss Phase 2)
Morwena (witch, magic teacher, becomes friend/ally)
New Mechanic: Magic system introduced - spells cast from rings, learned spells recorded in Spellbook
TRANSITION: GHOST SHIP
After defeating Lunareth & Aurelius
Pembra reads DRJ: Leo Suntide in kingdom across ocean
Tells them he needs to reach kingdom
Aurelius offers ghost ship as final act of thanks
Ship carries Pembra across ocean to Leo kingdom
Lunareth and Aurelius depart to shadow world
Pembra arrives at Kingdom of the Sun King
LEVEL 5: LEO - KINGDOM OF THE SUN KING
Setting: Golden palace under eternal noon/midday sun, theatrical opulent atmosphere
LO: Sol’arion (Leo Omnaki)
Actually a late-teen failed actor
Found crown with Leo Suntide, used it unconsciously/instinctively
Crown grants power to enchant inanimate objects
Created entire kingdom of wooden servants
Only living being in kingdom besides himself
Prince John from Robin Hood energy (petulant, demanding worship)
Rides donkey
The Wooden Kingdom:
Wooden knights (servants, guards)
Wooden villagers (subjects)
Wooden servants (workers)
All forced to worship Sol’arion (can’t disobey enchantment)
Fantasia “Sorcerer’s Apprentice” aesthetic (animated wooden beings)
Progression:
Arrive via ghost ship
Quilby’s shop (resentment Stage 4 - TBD)
Explore golden palace
Subject to Sol’arion’s whims (theatrical tyranny)
Sidequests (all Sol’arion’s ego-driven demands):
Beauty contest (Leo vanity)
Zoo escaped animal hunt (exotic creatures)
Get tattoo (body art/pride)
Acting audition (main event)
Wooden knights capture Pembra
Dragged before Sol’arion: “You will perform in my greatest work!”
Forced to perform in annual play: “Sol’arion: From Shadows to Throne”
Brief rehearsal - learn a few lines quickly
Shoved onto stage in front of wooden audience
Multiple choice dialogue windows for lines
Time pressure, too many lines
System rigged - failure inevitable
Play reveals Sol’arion’s backstory (failed actor who found crown)
Pembra messes up lines
Sol’arion (from throne): “HOW DARE YOU DISGRACE MY MASTERPIECE!”
Challenges to jousting duel before wooden audience
Boss: Jousting Match
Arena setting, wooden audience watches
Sol’arion on donkey, Pembra on horse
Jousting charge mechanics
Pembra uses Gemini Invisibility Mask - Sol’arion can’t joust invisible target, gets confused
Allows Pembra to land hits
BUT: Overuse causes INVISIBILITY SICKNESS
Sol’arion’s Roar Attack (lion ability) knocks Pembra off horse
Must remount quickly while dodging Sol’arion’s charges
Dismount/remount urgency mechanic
Defeat Sol’arion
Claim Crown (Leo Suntide)
Pembra puts on crown → transforms to Lion Headdress
Entire wooden kingdom collapses immediately
All wooden knights fall to inanimate wood
Wooden villagers collapse
Wooden servants cease moving
Palace stands empty and silent
Bartholomew emerges (magistrate - ONE real human besides Sol’arion)
Was enslaved to constantly compliment Sol’arion
Fed his ego for years
“Thank god! I don’t have to worship him anymore!”
Notices Pembra is very sick
Diagnoses: INVISIBILITY SICKNESS (from overusing mask)
“Only cure comes from hospital on adjacent island”
Takes Pembra by boat to hospital island
“I can’t go further... need to figure out my own life”
Parts ways
Pembra enters hospital (Virgo level)
BC: Wooden Knights (hardest BC yet - game difficulty ramping)
MLC: Pelicans (CANNOT BE ATTACKED - environmental hazard)
Fly overhead
Drop objects (rocks? coconuts? fireballs?)
Must dodge rather than fight
New enemy type: unkillable threats
BB: Jousting with invisibility mask + roar dismount mechanic
ST: Leo Suntide (Crown → Lion Headdress) - Ability: Increased attack power
Key NPCs:
Bartholomew (magistrate, only real human, diagnoses sickness)
Performance troupe (wooden NPCs acting as guides)
Sol’arion (late-teen failed actor revealed through play)
Boss Theme Music: “The Eternal Golden Throne”
Backtracking Content (Post-Airship unlock):
The Eternal Stage (true theater beneath palace, airship excavation)
Zoo depths (exotic creatures, late-game abilities needed, escaped animal guardian revelation)
Sol’arion’s Shadow (failed actor persona manifested)
LEVEL 6: VIRGO - ISLE OF VINDAMYATRIX
Setting: Giant hospital (half medical facility, half mental asylum), sterile and unsettling
LO: Dr. Septimus Vane (Virgo Omnaki)
Enchanted cat (created by Morwena)
Transformed into mad doctor persona
Joker meets medical professional aesthetic
Virgo perfectionism → obsessive experimentation
Reads DRJ and Pembra’s belongings
Diagnoses Pembra as DELUSIONAL
“Omnaki? Suntides? Cosmic quest? You’re INSANE!”
Refuses to let Pembra leave - “You need treatment!”
Progression:
Arrive at hospital island (sick with invisibility sickness)
Seek help
Wake up in hospital bed
ALL ITEMS CONFISCATED (sword, shield, armor, rings, everything)
Back to hand-to-hand combat only (weak punches like Level 1)
Talk to NPC patients in asylum
Learn: “Dr. Vane is insane!”
Quilby’s shop - INSTITUTIONALIZED in asylum cell
Dr. Vane captured him, thinks he’s crazy
Quilby’s stories (volcanic eruptions, ghost ships, wooden kingdoms, desert circuses) sound delusional
Stage 5 resentment - Direct accusation:
“YOU. Again.”
“Every time I see you, disaster follows!”
“I’m locked up because of stories I told about YOUR chaos!”
“Maybe... maybe YOU’RE causing all this trouble!”
Still sells items from his cell (darkly comedic)
Hostile tone but functional merchant
Navigate asylum/hospital (sterile, clinical, unsettling)
Fight BC (Crazed Nurses) and MLC (Crazy Patients)
Find storage room
Recover all items (sword, shield, armor, rings back)
Attempt escape
Dr. Septimus Vane confronts Pembra
Blocks exit
“You don’t have invisibility sickness - you’re DELUSIONAL!”
“Suntides? Reincarnation cycles? You need help!”
“You must stay for treatment!”
Boss: Dr. Septimus Vane
Mad doctor combat (medical tool weapons? surgical implements?)
(Mechanics TBD)
Defeat Dr. Vane
Cat reverts to normal size (enchantment broken)
Claim Healing Amulet (Virgo Suntide)
Escape Isle of Vindamyatrix
Read DRJ → Next level (Libra)
BC: Crazed Nurses (syringes, scalpels, medical tools as weapons)
MLC: Crazy Patients (erratic, unpredictable attack patterns, hospital gowns/straitjackets)
BB: Dr. Septimus Vane boss fight (mechanics TBD)
ST: Virgo Suntide (Healing Amulet) - Ability: Self-healing (limited/cooldown-based, heals small amounts, first self-sustain in game)
Morwena Connection: Dr. Vane is enchanted cat (Earth sign #2), reverts to normal after defeat
LEVEL 7: LIBRA - THE TRIAL
Setting: Courthouse (Kafkaesque nightmare trial), absurdist legal proceedings
LO: The Honorable Justine (Libra Omnaki)
Beautiful (Princess Peach aesthetic)
Cold, detached
Shallow justice (appearance of fairness without actual justice)
Presides over kangaroo court
Concept:
Pembra put on trial for all destruction across previous levels
Accused of causing:
Ignaria’s volcanic eruption
Sylvoros armadillo (raccoon) terror
Janus’s circus disruption
Selenite Beach zombification disturbance
Sol’arion’s kingdom collapse
Isle of Vindamyatrix asylum chaos
Kafkaesque absurdist trial
“Pattern of destruction follows you!”
Must defend himself
Witnesses testify against him (?)
Progression: (TO DEVELOP IN DETAIL)
Arrive (reading DRJ after Virgo?)
Immediately arrested/summoned to trial
Courthouse proceedings
Evidence mounts
The Honorable Justine presides
Boss battle (TBD mechanics)
BC: (TBD - Court guards? Bailiffs?)
MLC: (TBD - Jury members? Prosecutors? Lawyers?)
BB: (TBD - Combat with gavel? Debate challenge? Breaking free?)
ST: Libra Suntide (TBD location - gavel? scales? wig?) - Ability: TBD
TO DEVELOP:
Specific trial structure
Boss battle mechanics
BC/MLC enemies
Suntide location and ability
How does trial resolve?
LEVEL 8: SCORPIO - UNDERGROUND DESERT
Setting: Underground desert, Dig Dug style
LO: Venom’aris (Scorpio Omnaki)
Scorpion appearance
Uses poison to prevent attack turns (status effect mechanic)
Psychological warfare boss
Scorpio themes: manipulation, venom, intensity, hidden depths
Progression: (TO DEVELOP IN DETAIL)
BC: (TBD)
MLC: (TBD)
BB: Psychological warfare with poison mechanics
ST: Scorpio Suntide (TBD location) - Ability: TBD
TO DEVELOP:
Underground desert environment specifics
Dig Dug style mechanics
Enemies
“Poison prevents attack turns” - how does this work?
Boss battle details
Suntide ability
LEVEL 9: SAGITTARIUS - JUNGLE
Setting: Dense jungle, clear path with machete (Whac-A-Mole style combat?)
LO: Arch’eron (Sagittarius Omnaki) - Voiced by Adam Healton
Blend of Native American chief + Angkor Wat/Amazon aesthetic
Mesoamerican warrior with headdress and bow
Secret past: Wanted to be a rapper (failed artist like Sol’arion)
Boss mechanic: Uses philosophy puzzles to distract Pembra while reloading bow
Philosophy: Defends false religion as comfort for people
Sagittarius themes: archer, philosopher, beliefs and truth, cultural explorer
Progression:
Clear jungle with machete
Discover hidden civilization (ancient temple ruins)
Meet/confront Arch’eron
Philosophy puzzle boss battle
Defeat him, claim Suntide
BC: (TBD - Jungle creatures?)
MLC: (TBD - Stronger jungle enemies?)
BB: Philosophy puzzles while dodging bow attacks
Does Pembra answer correctly to avoid damage?
Moral dilemmas? Riddles? Debate mechanics?
Arch’eron reloading bow = puzzle window
ST: Sagittarius Suntide (TBD location - headdress? bow?) - Ability: TBD
TO DEVELOP:
Jungle environment details
Machete clearing mechanic
Hidden civilization aesthetic (Native American + Angkor Wat fusion)
Philosophy puzzle specifics
Failed rapper revelation (dialogue? environmental clues? Does he rap?)
Enemies
Suntide ability
LEVEL 10: CAPRICORN - MOUNTAINS AT THE EDGE OF THE WORLD
Setting: Mountain climbing at edge of civilization, highest peak
Key Character: Daniel Rougeau (Voiced by Daniel Trudeau)
Explorer/mountaineer
Eccentric, “in his own world”
Retiree pursuing hobby (mountain climbing)
Journal author (DRJ) that’s guided Pembra
First meeting: Pembra finally meets him
When told about reincarnation stakes: befriends Pembra
Teams up, guides Pembra up mountain
Backs out before boss: “Too dangerous! I can’t handle this!”
Pembra faces hardest boss alone
Chron’oros kills Daniel Rougeau (timing TBD)
LO: Chron’oros (Capricorn Omnaki)
Enchanted giant possum (created by Morwena, Earth sign #3)
Heavily armored
HARDEST BOSS IN ENTIRE GAME (highest toughness, Level 10 difficulty spike)
Controls time: speeds up, slows down, loops moments
Owns the airship
Kills Dr. Rougeau
Capricorn themes: endurance, discipline, structure, time (Saturn-ruled), perseverance
Progression:
Arrive at mountain base
Meet Daniel Rougeau (explorer, mountaineer)
Rougeau befriends Pembra when told about quest
Teams up, guides up mountain
Mountain climbing sequence
Rougeau backs out: “This boss... too dangerous. I can’t.”
Pembra proceeds alone
Confrontation with Chron’oros
Chron’oros kills Daniel Rougeau (during fight? after? before?)
Boss: Chron’oros
Time manipulation mechanics
Speeds up own attacks
Slows down Pembra
Loops moments (repeat sections?)
Armored defense
Hardest fight yet
Defeat Chron’oros
Possum reverts to normal size (enchantment broken, Morwena’s last creation)
Claim Suntide
Acquire airship (Chron’oros owned it)
Mourn Daniel Rougeau
Use airship to reach Aquarius level
BC: (TBD - Mountain creatures?)
MLC: Razortusks (multiple in natural habitat, foreshadowed in Gemini arena fight)
Mountain-dwelling beasts
Aggressive, territorial
Tusks/horns
Armored/tough hide
BB: Time manipulation combat (hardest in game)
ST: Capricorn Suntide (TBD location - armor? timepiece?) - Ability: TBD
Major Plot Point: Daniel Rougeau’s death - tragic end to ally
Morwena Connection: Chron’oros is enchanted possum (Earth sign #3), final Morwena creation
TO DEVELOP:
When/how exactly does Chron’oros kill Rougeau?
Time manipulation gameplay mechanics
Mountain environment specifics
How does Pembra get airship after victory?
Suntide ability
Other BC enemies
LEVEL 11: AQUARIUS - AIRSHIP
Setting: Accessed via airship from Capricorn (flying? landed somewhere?)
LO: Uran’ixus (Aquarius Omnaki)
Mad Hatter character (Alice in Wonderland aesthetic)
Water bearer with water jug full of ideas that drive people insane
Gives Pembra sleep potion to access Pisces dream realm
Motivation: Plots to dump insane ideas on the world to take over
Aquarius themes: innovative/revolutionary ideas gone mad, humanitarianism twisted, collective consciousness corrupted
Progression:
Navigate airship level
Encounter Uran’ixus (Mad Hatter)
Tea party setting? Wonderland references?
Boss battle
Defeat him
Uran’ixus gives sleep potion: “Pisces isn’t on Earth - it’s inside a dream”
Drink potion to access final level
BC: (TBD - Airship crew? Mechanical enemies?)
MLC: (TBD)
BB: (TBD - “Ideas that drive people insane” - how does this manifest?)
ST: Aquarius Suntide (TBD location - water jug? teacup?) - Ability: TBD
Revelation: Pisces level is in dream realm, not physical location
TO DEVELOP:
Airship environment (flying through sky? docked?)
Mad Hatter aesthetic details
“Ideas that drive people insane” gameplay mechanic
Tea party setting?
Enemies
Boss battle mechanics
Suntide ability
LEVEL 12: PISCES - DREAM REALM
Setting: Inside a dream (accessed by drinking Uran’ixus’s sleep potion), surreal abstract environment
LO: Dissolv’ara (Pisces Omnaki)
HP Lovecraft Dagon-style creature (part fish, part man)
Horror aesthetic (cosmic dread)
Abilities: Mind control and psychic weapons
Pisces themes: dissolution, dreams/nightmares, psychic realm, cosmic horror, boundaries dissolving, unconscious mind
Progression:
Pembra drinks sleep potion
Enters dream realm (surreal landscape)
Navigate dreamscape
Fight dream enemies
Confront Dissolv’ara
Final boss battle
Defeat him, claim final Suntide
Wake up? Return to reality?
All 12 Suntides collected
BC: (TBD - Dream creatures? Nightmares? Illusions?)
MLC: (TBD - Stronger dream entities?)
BB: Mind control + psychic weapons combat
Fight illusions?
Possessed enemies?
Psychic attacks?
ST: Pisces Suntide (TBD location) - Ability: TBD (final power)
TO DEVELOP:
Dream realm visual aesthetic (surreal, abstract, horror)
What does it look like?
Dream/nightmare enemies
Mind control mechanics
Psychic weapons - what kind?
Boss battle specifics
How does Pembra exit dream after victory?
Suntide ability
ENDING
Return to Tibetan Village:
Pembra awakens/returns to starting point
Village still ruined (as it was at beginning)
Wizard of Oz ambiguity: Was it all a dream?
BUT Pembra physically has all 12 Suntides (proof it was real)
Omn’arch (Omnaki King) returns
Pembra presents all 12 Suntides
Omn’arch: “You have completed the trial. The agreement is fulfilled.”
Human reincarnation cycle continues
Pembra will be reborn as a king in his next life (Master Tendzin’s promise fulfilled)
Happy ending - humanity saved, Pembra’s fate secured
Emotional Resolution:
Master Tendzin can now be reborn (reincarnation restored)
Pembra honored his teacher’s sacrifice
Journey proves worthy
Cosmic stakes resolved
RECURRING MECHANICS & SYSTEMS
GOLD/ECONOMY:
Introduced: Taurus (Sylvoros)
Dropped by BC/MLC enemies
Spent at Quilby’s shops throughout game
Mini-games earn gold:
Fishing (Cancer level)
Casino (Cancer level)
Others TBD
MAGIC SYSTEM:
Introduced: Cancer (Selenite Beach)
Spellbook purchased from Quilby (50 gold)
Spells cast from Moonstone Ring (Cancer Suntide)
Morwena teaches first spells
Learn more spells throughout remaining levels (TBD specifics)
Recorded in Spellbook for reference
COMBAT PROGRESSION:
Level 1 (Aries): Weak punches → Sword (huge power spike)
Level 2 (Taurus): Armor (increased defense)
Level 3 (Gemini): Invisibility (tactical avoidance)
Level 4 (Cancer): Magic (ranged/elemental attacks)
Level 5 (Leo): Increased attack (damage boost)
Level 6 (Virgo): Self-healing (sustain)
Levels 7-12: TBD abilities
DIFFICULTY ESCALATION:
BC enemies get harder each level
New enemy types introduced:
Unkillable pelicans (Leo) - environmental hazards
More TBD
Boss difficulty curve:
Peaks at Capricorn (Level 10) - hardest fight
Aquarius/Pisces serve different challenge types?
BACKTRACKING (Post-Airship Unlock):
Once Pembra acquires airship (Capricorn), can return to previous levels with new abilities to access hidden content:
Leo - Kingdom of the Sun King:
The Eternal Stage (true theater beneath palace, airship excavation from above)
Zoo depths (exotic creatures requiring late-game abilities, escaped animal guardian revelation)
Sol’arion’s Shadow (failed actor persona manifested)
Other Levels: TBD hidden areas
VOICE CAST
Natalie Armstrong - Morwena (Cancer witch, magic teacher)
Adam Healton - Arch’eron (Sagittarius Omnaki, failed rapper warrior)
Daniel Trudeau - Daniel Rougeau (explorer, dies at Capricorn)
[Friend TBD] - Quilby (shopkeeper who becomes eventual boss)
SUNTIDES COLLECTED (Abilities Unlocked)
Aries (Ignaria) - Sword - Sword combat
Taurus (Sylvoros) - Armor Suit - Increased defense
Gemini (Desert) - Invisibility Mask - Temporary invisibility/invulnerability (overuse = sickness)
Cancer (Selenite Beach) - Moonstone Ring - Magic casting via Spellbook
Leo (Kingdom) - Lion Headdress - Increased attack power
Virgo (Asylum) - Healing Amulet - Self-healing (limited/cooldown)
Libra (Courthouse) - TBD - TBD ability
Scorpio (Underground) - TBD - TBD ability
Sagittarius (Jungle) - TBD - TBD ability
Capricorn (Mountain) - TBD - TBD ability
Aquarius (Airship) - TBD - TBD ability
Pisces (Dream) - TBD - TBD ability (final power)
OMNAKI ROSTER (Complete)
Zarketh (Aries) - Warrior cult leader, dies in eruption
Taurus Raccoon (Taurus) - Enchanted by Morwena, storyteller, reverts to normal
Janus (Gemini) - Veilborn ringmaster, mirror/laser fighter
Lunareth (Cancer) - Ghostly banshee, reunites with Aurelius, departs peacefully
Sol’arion (Leo) - Failed actor teen, wooden kingdom collapses
Dr. Septimus Vane (Virgo) - Enchanted cat by Morwena, mad doctor, reverts to normal
The Honorable Justine (Libra) - Beautiful cold judge, TBD fate
Venom’aris (Scorpio) - Scorpion, psychological warfare, TBD fate
Arch’eron (Sagittarius) - Failed rapper warrior chief, philosophy puzzles, TBD fate
Chron’oros (Capricorn) - Enchanted possum by Morwena, time controller, kills Rougeau, reverts to normal
Uran’ixus (Aquarius) - Mad Hatter, insane ideas, gives sleep potion, TBD fate
Dissolv’ara (Pisces) - Lovecraftian fish-man, mind control, TBD fate
Morwena’s Creations (Earth Signs):
Taurus Raccoon
Dr. Septimus Vane (cat)
Chron’oros (possum) All revert to normal animals when defeated
THEMES & INFLUENCES
Jodorowsky’s Holy Mountain:
Each level = allegorical trial
Deep symbolic weight per zodiac sign
Shadow aspects explored through Omnaki
Spiritual journey with surreal elements
Shadow Zodiac Traits:
Aries: Aggression, conquest, cult of personality (Zarketh)
Taurus: Stubborn tyranny, material comfort through fear (Raccoon)
Gemini: Duality, deception, performance (Janus)
Cancer: Emotional holding patterns, grief-induced control (Lunareth)
Leo: Ego, desperate need for validation, false grandeur (Sol’arion)
Virgo: Perfectionism → obsession → experimentation (Dr. Vane)
Libra: Shallow justice, appearance over truth (Justine)
Scorpio: Manipulation, psychological warfare (Venom’aris)
Sagittarius: Philosophy as distraction, false comfort (Arch’eron)
Capricorn: Time/endurance taken to extreme control (Chron’oros)
Aquarius: Revolutionary ideas → insanity → tyranny (Uran’ixus)
Pisces: Dissolution, cosmic horror, lost boundaries (Dissolv’ara)
Environmental Storytelling:
Morwena’s radical eco-philosophy creates 3 Omnaki
Failed artists as bosses (Sol’arion, Arch’eron)
NPCs piece together stories through fragments
Each level’s destruction follows Pembra (Quilby’s resentment justified)
WHAT NEEDS DEVELOPMENT
LIBRA (Level 7):
Trial structure specifics
BC/MLC enemies
Boss battle mechanics with Justine
Suntide location and ability
Resolution of trial
SCORPIO (Level 8):
Underground desert environment
Dig Dug mechanics
All enemies
“Poison prevents attack turns” - how?
Boss battle details
Suntide ability
SAGITTARIUS (Level 9):
Jungle clearing mechanic (machete/Whac-A-Mole)
Hidden civilization aesthetic
Philosophy puzzles specifics
Failed rapper revelation
All enemies
Suntide ability
CAPRICORN (Level 10):
Exact timing of Rougeau’s death
Time manipulation gameplay
Mountain environment
Other BC enemies
Suntide ability
AQUARIUS (Level 11):
Airship environment (flying/docked?)
Mad Hatter setting details
“Insane ideas” mechanic
All enemies
Boss battle
Suntide ability
PISCES (Level 12):
Dream realm aesthetic
Dream/nightmare enemies
Mind control mechanics
Psychic weapons types
Boss battle specifics
Exit from dream
Final Suntide ability
QUILBY’S BOSS FIGHT:
Which level does it happen?
Boss mechanics (throws items? uses wealth? summons?)
Survives or dies?
Redemption arc?
SPELL SYSTEM:
What spells does Morwena teach?
Where/how are additional spells learned?
Offensive, defensive, utility breakdown?
Mana system or cooldown-based?
This is the complete breakdown of Suntides as developed so far!
no bullet points or numbers.. describe each level paragraphically. thsi is for the coder and programmers
Feb 10
SUNTIDES - COMPLETE GAME DESIGN DOCUMENT
CORE PREMISE AND NARRATIVE FOUNDATION
Pembra is a Tibetan Buddhist orphan studying under Master Tendzin, who teaches him that through the accumulation of good karma in this life, he will be reborn as a king in his next incarnation. This promise represents Pembra’s hope for escaping his difficult circumstances and achieving greatness in a future life. The peaceful rhythm of monastic study is shattered when Omn’arch, the leader of the Omnaki, arrives via UFO and reveals a cosmic truth that threatens all of humanity. The Omnaki are ancient beings who seeded humanity as a slave race, distributing zodiacal powers through mystical jewels called Suntides. Having decided to abort their experiment with humanity, Omn’arch announces that the reincarnation cycle will be frozen, ending the spiritual evolution that has sustained human civilization for millennia.
When Omn’arch demonstrates his power with an energy blast, Master Tendzin shields Pembra with his own body, sacrificing himself to save his student. Grieving and desperate, Pembra negotiates with Omn’arch: if he can collect all twelve stolen Suntides and return them to the Omnaki, humanity will retain its reincarnation cycle. Omn’arch agrees to this trial, setting Pembra on an epic quest across twelve distinct realms, each guarded by an Omnaki embodying the shadow aspects of a zodiac sign. Before departing, Pembra discovers the journal of Daniel Rougeau, an American explorer who had visited the village and left behind his research on the Suntides and Omnaki. This journal becomes Pembra’s guide through the early stages of his journey, pointing him toward the first Suntide location and beginning an adventure that will test not only his combat prowess but his understanding of cosmic forces, environmental ethics, and the nature of power itself.
GAME STRUCTURE AND MECHANICS
Suntides is a two-dimensional side-scrolling action-adventure game directly inspired by Secret of Mana and The Legend of Zelda: A Link to the Past, combining exploration, combat, puzzle-solving, and narrative progression through twelve distinct zodiac-themed levels. Each level follows a consistent structure built around five key components. The Level Omnaki serves as the boss character embodying the shadow traits of their zodiac sign. Basic Creatures function as the small, numerous enemies with low health and simple attack patterns that players encounter frequently throughout exploration. Mid-Level Creatures represent tougher enemies requiring strategic thinking, pattern recognition, and proper use of acquired abilities. The Boss Battle provides a unique challenge mechanic specific to each Omnaki that goes beyond simple combat, often incorporating mini-games, puzzles, or environmental hazards that reflect the astrological archetype. Finally, each level culminates in acquiring a Suntide, a mystical jewel that grants Pembra a new ability or relic that expands his combat options and allows access to previously unreachable areas in both current and past levels.
The game draws heavy thematic influence from Jodorowsky’s The Holy Mountain, treating each level as an allegorical trial with deep symbolic weight. Each Omnaki represents not just a boss fight but a philosophical examination of how zodiacal energy can manifest destructively when taken to extremes. Players experience a steady difficulty curve with Basic Creatures becoming progressively harder and new enemy mechanics being introduced as the game advances. The currency and economy system begins at the Taurus level, where enemies start dropping gold coins that can be spent at Quilby’s shops for items, equipment, and essential story progression tools. The magic system is introduced at the Cancer level, where players acquire a Spellbook and learn to cast spells through rings, adding a ranged combat dimension to complement melee sword fighting. Late in the game, players acquire an airship that enables backtracking to previous levels, unlocking hidden areas that require abilities obtained in later stages, creating a layered exploration experience that rewards thorough investigation.
RECURRING CHARACTERS
Quilby serves as the game’s recurring merchant, appearing in nearly every level to sell items, equipment, and essential tools. His character arc forms one of the game’s most compelling ongoing narratives, as his initial friendliness progressively sours into resentment and eventually outright hostility. At Sylvoros in the Taurus level, Quilby is warm and helpful, establishing himself as a traditional RPG shopkeeper. By the Gemini level in the desert, his tone shifts slightly as he comments that trouble seems to follow Pembra everywhere. At Selenite Beach during the Cancer level, his resentment deepens though he maintains professional courtesy. The Leo level represents another stage of decline in their relationship. Everything comes to a head at the Virgo level on the Isle of Vindamyatrix, where Quilby has been institutionalized by Dr. Septimus Vane, who diagnosed him as delusional based on his stories about volcanic eruptions, ghost ships, wooden kingdoms, and desert circuses. Locked in an asylum cell yet still operating his shop in darkly comedic fashion, Quilby directly accuses Pembra of causing all the disasters that follow in his wake. This escalating tension builds toward an eventual boss battle where Quilby’s accumulated grievances boil over into confrontation, though the exact level and mechanics of this fight remain to be determined. Despite his growing hostility, Quilby continues to function as a merchant because the game systems require it, creating a fascinating tension between gameplay necessity and narrative evolution.
Morwena is a powerful witch who becomes one of Pembra’s most important allies while simultaneously being responsible for creating three of the twelve Omnaki he must defeat. Living on the outskirts of Selenite Beach during the Cancer level, Morwena has made herself immune to Lunareth’s zombification magic through her own protective spells. When Pembra seeks her help, she becomes his teacher in the arcane arts, explaining that magic in this world is cast through rings and that he will need to purchase a Spellbook from Quilby’s shop to properly learn and record magical knowledge. After Pembra acquires the expensive Spellbook, Morwena teaches him the protection spell necessary to resist Lunareth’s attacks and instructs him in the fundamental principles of spellcasting that will serve him throughout the remainder of his journey. She becomes a genuine friend and ally, recognizing the worthiness of his quest to restore humanity’s reincarnation cycle.
Behind this helpful facade lies a radical environmental philosophy that has driven Morwena to take extreme action against human encroachment on the natural world. She has systematically enchanted three animals, transforming them into god-like beings that serve as the Omnaki for the three Earth signs. She enchanted a raccoon to become the Taurus Omnaki, a storytelling terror wearing armor that contains the Taurus Suntide, which ruled over the forest villagers of Sylvoros in fear. She enchanted a cat to become Dr. Septimus Vane, the Virgo Omnaki who operates the nightmarish asylum on the Isle of Vindamyatrix with obsessive perfectionism twisted into mad experimentation. She enchanted a possum to become Chron’oros, the heavily armored Capricorn Omnaki who controls time itself and proves to be the single hardest boss in Pembra’s entire journey. When these enchanted creatures are defeated in combat, they revert to their true forms as ordinary small animals, revealing the artificial nature of Morwena’s creations and the depth of her magical power.
Morwena does not see herself as evil but rather as a necessary guardian of the natural order, willing to create false gods to protect ecosystems from human destruction and environmental disruption. The full extent of her knowledge about the true Omnaki created by Omn’arch and the cosmic significance of the Suntides remains unclear, as does her ultimate fate after Pembra completes his collection of all twelve jewels. She appears to operate independently of Omn’arch’s plan, pursuing her own agenda of environmental protection while simultaneously aiding the hero who will eventually destroy all three of her enchanted guardians. Whether she knows that Pembra is destined to defeat her creations, whether she cares about their destruction, and whether this knowledge might one day turn her from ally to adversary are questions that linger in the background of Pembra’s quest, adding moral complexity to what could otherwise be a straightforward hero’s journey.
Daniel Rougeau is an eccentric American explorer in the mold of Indiana Jones, a man who has spent his life investigating mysteries and documenting his findings in the journal that becomes Pembra’s early guide. Before the Omnaki King’s arrival, Rougeau visited Pembra’s Tibetan village and befriended the monks, sharing stories of his adventures and theories about the Suntides and Omnaki. When he departed, he left his journal behind, either accidentally or intentionally, and this document becomes the roadmap that leads Pembra to the first several Suntide locations. The journal entries reveal a man fascinated by cosmic mysteries, convinced that the Omnaki are real beings rather than myths, and determined to prove their existence through careful research and exploration.
Pembra finally meets Rougeau in person at the Capricorn level, discovering that the explorer has retired from active adventuring and now pursues mountain climbing as a hobby. When Pembra explains the stakes of his quest and the deal he made with Omn’arch to preserve humanity’s reincarnation cycle, Rougeau is fascinated and agrees to help, guiding Pembra up the treacherous mountain paths toward the location of the Capricorn Omnaki. However, when they near the summit and Rougeau realizes the true danger posed by Chron’oros, his courage fails. He tells Pembra that this boss is too dangerous, that he cannot handle such a confrontation, and that Pembra must proceed alone. This moment of abandonment forces Pembra to face the game’s hardest challenge without the support he had hoped for. Tragically, Chron’oros kills Daniel Rougeau during or after the boss battle, ending the explorer’s life and leaving Pembra to mourn the loss of an ally who had guided him from afar through his journal and briefly joined him in person before meeting a violent end. Rougeau’s death serves as the emotional low point of the game, demonstrating that even well-intentioned allies cannot survive the cosmic forces Pembra must overcome.
LEVEL ONE: ARIES - IGNARIA
The Aries level takes place on Ignaria, a volcanic island dominated by the imposing Vulcan’s Peak, where Greco-Roman ruins blend seamlessly with an active volcanic landscape and dramatic coastal cliffs. The architecture evokes ancient Rome at its height, with coliseums, forums, temples, and statuary now weathered by volcanic ash and the passage of time. This is a place where civilization’s grandeur meets nature’s destructive power, creating an atmosphere of faded glory and imminent danger. The island serves as Pembra’s true introduction to combat and the beginning of his understanding that each Omnaki represents not just a physical challenge but a philosophical examination of zodiacal energy taken to its extreme.
Zarketh is the Aries Omnaki, a warrior who has styled himself after Colonel Kurtz from Apocalypse Now, creating a cult of personality around his martial prowess and commanding presence. When Pembra first arrives on Ignaria, Zarketh appears as a seemingly helpful local who offers assistance to the newcomer, concealing his true identity as the island’s tyrannical ruler. He explains that the island is dangerous and that Pembra will need a weapon to survive, proposing a challenge: if Pembra can defeat him in arm wrestling, he will provide a sword. The first attempt is scripted to fail automatically, with Zarketh’s superior strength humiliating Pembra and revealing the vast gap in their current abilities. Zarketh mocks the defeat, suggesting that Pembra return when he has built some actual muscle.
This failure sends Pembra on a training montage sequence where he must locate weights scattered around Ignaria’s ruins and build his strength through a mini-game involving timing, rhythm, or rapid button presses. Once sufficiently trained, Pembra returns to challenge Zarketh again. This rematch is genuinely competitive, requiring player skill to win the arm wrestling contest. Upon victory, Zarketh grudgingly acknowledges Pembra’s improvement and hands over a sword as promised, unaware that this weapon contains the Aries Suntide hidden within its blade. This moment represents a crucial turning point in gameplay, as Pembra transitions from weak punches that require many hits to defeat even basic enemies to powerful sword strikes that make combat significantly more manageable.
As Pembra explores Ignaria with his new weapon, he encounters Automatons serving as Basic Creatures. These are animated Greco-Roman statues brought to life through mysterious means, slow and predictable in their movements but durable enough to teach players proper timing and attack patterns. When destroyed, they shatter dramatically into marble chunks, providing satisfying visual feedback. The Mid-Level Creatures are Volcanic Rams, aggressive animals that telegraph their attacks by pawing the ground before charging forward in devastating dash attacks. Players must learn to dodge or sidestep these charges, then punish the rams during their recovery period. Some variants leave trails of fire during their dashes or have armored hides requiring multiple hits, introducing the concept of enemy variety within a single archetype.
Throughout his exploration, Pembra repeatedly encounters Zarketh, who continues his competitive posturing and trash-talking while concealing his true identity. Eventually, Zarketh’s followers gather in the grand coliseum, and he reveals himself as the island’s god-king, challenging Pembra to a chariot race before his devoted audience. This public spectacle serves Zarketh’s ego, allowing him to demonstrate his superiority in what he considers the ultimate Aries contest of speed, aggression, and competitive spirit. Pembra is given exactly one hour of in-game time to traverse the island from his current position to the coliseum, creating urgency and forcing players to fight through enemies and navigate hazards under time pressure. The path includes volcanic slopes, crumbling Roman ruins, and coastal cliff edges, with Basic and Mid-Level Creatures positioned to slow progress and test the player’s ability to balance speed with combat efficiency.
The boss battle itself is a Ben-Hur style chariot race rendered as a Mario Kart-inspired mini-game, with Pembra racing against Zarketh around or down Vulcan’s Peak as it violently erupts. The track includes falling volcanic bombs, lava flows crossing the racing line, collapsing sections of ancient Roman road, and toppling columns that serve as both obstacles and potential ramps. Zarketh rides a lava-formed chariot that glows with internal heat, while Pembra controls a more conventional wooden chariot. The race incorporates combat elements where chariots can physically collide and ram each other, forcing opponents into hazards or off the track entirely. Players must balance pure racing speed with tactical positioning, choosing between safe routes and dangerous shortcuts through active lava zones that offer faster times but risk instant failure.
When Pembra crosses the finish line ahead of Zarketh or otherwise achieves victory conditions, the volcanic eruption reaches its climax. Zarketh’s chariot plunges into a fissure or is consumed by a pyroclastic flow, killing him in a dramatic death that mirrors his aggressive, fiery nature. Pembra escapes the island with the sword still in his possession, only later realizing or being informed that the Aries Suntide was hidden within the blade all along. The level concludes with Pembra reading Daniel Rougeau’s journal, which points him toward Sylvoros, a forest realm where the next Suntide supposedly waits. This transition establishes the pattern of using the journal as a narrative bridge between levels while Pembra gradually assembles the cosmic puzzle of the Omnaki and their scattered power sources.
CANYON PASS TRANSITION
Between the Taurus and Gemini levels, players must navigate a canyon pass that serves as both a transitional area and a palette cleanser between major environments. This is not a full level with its own Omnaki but rather a shorter sequence that demonstrates the passage of time and distance as Pembra travels from one region to another. The canyon represents a natural biome shift, beginning with the last remnants of Sylvoros’s forest vegetation giving way to rocky terrain, then progressively becoming more arid until it opens into the full desert where Janus’s carnival awaits.
Small creatures inhabit this transition zone, distinct from both forest and desert enemies. Desert lizards skitter across sun-baked rocks, canyon scorpions lurk in shadows waiting to ambush the unwary, bats emerge from cave mouths at irregular intervals, and vultures circle overhead occasionally diving to attack. These enemies serve as low-threat encounters that allow players to experiment with their accumulated abilities without the pressure of major combat scenarios. The canyon also includes light platforming elements, with narrow ledges, collapsing bridges, and vertical sections that test movement skills. This transitional space gives players time to process the story revelations from the previous level while building anticipation for the dramatically different environment ahead, reinforcing that Pembra is undertaking a true journey across vast and varied landscapes rather than simply hopping between disconnected arena spaces.
LEVEL TWO: TAURUS - SYLVOROS
Sylvoros is a dense forest realm characterized by ancient trees, dappled sunlight filtering through thick canopies, mysterious clearings, and a village community living in harmony with nature until they fell under the tyrannical rule of what they believe to be a divine being. The aesthetic blends European fairy tale forests with hints of primordial wilderness, creating an environment that feels both welcoming and subtly threatening. This is where Pembra arrives after escaping Ignaria’s volcanic destruction, traveling by boat or ferry to the nearest landmass as indicated in Daniel Rougeau’s journal.
The Taurus Omnaki is revealed to be an enchanted raccoon, though Pembra and the villagers initially perceive it as a terrifying armored god. Morwena, the witch who will later become Pembra’s magic teacher at the Cancer level, created this false deity by enchanting an ordinary raccoon and providing it with armor that contains the Taurus Suntide. The armor grants the creature god-like powers and size, allowing it to terrorize the Sylvoros villagers and demand their worship through the threat of violence. The raccoon has one particularly distinctive trait: it tells extremely long, meandering stories and expects listeners to remember specific details from these narratives, incorporating this storytelling obsession into both its characterization and its boss battle mechanics.
When Pembra arrives at Sylvoros, he discovers a village living in constant fear of the armored creature they call their god. The villagers hold a monthly ritual where they prepare a special stew to appease this deity, gathering forest ingredients and cooking them according to precise specifications dictated by ancient custom or the creature’s demands. Pembra is introduced to the gold currency system here for the first time, with Basic and Mid-Level Creatures dropping gold coins when defeated. This marks a significant expansion of gameplay mechanics, as players must now manage resources, make purchasing decisions, and engage with the economic aspect of the adventure.
Quilby makes his first appearance at Sylvoros, establishing his role as the game’s recurring merchant. At this stage, he is friendly and welcoming, operating a shop where players can purchase health potions, basic equipment upgrades, and other supplies using their newly acquired gold. Quilby’s dialogue is warm and helpful, with no hint of the resentment that will develop as he continues to cross paths with Pembra throughout the journey. He represents normalcy and commerce in a world increasingly dominated by cosmic conflicts and supernatural threats, providing both mechanical utility and narrative grounding.
The cooking contest serves as Sylvoros’s unique challenge mechanic, requiring Pembra to gather specific ingredients from around the forest and prepare them in a stew according to the ritual’s requirements. This mini-game tests players’ ability to explore thoroughly, remember ingredient locations, and potentially solve light puzzles related to harvesting or obtaining rare components. However, something inevitably goes wrong with Pembra’s stew, whether through sabotage, accident, or the inherent impossibility of satisfying the raccoon’s arbitrary standards. According to Sylvoros fable and the rules governing this twisted ritual, when the stew fails to please the god, the god has the right to eat the one who prepared it. This triggers the actual boss battle, as the raccoon moves to enforce its divine prerogative.
The fight against the Taurus Raccoon combines traditional sword combat with a unique storytelling mechanic that reflects the creature’s obsessive nature. During the battle, the raccoon periodically launches into lengthy narratives about its past exploits, forest history, or elaborate fabrications designed to demonstrate its superiority. At the conclusion of these stories, the raccoon poses questions to Pembra about specific details: which direction did a particular character approach from, what color was a mentioned object, how many of something appeared in the tale. These questions appear as multiple choice options or require the player to recall information from earlier in the fight. Answering correctly allows Pembra to continue attacking normally, while incorrect answers result in penalties such as taking damage, losing the ability to attack for a brief period, or the raccoon gaining a temporary power boost. This mechanic forces players to divide their attention between combat execution and active listening, creating a uniquely challenging encounter that tests cognitive skills alongside reflexes.
As the raccoon’s health depletes and victory approaches, the enchantment sustaining its divine form begins to break down. In a moment inspired by Miyazaki’s fantasy aesthetics, the armored god shrinks rapidly, the enchantment shattering like glass, revealing an ordinary, tiny raccoon that scurries away into the forest. The villagers witness this transformation with shock and relief, realizing they have been living in fear of an illusion created by external magic rather than an actual deity. Pembra claims the armor, which contains the Taurus Suntide, and gains the ability to wear protective gear that increases his defense and allows him to absorb more damage before dying. This represents the second major power increase in the game, complementing the offensive boost from the Aries sword with defensive capability.
The villagers offer hints about a witch who has been interfering with the natural order, planting the first seeds of Morwena’s storyline without fully revealing her role or motivations. Pembra consults Daniel Rougeau’s journal again, finding entries that describe a traveling carnival in the desert that supposedly houses another Suntide. This directs him toward the Gemini level, setting up the next stage of his journey. The level concludes with Pembra leaving the grateful villagers behind, his inventory expanded to include armor, his combat capabilities significantly improved, and his understanding of the world’s magical complexity deepened by the revelation that not all Omnaki may be what they initially appear.
LEVEL THREE: GEMINI - DESERT CARNIVAL
The Gemini level unfolds in a vast desert environment where a traveling carnival operated by the Veilborn people has temporarily settled. The Veilborn are a nomadic race inspired by Tuareg culture, distinguished by their elaborate masks and veils that serve both cultural and practical purposes. Every member of this race conceals their face behind ornate coverings, and this practice stems from a fundamental aspect of their nature: seeing their own reflection causes them physical harm. This vulnerability shapes their entire society, their architecture, their combat tactics, and ultimately the mechanics of their boss encounter.
Pembra reaches the desert by following Daniel Rougeau’s journal through the canyon pass, emerging into an arid landscape of rolling dunes, rocky outcroppings, and shimmering heat mirages. He discovers a flyer left in Sylvoros advertising the carnival’s current location, providing specific coordinates or landmarks that guide him to the Veilborn encampment. When he arrives, the carnival is experiencing an “off day,” not in full performance mode for a paying audience. This timing creates an atmosphere of vulnerability and behind-the-scenes reality, where performers are resting, practicing, maintaining equipment, and moving about without the polished facade they present during shows. The aesthetic is simultaneously festive and unsettling, with colorful tents and banners contrasting against the harsh desert environment, and the masked performers creating an air of mystery and potential menace.
Quilby has somehow relocated his shop to this desert location, and when Pembra encounters him, there is a noticeable shift in tone. Quilby’s greeting lacks the warmth of Sylvoros, replaced by wary acknowledgment and a pointed comment that trouble seems to follow Pembra wherever he goes. This represents the second stage of Quilby’s arc toward eventual resentment, as he begins to notice the pattern of destruction and chaos that trails in Pembra’s wake. Despite this growing suspicion, Quilby continues to function as a merchant, and his inventory includes a crucial item for this level: the Mirror Shield.
The Mirror Shield is essential for confronting the Veilborn, as it serves as both a weapon and a defensive tool against their primary attack method. All Veilborn can shoot eye lasers from their masked faces, with the intensity varying based on their status. Regular Veilborn performers produce weak eye lasers that cause minimal damage, serving more as harassment than serious threat. Janus, the Gemini Omnaki who serves as the carnival’s ringmaster, shoots intensely powerful eye lasers capable of devastating Pembra’s health in seconds. The Mirror Shield can reflect these laser beams back at their sources, exploiting the Veilborn’s vulnerability to seeing their own reflection. Simply bringing out the mirror causes them pain and fear, making it an effective tool for controlling encounters even before lasers are fired.
The carnival is populated entirely by Veilborn performers, each representing a different circus archetype. Dwarf minions wearing fake versions of Janus’s mask serve as Basic Creatures, small in stature but numerous, swarming Pembra with simple melee attacks or weak eye lasers. They represent Janus’s most devoted followers, imitating his appearance in tribute. Mid-Level Creatures include Veilborn Jugglers who throw objects as ranged attacks while periodically shooting eye lasers, forcing players to dodge multiple projectile types simultaneously. Veilborn Acrobats are highly agile enemies that flip, dodge, and evade attacks, making them difficult to pin down while they harass with laser fire. Veilborn Strongmen engage in heavy melee combat, using their size and power to deliver crushing blows between laser shots. Veilborn Fire-breathers add elemental hazards to the mix, spewing flames in wide arcs that must be avoided while also managing their eye laser attacks.
A special encounter unique to this level involves a Razortusk, an exclusive beast that exists only in the Mountains at the Edge of the World according to Veilborn lore. Janus has captured one of these creatures and keeps it in a cage as part of his menagerie, occasionally releasing it to fight for the entertainment of audiences or to test combatants. Pembra is forced into a trapped arena battle with this Razortusk, providing players their first encounter with a creature that will later appear as common Mid-Level enemies during the Capricorn mountain level. The Razortusk is aggressive and heavily armored, with tusks that can gore and toss Pembra, creating a challenging fight that foreshadows the difficulty spike awaiting in later stages of the game.
The path to confronting Janus requires navigating the Hall of Mirrors, a labyrinthine attraction that serves as both carnival entertainment and defensive fortification. Inside this maze, mirrors line every surface, reflecting light, images, and crucially, the eye lasers shot by Veilborn guards stationed throughout. When these enemies fire their lasers, the beams bounce and ricochet off mirror surfaces at various angles, creating complex geometric patterns of deadly light that players must avoid. This transforms the Hall of Mirrors into a bullet-hell style challenge where spatial awareness, pattern recognition, and quick reflexes are essential for survival. Players cannot effectively fight back in many sections, instead focusing on dodging and navigating toward the exit while Veilborn continue their assault. Some mirrors may be breakable, opening new paths or eliminating certain laser bounce angles, while others are indestructible obstacles that must be worked around.
Emerging from the Hall of Mirrors leads directly to Janus himself, the Gemini Omnaki and ringmaster of this traveling show. Janus embodies the duality central to his zodiac sign, wearing a theatrical outfit complete with top hat and tailcoat, presenting himself as both entertainer and tyrant. His mask, more elaborate than those of his followers, contains the Gemini Suntide, making it the focus of Pembra’s quest. The boss battle takes place in a large arena with wooden audience members (likely carved or mannequin-like figures representing absent spectators) watching silently from the stands, adding to the surreal atmosphere.
Janus fights primarily through his eye lasers, which are significantly more powerful than those of regular Veilborn. The Mirror Shield becomes essential here, as players must precisely time their reflections to send Janus’s own attacks back at him. The reflected lasers exploit his species’ vulnerability to seeing their own reflection, causing him damage and momentary disorientation. Between laser volleys, Pembra must close distance and strike with his sword, creating a rhythm of defense and offense that tests both reflexes and strategic thinking. Janus may summon dwarf minions for support, forcing players to manage multiple threats while maintaining focus on the primary target. The fight concludes when Janus is defeated and his mask is claimed, revealing the Gemini Suntide within.
The Suntide grants Pembra the Invisibility Mask ability, allowing him to become temporarily invisible and invulnerable for limited durations. This power operates on a cooldown or resource meter, preventing constant abuse while providing tactical options for avoiding damage, sneaking past enemies, or setting up ambushes. However, the ability comes with a critical drawback that becomes relevant in the Leo level: overuse causes Invisibility Sickness, a debilitating condition with serious consequences that drives the narrative forward into Virgo’s medical horror.
Additionally, at the Gemini level, Pembra acquires a Map that reveals the locations of all remaining Suntides. This represents a significant narrative shift, as Pembra no longer relies solely on Daniel Rougeau’s journal to guide his journey. He now possesses comprehensive knowledge of where he needs to go, transforming his quest from following clues to executing a systematic collection of the remaining cosmic artifacts. The level concludes with Pembra reading the next journal entry, which describes Selenite Beach and hints at the Cancer Omnaki’s presence there, setting up the transition to the game’s fourth major environment.
LEVEL FOUR: CANCER - SELENITE BEACH
Selenite Beach presents a Gothic seaside environment where a coastal town lives under the melancholic curse of Lunareth, the Cancer Omnaki. The aesthetic draws heavily from Tim Burton’s visual style, combining Victorian architecture with dark romanticism, muted colors punctuated by occasional vivid details, and an atmosphere of beautiful sadness that permeates every corner. The beach itself stretches between weathered cliffside buildings and the endless ocean, with tide pools, rocky outcroppings, and abandoned fishing equipment scattered along the shore. The town’s population exists in a zombified state, not in the horror sense of flesh-eating undead, but rather as people trapped in a magical stupor that compels them to participate in Lunareth’s eternal vigil without genuine volition or awareness.
Pembra arrives at Selenite Beach via boat from the desert, following Daniel Rougeau’s journal entries about a Suntide located in this coastal community. Quilby has relocated his shop here as well, specifically choosing this location because he thought the weather would be pleasant and the beach setting would provide good business opportunities. When Pembra encounters him, Quilby’s resentment has deepened further into the third stage of his arc. His comments become more pointed about the pattern of chaos following Pembra, and while he still operates his shop professionally, there is an undercurrent of accusation in his words that foreshadows the eventual breaking point of their relationship.
The town’s zombified population provides an immediate mystery that Pembra must investigate through conversation and environmental clues. The inhabitants function normally in most respects, going about daily routines, but their eyes hold a vacant quality and their speech patterns reveal they are compelled to remain in the town rather than choosing to stay. Through conversations with various Non-Player Characters, Pembra pieces together the tragic story of Lunareth and her lost love. An Old Fisherman provides the opening piece: a sailor departed years ago and never returned, lost to the sea. A Widow who knew Lunareth before her transformation explains that she never stopped waiting for her beloved’s return, that her grief consumed everything around her and twisted into something dark and controlling. A Child with innocent observation notes that a pale woman walks the shore every night, always staring at the water as if expecting someone to emerge from the waves. Other townspeople fill in additional details about the enemy ship that destroyed the sailor’s vessel, the magic that emanates from Lunareth’s ring, and the compulsion that keeps the entire population trapped in this cursed community.
Basic Creatures for this level are Crabs, the scuttling crustaceans that inhabit beaches in various sizes and aggression levels. They serve as straightforward melee enemies that test basic combat skills. Mid-Level Creatures are Jellyfish Swarms, floating colonies of stinging organisms that drift through both beach areas and shallow water sections. Their attacks inflict damage and potentially poison status effects, requiring players to time attacks carefully or use ranged magic to eliminate them without taking contact damage.
The economy system introduced in Taurus reaches new complexity at Selenite Beach through two mini-games designed to help players earn the gold needed for crucial story progression. The Old Fisherman who provided story information also offers an economic opportunity: he is too old to fish effectively anymore but needs money to survive, so he proposes splitting the profits if Pembra helps with the fishing. This triggers an Animal Crossing style fishing mini-game where players cast a line, wait for a bite, and then must execute proper timing to reel in the catch. Each fishing attempt randomly yields either a Fish with monetary value or Junk such as boots, tires, or tin cans that have no worth. The Old Fisherman allows exactly three attempts per visit before he becomes too tired to continue and needs rest. The goal is to catch three actual fish, not simply to fish three times. If the player catches junk on any attempts, they must leave, let the fisherman rest, and return later to try again. Success in obtaining three fish results in a payout of fifty gold, a significant sum that exactly matches the price of the Spellbook that Quilby sells.
The Casino provides an alternative or supplementary gold-earning method, offering a Super Mario Brothers 2 style slot machine with three spinning reels. Playing costs ten coins per attempt, and the possible outcomes create a risk-reward dynamic. Players can lose by getting no matching symbols, receiving zero coins and losing their ten-coin investment. They can break even by hitting a low combination that returns exactly ten coins, recovering their bet without profit. They can win small by getting twenty coins for a net gain of ten. They can win medium with thirty coins for a net gain of twenty. The jackpot pays fifty coins for a net gain of forty. This casino mechanic allows players who are willing to gamble to potentially multiply their earnings quickly, but it also creates the risk of depleting funds and forcing a return to grinding Basic and Mid-Level Creatures for gold drops or repeatedly attempting the fishing mini-game.
The Spellbook costs exactly fifty gold at Quilby’s shop, matching the fishing mini-game’s payout and creating a clear economic path for players who engage with that content. Quilby even provides a hint, suggesting that if Pembra is hard up for money, there is an old fisherman at the beach who could use some young labor, directly pointing players toward the solution. The Spellbook is essential for story progression because it enables Pembra to learn and use magic, a system that will expand his combat capabilities dramatically and remain relevant through the end of the game.
Morwena lives on the outskirts of Selenite Beach in isolation, surrounded by evidence of her magical practice. When Pembra finds her, she is actively casting spells, demonstrating her power and immunity to Lunareth’s control. Through conversation, Morwena explains the fundamental mechanics of magic in this world: spells are cast through rings, similar to how Lunareth uses her moonstone ring to zombify the town. To properly learn magic, Pembra needs a Spellbook where he can record and reference spells. After Pembra purchases this expensive tome from Quilby and returns to Morwena, she begins his magical education. She teaches him the protection spell that grants immunity to Lunareth’s magical attacks, making the upcoming boss battle survivable. She explains how to channel magical energy through the Cancer Suntide’s moonstone ring once he obtains it. She instructs him in the fundamental principles of spellcasting that will allow him to learn additional spells throughout his journey. This educational sequence establishes Morwena as not just a quest giver but a genuine mentor and ally who respects Pembra’s mission.
What Morwena does not reveal is that she is responsible for creating the Taurus Raccoon that Pembra already defeated, along with two more Omnaki he has yet to encounter. Her environmental philosophy and radical methods remain hidden beneath her helpful exterior, creating dramatic irony as Pembra receives aid from someone who has indirectly caused significant portions of his troubles.
The boss battle against Lunareth unfolds in two distinct phases, creating one of the game’s most emotionally complex encounters. Phase One involves fighting Lunareth alone. She appears as a pale, dark-haired woman with a witchy Tim Burton aesthetic, reminiscent of Anjelica Huston in The Addams Family. Her moonstone ring glows with magical energy as she casts spells at Pembra, but thanks to Morwena’s protection spell, he is immune to these attacks. This forces Lunareth to engage more directly, creating a combat encounter that combines spell dodging with sword fighting. The battle seems to be progressing toward inevitable conclusion when the emotional gut-punch arrives.
A ghost ship materializes on the horizon, its spectral sails catching phantom winds as it approaches the shore. From this vessel emerges Aurelius, Lunareth’s husband who was supposedly lost at sea years ago. He appears as a Roman soldier ghost, his military bearing and combat skills intact despite his supernatural state. Lunareth’s reaction is immediate and profound, her despair mixing with joy at seeing him again after so long. However, the reunion occurs in the worst possible context: Pembra is actively fighting her. Now both Lunareth and Aurelius turn against Pembra, creating a two-boss encounter that represents a significant difficulty spike. Aurelius is described as a much tougher fighter than Lunareth, bringing aggressive Roman military tactics and superior melee skills to complement her magical assaults.
Players must manage the threats of two powerful opponents simultaneously, dodging Lunareth’s ring-based magic while fending off Aurelius’s relentless physical attacks. The fight tests everything learned so far: sword combat, magic usage, defensive positioning, and the ability to prioritize targets under pressure. When both are finally defeated through non-lethal means, the battle concludes not with death but with resolution.
Lunareth and Aurelius, finally reunited, realize they can depart together to the shadow world or realm of death. Lunareth’s long vigil has ended not in tragedy but in fulfillment. When Pembra admires her moonstone ring and asks if he might have it, she agrees without hesitation, recognizing that she will not need physical objects where she is going. She hands over the ring containing the Cancer Suntide, and the couple walks together into the ocean or fades into ethereal light, their story concluded in bittersweet peace. The zombified townspeople wake from their compulsion, free to live their lives again, and Pembra gains the ability to cast magic.
This Suntide marks perhaps the most significant power increase in the game after the initial sword acquisition. Magic opens entirely new tactical options: ranged elemental attacks, area-of-effect damage, support spells for healing or buffing, and utility magic for environmental puzzle-solving. The Spellbook serves as the repository for these spells, with Morwena providing the first few and additional spells being learned through the remaining levels via finding scrolls, defeating certain enemies, or receiving instruction from other magical characters.
Pembra reads Daniel Rougeau’s journal again, finding entries about a kingdom across the ocean where another Suntide supposedly resides. This sets up the transition to the Leo level, but the journey requires finding transportation across open water. The game provides this through a narratively elegant solution: Aurelius’s ghost ship remains behind after the couple’s departure, and Pembra can use it to sail to the next destination, creating a haunting image of the hero traveling alone on a vessel meant for the dead.
GHOST SHIP TRANSITION
The journey from Selenite Beach to the Kingdom of the Sun King occurs aboard Aurelius’s ghost ship, a spectral vessel that sails itself without crew or captain. Pembra stands alone on the deck as the ship cuts through supernatural waters, neither fully material nor completely ethereal. This serves as a transitional sequence that allows players time to process the emotional complexity of the Cancer level’s conclusion while building anticipation for the theatrical excess of Leo’s domain. The ship journey can be as simple as a cutscene or as interactive as a brief exploration segment where Pembra can examine the vessel and find notes or possessions left by Aurelius, adding texture to the character who appeared only during the boss battle. Eventually, the ghost ship delivers Pembra to the shores of a golden kingdom bathed in eternal noon, and once he disembarks, the vessel fades away, having fulfilled its final purpose.
LEVEL FIVE: LEO - KINGDOM OF THE SUN KING
The Leo level takes place in a golden palace existing under eternal noon, where the sun hangs perpetually at its zenith and everything is bathed in warm, theatrical light. The architecture combines classical European palace design with ostentatious displays of wealth and power, featuring gold leaf covering every surface, elaborate fountains that no longer flow, grand staircases leading to empty halls, and theatrical stages positioned throughout the complex. This is a kingdom devoted entirely to spectacle and self-glorification, and the atmosphere shifts between magnificent grandeur and profound emptiness as Pembra realizes that something fundamental is wrong with this place.
Sol’arion is the Leo Omnaki, but his true nature differs dramatically from the divine warrior-kings one might expect from a Sun King title. He is actually a late-teenager failed actor who stumbled upon a crown containing the Leo Suntide and unconsciously activated its power to enchant inanimate objects. This ability allowed him to create an entire kingdom populated by servants, guards, and subjects all carved from wood and brought to artificial life through magic. Every knight, every villager, every servant in the palace is an animated wooden construct forced to worship Sol’arion because they literally cannot disobey their enchantment. They move with the jerky, puppet-like quality of Fantasia’s broom servants, endlessly performing their programmed roles without genuine thought or volition.
Sol’arion himself embodies the worst aspects of Leo energy: desperate need for validation, creation of artificial support systems, confusion of performance with reality, and a petulant tyrant’s rage when his audience fails to applaud enthusiastically enough. He has styled himself after Prince John from Robin Hood, throwing tantrums when things do not go his way, demanding constant praise, and using his absolute power to force the wooden population into elaborate shows that exist solely to feed his ego. The tragedy beneath this absurdity is that Sol’arion genuinely does not understand the artificial nature of his kingdom. He believes his wooden subjects worship him out of genuine admiration rather than magical compulsion.
When Pembra arrives at this kingdom via the ghost ship, Quilby has once again relocated his shop, though the exact stage of his resentment arc at this level remains to be fully determined. Pembra begins exploring the palace and quickly becomes subject to Sol’arion’s whims, forced to participate in various sidequests that serve the king’s ego. A beauty contest tests Pembra’s appearance or ability to acquire fashionable items. A zoo hunt requires tracking down an escaped exotic animal and returning it to captivity. Getting a tattoo might involve finding a wooden artist and selecting a design that pleases Sol’arion. These sidequests, while potentially offering gameplay variety and rewards, are framed as obligations imposed by a tyrant rather than natural quest progression.
The main event comes when wooden knights capture Pembra and drag him before Sol’arion, who announces that Pembra will perform in his greatest theatrical achievement. This is the annual performance of “Sol’arion: From Shadows to Throne,” a self-aggrandizing play that recounts how the failed actor discovered the magical crown and ascended to godlike power. The play is performed before an audience of wooden figures who clap and cheer on cue because they are programmed to do so, creating a hollow mockery of genuine theatrical success.
Pembra is given a brief rehearsal period where he must quickly learn several lines of dialogue, but the window is deliberately insufficient for memorizing the entire script. Then he is shoved onto stage in front of the wooden audience with Sol’arion watching from his throne. During the performance, multiple-choice dialogue windows appear showing several possible line options, and players must select the correct ones under time pressure. The system is rigged to ensure failure. There are too many lines, too little preparation time, and possibly some trick questions where multiple answers seem correct but only one matches Sol’arion’s exact expectations. When Pembra inevitably flubs his lines or fails to deliver them with sufficient emotion, Sol’arion erupts in theatrical rage.
The king’s outrage triggers the boss battle, framed as a jousting duel before the wooden audience. Sol’arion mounts a donkey in a darkly comedic touch that undercuts his royal pretensions, while Pembra is given a proper horse. The jousting mechanics involve charging at each other with lances, timing strikes, and positioning to avoid or deliver devastating blows. However, Sol’arion possesses a unique ability from his Leo nature: he can roar like a lion, and this sonic attack literally knocks Pembra off his horse, forcing the player to remount quickly while dodging Sol’arion’s continued charges.
This is where the consequences of overusing the Gemini Invisibility Mask come into play. During the jousting match, Pembra can activate the mask to become invisible, causing Sol’arion to lose track of his target and charge blindly while Pembra lands unopposed hits. However, keeping the mask active for extended periods causes Invisibility Sickness to build up. The player may not immediately realize the severity of this condition during the fight, focusing instead on securing victory through whatever means necessary. Sol’arion’s roar attacks interrupt invisibility and force the remount mechanic, creating a rhythm of going invisible for attacks, getting roared off the horse, remounting before being trampled, and repeating until Sol’arion is defeated.
When Sol’arion falls, Pembra claims the crown from his head. The moment Pembra places it on his own head, the crown transforms into a Lion Headdress that grants increased attack power, and simultaneously, the enchantment sustaining the wooden kingdom collapses completely and instantly. Every wooden knight freezes mid-motion and collapses into inanimate lumber. Every wooden villager stops moving and topples over. Every wooden servant ceases its programmed task and becomes what it always truly was: carved wood without life or will. The grand palace falls silent except for the sound of wooden bodies hitting marble floors. The golden kingdom is revealed as a hollow stage set, and Sol’arion is left standing alone in the wreckage of his fantasy, a teenager who briefly played god and must now confront the emptiness of his artificial achievement.
From the ruins emerges Bartholomew, the magistrate, who represents the only other real human being in the entire kingdom besides Sol’arion. Bartholomew was either enslaved or hired to constantly compliment the king and feed his ego, forced to participate in the delusion while remaining aware of its falsity. With the enchantment broken, Bartholomew expresses profound relief that he no longer has to worship and flatter Sol’arion. However, his relief turns to concern when he notices that Pembra appears seriously ill. Drawing on his position’s administrative knowledge, Bartholomew diagnoses Invisibility Sickness, the consequence of overusing the Gemini Suntide’s power during the jousting match.
Bartholomew explains that there is only one place where this rare condition can be treated: a hospital on an adjacent island. He offers to take Pembra there by boat, but upon reaching the hospital’s entrance, he apologizes and says he cannot accompany Pembra further. Bartholomew has spent years trapped in Sol’arion’s kingdom, and now that he is finally free, he needs to figure out his own life and future. He departs, leaving Pembra to enter the hospital alone, sick and weakened, setting up the transition into the Virgo level’s medical horror.
Basic Creatures for the Leo level are Wooden Knights, representing the hardest Basic enemies encountered so far. They fight with swords, spears, and shields, employing actual tactics and defensive maneuvers rather than simple aggressive patterns. Their increased difficulty reflects the game’s progressive challenge curve and tests whether players have mastered the combat system developed over previous levels.
Mid-Level Creatures are Pelicans, introducing a completely new enemy type: unkillable environmental hazards. These large birds fly overhead and cannot be targeted or attacked. Instead, they periodically drop objects, rocks, coconuts, possibly even fireballs, onto Pembra’s position. Players must watch the sky, recognize the warning signs of an incoming drop, and dodge out of the impact zone. This forces awareness of threats coming from directions other than the standard ground-level enemies and adds environmental complexity to combat scenarios. The inability to fight back against Pelicans teaches players that not every threat can be solved through violence, a lesson that will become increasingly relevant in later levels.
The boss battle’s jousting mechanics, Sol’arion’s lion roar dismount attacks, and the invisibility sickness consequence system all combine to create a unique encounter that tests both combat skill and resource management. The emotional payoff of the wooden kingdom’s collapse provides one of the game’s most memorable visual moments, and Bartholomew’s characterization adds humanizing detail to what could have been a purely mechanical transition into the next level.
The backtracking content for Leo, accessible after obtaining the airship in Capricorn, includes the Eternal Stage, a true theater buried beneath the palace that can only be reached through airship excavation from above. This suggests that Sol’arion’s theatrical obsession has literal architectural roots, with genuine performance spaces existing below his superficial palace. The Zoo Depths contain exotic creatures requiring late-game abilities to defeat or bypass, and exploring this area reveals that the escaped animal from the earlier sidequest was actually a guardian protecting something valuable. Sol’arion’s Shadow represents his failed actor persona manifested as some kind of enemy or challenge, possibly a boss fight against the embodiment of his insecurities and unfulfilled ambitions.
LEVEL SIX: VIRGO - ISLE OF VINDAMYATRIX
The Virgo level takes place on the Isle of Vindamyatrix, home to a massive institution that functions as half medical hospital and half mental asylum. The aesthetic combines sterile clinical environments with the psychological horror of institutional confinement, drawing inspiration from classic asylum horror while avoiding gratuitous exploitation. Long corridors with flickering lights, locked wards requiring keys or puzzle solutions to access, patient rooms with disturbing evidence of failed treatments, surgical theaters with ominous equipment, and common areas where inmates gather in supervised activities all contribute to an atmosphere of controlled dread and systematic dehumanization dressed up as care and healing.
Dr. Septimus Vane is the Virgo Omnaki, but like the Taurus Raccoon and the later Capricorn Possum, he is actually an enchanted animal rather than a naturally occurring cosmic being. Morwena created him by enchanting a cat and transforming it into a human-presenting mad doctor character who embodies Virgo’s shadow traits: perfectionism taken to the extreme of obsessive experimentation, the desire to heal corrupted into compulsive intervention, and systematic thinking twisted into rigid categorization of human experience as either normal or pathological with no room for nuance.
Dr. Vane presents himself as the island’s chief physician and administrator, running the hospital with apparent professionalism while conducting experiments that reveal his fundamental disconnection from ethical medical practice. When Pembra arrives seeking treatment for his Invisibility Sickness, Dr. Vane admits him as a patient, but upon examining Pembra’s belongings, particularly Daniel Rougeau’s journal with its accounts of Omnaki, Suntides, and cosmic quests, the doctor arrives at a very different diagnosis. He concludes that Pembra is suffering not from Invisibility Sickness but from severe delusions and paranoid schizophrenia. In Dr. Vane’s clinical assessment, Pembra has constructed an elaborate fantasy involving alien beings, magical jewels, and a grand quest to save humanity’s reincarnation cycle, and the only responsible treatment is indefinite psychiatric commitment.
Pembra wakes up in a hospital bed with all of his items confiscated and stored elsewhere. He is back to hand-to-hand combat only, just as he was at the very beginning of the game before obtaining the Aries sword. This mechanical regression creates immediate vulnerability and forces players to remember basic combat skills while navigating a hostile environment without their accumulated power. The feeling of being stripped of agency mirrors Pembra’s narrative situation as a patient denied autonomy by institutional authority.
Talking to other patients in the asylum provides fragmented information about Dr. Vane’s true nature. These Non-Player Characters warn that the doctor is insane, that his treatments make patients worse rather than better, that people who enter the deepest wards of the facility never emerge, and that escape is nearly impossible because the doctor has convinced himself that keeping people here is for their own good. These conversations establish that Pembra is not the first person to be wrongly committed and that Dr. Vane’s Virgo obsession with categorizing and treating has spiraled into a need to identify pathology everywhere he looks.
Quilby has also been institutionalized on the Isle of Vindamyatrix, representing the fifth stage of his character arc and the point where his resentment toward Pembra becomes explicit accusation. Dr. Vane captured Quilby after hearing his stories about volcanic eruptions, ghost ships, wooden kingdoms, and traveling desert circuses. These accounts sounded like textbook delusions to the doctor’s diagnostic criteria, and Quilby was committed against his will. When Pembra encounters Quilby’s shop, which the merchant has somehow managed to set up inside his asylum cell in darkly comedic fashion, the greeting is hostile. Quilby recognizes Pembra immediately and his response drips with accusation: “YOU. Again. Every time I see you, disaster follows. I’m locked up because of the stories I told about YOUR chaos. Maybe... maybe YOU’RE causing all this trouble.” Despite this hostility, Quilby continues to function as a merchant, selling items through the bars of his cell, because the game’s mechanical needs require access to supplies even as the narrative relationship deteriorates.
Navigation through the asylum involves finding keys, solving environmental puzzles, and fighting through the facility’s corrupted staff and patient population. Basic Creatures are Crazed Nurses, medical professionals who have been driven mad by Dr. Vane’s influence or who were always predisposed toward cruelty and found institutional employment as an outlet. They attack with syringes, scalpels, and other medical implements, creating disturbing combat encounters where instruments of healing become weapons. Mid-Level Creatures are Crazy Patients, inmates who have been driven to violence by their treatment or who suffer from genuine mental instability that makes them dangerous. They exhibit erratic, unpredictable attack patterns, wearing hospital gowns or straitjackets, and their behavior creates moral complexity as players must fight people who are themselves victims of the asylum’s dysfunction.
Eventually, Pembra locates the storage room where confiscated belongings are kept and recovers all of his items: sword, shield, armor, rings, and other equipment accumulated throughout his journey. This moment of empowerment allows players to feel the full weight of their progression as abilities return all at once. Now properly armed and armored, Pembra attempts to escape the facility, but Dr. Septimus Vane blocks his path. The doctor refuses to allow Pembra to leave, insisting that his patient needs treatment, that the delusions about Suntides and Omnaki prove severe mental illness, and that abandoning treatment would be a failure of medical responsibility. This confrontation triggers the boss battle.
The specific mechanics of fighting Dr. Septimus Vane remain to be fully developed, but the encounter should incorporate medical tools as weapons, possibly surgical implements wielded with disturbing precision, syringes that inflict status effects, or environmental hazards like experimental equipment that can be turned against him. The fight takes place in the asylum’s depths, possibly in a surgical theater or experimental laboratory that reveals the extent of Dr. Vane’s unethical practices. When defeated, the enchantment sustaining his human form breaks down just as it did for the Taurus Raccoon, and Dr. Vane reverts to his true nature: an ordinary house cat that scurries away into the shadows of the asylum.
Pembra claims the Healing Amulet, which contains the Virgo Suntide and grants the ability to heal himself during combat. This represents the first self-sustaining power in the game, allowing players to recover health without relying solely on purchased potions or finding healing items. The ability operates on a cooldown or limited resource system to prevent constant healing that would eliminate all challenge, but it provides crucial survivability for the increasingly difficult encounters ahead.
With Dr. Vane defeated and the Healing Amulet obtained, Pembra escapes the Isle of Vindamyatrix, leaving behind an asylum that may continue operating under new management or may collapse without its founder. The level concludes with Pembra reading Daniel Rougeau’s journal for guidance to the next Suntide location, setting up the transition to the Libra level and its themes of justice, judgment, and the trial that awaits.
LEVEL SEVEN: LIBRA - THE TRIAL
The Libra level takes place in a courthouse designed with Kafkaesque sensibilities, where legal proceedings have become absurdist theater and justice serves performance rather than truth. The architecture evokes both classical court buildings with their marble columns and high ceilings, and more surreal elements where corridors loop impossibly, courtrooms exist in non-Euclidean arrangements, and the bureaucratic maze seems designed to confuse rather than facilitate. This is a place where the appearance of fairness has completely replaced actual fairness, where processes are followed meticulously while outcomes are predetermined, and where the scales of justice have been reduced to empty symbols.
The Honorable Justine serves as the Libra Omnaki, embodying the sign’s shadow aspects of superficial balance, judgment based on appearances rather than substance, and the corruption that occurs when fairness becomes an aesthetic rather than a principle. She is beautiful in the way Princess Peach is beautiful, with perfect features, immaculate presentation, and a serene expression that never wavers even as she delivers devastating verdicts. Her beauty makes her coldness more disturbing, as players expect someone so aesthetically pleasing to possess warmth or mercy, but Justine offers neither. She is detached, clinical in her judgments, and committed to maintaining the appearance of proper legal procedure while ensuring outcomes serve her predetermined conclusions.
Pembra arrives at the courthouse following information from Daniel Rougeau’s journal or the map acquired at Gemini, only to be immediately arrested or summoned to appear before the court on serious charges. He is accused of causing destruction across multiple territories, and the prosecution has assembled substantial evidence of his supposed crimes. The charges include responsibility for Ignaria’s volcanic eruption that destroyed the island’s civilization, terrorizing the villagers of Sylvoros through violence against their raccoon god, disrupting Janus’s peaceful carnival and causing chaos in the desert community, disturbing the sanctity of Selenite Beach and interfering with Lunareth’s vigil, destroying Sol’arion’s kingdom and leaving its population in ruins, and causing widespread violence and escapes at the Isle of Vindamyatrix asylum. Each charge is technically true from a certain perspective: Pembra was present at all these locations, combat did occur, and significant destruction followed in his wake.
The trial proceeds with Kafkaesque logic where Pembra is presumed guilty and must prove his innocence, but the rules of evidence and argumentation shift constantly to prevent any successful defense. Witnesses may testify against him, possibly including wooden knights from Leo’s kingdom who blame him for their deactivation, Veilborn circus members who accuse him of destroying their livelihood, or asylum staff who claim he was a violent patient. The Honorable Justine presides over everything with perfect composure, following legal procedures precisely while interpreting them in ways that always disadvantage the defendant. She may interrupt Pembra’s attempts to explain context, rule evidence inadmissible on technical grounds, or allow prosecutors to present hearsay and speculation as fact.
The exact mechanics of the trial sequence remain to be developed, but possibilities include multiple-choice dialogue where Pembra must select the most legally sound arguments, quick-time events representing moments where he must object to improper procedure, or investigation segments where players search the courthouse for evidence and precedents that support their case. The challenge should test players’ attention to detail and their memory of previous levels, as proving Pembra’s innocence requires demonstrating that he was acting in self-defense, responding to threats, or working toward a greater good that justifies the collateral damage.
Basic Creatures for this level might be Court Guards or Bailiffs, enforcement officers who maintain order in the courthouse and attack anyone who violates decorum or attempts to escape. They could use batons, handcuffs that temporarily restrict movement, or coordinated group tactics that attempt to overwhelm and restrain rather than kill. Mid-Level Creatures could include Prosecutors who attack with legal documents that inflict confusion status effects, Jury Members who deliberate amongst themselves before delivering unanimous guilty verdicts that cause damage, or Lawyers who argue so persuasively that they literally deal psychic damage through rhetorical assault.
The boss battle against The Honorable Justine needs to reflect Libra’s themes while providing engaging combat. Possibilities include fighting with a gavel that she wields as a weapon, possibly able to pound it down and create shockwaves or pass binding judgments that restrict Pembra’s actions temporarily. She might summon guards as support or manipulate the scales of justice as a mechanic where players must balance offensive and defensive actions to prevent the scales from tipping entirely in her favor, which could result in instant defeat as she passes a final guilty verdict. The fight could also incorporate debate elements where players must choose correct arguments during dialogue windows to weaken her defenses, combining combat with the trial’s verbal sparring.
Where the Libra Suntide is located remains to be determined. It could be embedded in her gavel, making it both her weapon and the prize. It could be hidden in the scales of justice that decorate the courtroom, requiring players to solve a final balance puzzle after defeating Justine. It could be part of her judicial wig or robes, items that symbolize her authority and must be claimed after she is stripped of power. The ability this Suntide grants also needs definition, but given Libra’s association with balance, it could provide something like a counter-attack system that returns a percentage of received damage back to attackers, or a harmony buff that balances Pembra’s stats, or diplomatic speech options that allow talking through certain encounters rather than fighting.
The trial’s resolution likely involves Pembra successfully defending himself and proving that his actions, while destructive, were necessary responses to the Omnaki’s tyranny and manipulation. The Honorable Justine, confronted with irrefutable evidence or defeated in combat, must acknowledge his innocence, though she likely does so coldly and without apology for the ordeal she subjected him to. With the Libra Suntide obtained, Pembra reads Daniel Rougeau’s journal to determine the next destination, discovering information about an underground desert environment that houses the Scorpio Omnaki.
LEVEL EIGHT: SCORPIO - UNDERGROUND DESERT
The Scorpio level takes place in an underground desert environment inspired by Dig Dug, where vast caverns beneath surface sands create an inverted landscape of dunes, rock formations, and buried ruins. The aesthetic combines the heat and aridity of desert environments with the claustrophobic oppression of underground spaces, lit by bioluminescent fungi, glowing crystals embedded in rock walls, or shafts of light that penetrate from the surface through cracks and caves. The air is thick and difficult to breathe, dust hangs in suspended clouds, and the sense of being buried alive creates psychological pressure that mirrors Scorpio’s association with death, transformation, and hidden depths.
Venom’aris is the Scorpio Omnaki, appearing as a massive scorpion or a humanoid figure with scorpion characteristics. The defining aspect of this boss is the use of poison to prevent attack turns, creating a status effect mechanic that tests players’ ability to manage debilitating conditions rather than simply dealing and receiving damage. Poison might work by inflicting damage over time while simultaneously locking out certain actions, forcing players to cleanse the status before they can attack again, or by creating a decision point where they can act while poisoned but at great risk, or wait and recover but give Venom’aris free turns to attack.
The boss battle is described as psychological warfare, suggesting that Venom’aris employs tactics beyond straightforward combat. This could include taunts and threats that appear as dialogue boxes and must be responded to carefully or ignored strategically, environmental manipulation where the scorpion burrows underground and attacks from unexpected angles, creating paranoia about safe positions, or illusions and false information that make players doubt what they are seeing on screen. Scorpio’s association with intensity, secrets, and control manifests through a fight that attacks the player’s confidence and decision-making as much as their character’s health bar.
The underground desert setting needs development in terms of how Dig Dug style mechanics are incorporated. In the original arcade game, players tunneled through earth to create paths while avoiding or eliminating enemies. This level might allow Pembra to dig through certain soft sand or earth barriers to create shortcuts, reveal hidden areas, or trap enemies. Alternatively, the Dig Dug reference might be purely aesthetic, evoking the feeling of navigating underground while the actual gameplay remains consistent with the side-scrolling action-adventure format.
Basic and Mid-Level Creatures for this environment remain to be defined but could include burrowing insects that emerge from sand without warning, subterranean lizards adapted to the dark, scorpion drones that serve Venom’aris as lesser versions of the boss, or possibly undead or mummified creatures if the underground ruins have a tomb or crypt aesthetic. The environment itself might feature hazards like quicksand that slowly pulls Pembra down if he remains stationary too long, poison gas vents that must be avoided or disabled, or collapsing tunnels that can trap the unwary.
The Suntide location and the ability it grants remain to be determined. Given Scorpio’s associations, the ability might involve poison resistance or immunity, allowing Pembra to walk through previously deadly environmental hazards. It could grant a poison attack that inflicts damage over time on enemies, turning Venom’aris’s signature technique against other foes. It might provide a transformation ability that allows temporary changes to Pembra’s form or capabilities, reflecting Scorpio’s connection to death and rebirth. Or it could unlock some kind of detection ability that reveals hidden enemies, traps, or secrets, playing into Scorpio’s themes of uncovering what is buried and bringing hidden things to light.
After defeating Venom’aris and claiming the Scorpio Suntide, Pembra consults the map or journal to find the next destination: a dense jungle that must be cleared with a machete to reveal the hidden civilization where the Sagittarius Omnaki resides.
LEVEL NINE: SAGITTARIUS - JUNGLE
The Sagittarius level unfolds in an overgrown jungle environment so dense that paths are nearly invisible and forward progress requires literally cutting through vegetation. The aesthetic blends Amazonian rainforest density, the mysterious atmosphere of lost civilizations, and the adventure serial excitement of discovering something hidden for centuries. Massive trees with trunk diameters wider than buildings create a living architecture, vines hang like ropes and curtains, exotic birds call from unseen canopy positions, and ancient stone ruins peek through the vegetation, suggesting that this jungle has consumed what was once a thriving culture.
The machete clearing mechanic inspired by Whac-A-Mole suggests a gameplay loop where Pembra must actively cut through foliage to create paths forward, with the vegetation potentially growing back if he delays too long or if he takes wrong turns that lead to dead ends. The Whac-A-Mole comparison might indicate that enemies emerge from the jungle vegetation as he cuts through it, forcing combat encounters with minimal warning as creatures that were hiding in the undergrowth suddenly attack when their cover is removed.
Arch’eron is the Sagittarius Omnaki, voiced by Adam Healton, representing a unique blend of Native American chief aesthetics and Angkor Wat-style temple civilization motifs. He appears as a Mesoamerican warrior wearing an elaborate headdress and carrying a powerful bow, presenting himself as a spiritual leader and defender of the hidden jungle civilization. His secret past as a failed rapper creates a parallel with Sol’arion’s failed actor background, suggesting that multiple Omnaki turned to their current roles after being denied the creative success they desired in previous lives or forms.
The philosophy puzzle mechanic during the boss battle represents Sagittarius’s association with higher learning, belief systems, and the search for truth. While fighting Arch’eron with standard combat, he periodically stops to reload his bow or reposition, and during these moments, he poses philosophical questions, moral dilemmas, or logical riddles to Pembra. These appear as text boxes with multiple answer choices, and selecting the correct response might grant temporary advantages like stunning Arch’eron longer, reducing his defense, or preventing his next attack. Incorrect answers could result in taking damage from his prepared shot, giving him attack bonuses, or causing environmental hazards to activate.
The questions themselves should reflect Arch’eron’s stated philosophy of defending false religion as comfort for people. He might ask whether it is better to believe a comforting lie or a painful truth, whether faith that makes people happy is more valuable than skepticism that makes them anxious, or whether leaders have a responsibility to maintain useful illusions even when they know the reality beneath. These questions have no objectively correct answers in terms of real-world philosophy, but within the game’s context, certain responses align with Pembra’s quest and values while others represent the cynical manipulation that characterizes Arch’eron’s approach.
The revelation of Arch’eron’s failed rapper past needs integration into the level through dialogue, environmental clues, or possibly a moment where he breaks into verse during the battle, demonstrating genuine skill at wordplay and rhythm that was never recognized by the audiences he sought to impress. This background humanizes him and creates the recurring theme of Omnaki who turned to tyranny or extremism after being rejected in their attempts to achieve more benign forms of recognition and success.
The hidden civilization that Pembra discovers by clearing the jungle likely worships or fears Arch’eron, possibly viewing him as a divine protector or an oppressive god-king depending on his relationship with them. The architecture should reflect the Native American and Angkor Wat fusion, with stone pyramids, totem poles, elaborate carvings, and temple complexes that blend the two aesthetic traditions into something unique. Non-Player Characters in this civilization might provide context about Arch’eron’s rule, the philosophy he espouses, and perhaps sympathy for his past failures that led him to this current role.
Basic and Mid-Level Creatures for the jungle environment could include aggressive wildlife like jaguars, poisonous snakes, or territorial apes, plant-based enemies like animated vines or carnivorous flowers, insects in swarms that individually pose little threat but become dangerous in numbers, or possibly guardians of the civilization such as stone golems or enchanted statues similar to those encountered in Aries but with jungle-appropriate designs.
The Sagittarius Suntide location remains to be determined, possibly hidden in Arch’eron’s headdress, embedded in his bow, or kept in the central temple of the hidden civilization as a sacred object he guards. The ability it grants could relate to Sagittarius themes of exploration, philosophy, or archery. It might provide enhanced movement speed or the ability to traverse previously impassable terrain, reflecting the sign’s association with travel and adventure. It could grant truth-detection abilities that reveal lies in dialogue or hidden passages in environments. Or it might provide a powerful bow weapon with special arrows that have different elemental or utility effects, giving Pembra his first strong ranged physical option beyond magic.
After defeating Arch’eron and claiming the Sagittarius Suntide, Pembra consults his map and journal to find the next destination: the Mountains at the Edge of the World, where he will finally meet Daniel Rougeau in person and face what is described as the hardest boss battle in the entire game.
LEVEL TEN: CAPRICORN - MOUNTAINS AT THE EDGE OF THE WORLD
The Capricorn level takes place in a harsh mountain environment representing the literal and metaphorical peak of Pembra’s journey. These are the Mountains at the Edge of the World, where civilization ends and only the most determined or foolhardy dare to venture. The landscape features snow-covered peaks, treacherous cliff faces, narrow paths where one misstep means death, howling winds that reduce visibility and make movement difficult, and an overwhelming sense of altitude and exposure that creates constant tension. Ancient stone markers, abandoned climbing equipment, and frozen corpses of previous adventurers serve as warnings that this environment has claimed many who attempted what Pembra now undertakes.
This is where Pembra finally meets Daniel Rougeau in person after following his journal for so much of the game. Rougeau appears as an eccentric explorer in his retirement years, pursuing mountain climbing as a hobby now that his active adventuring days are behind him. He is “in his own world,” slightly distracted and prone to rambling about climbing techniques, weather patterns, or philosophical musings tangential to immediate concerns. When Pembra explains the full scope of his quest and the deal he made with Omn’arch to preserve humanity’s reincarnation cycle, Rougeau’s fascination is immediate and profound. He sees in Pembra’s mission the cosmic adventure he had theorized about in his journals but never fully confirmed, and he eagerly agrees to help by guiding Pembra up the mountain paths toward the location of the Capricorn Omnaki.
For a time, Rougeau is a genuine ally and companion. He points out safe routes, warns of hidden hazards, shares supplies from his climbing pack, and provides encouragement when the ascent becomes particularly difficult. This companionship offers a rare moment of genuine human connection in a journey that has been largely solitary except for brief encounters with merchants, victims, and enemies. Players experience what it means to have someone fighting alongside Pembra rather than merely providing information or selling goods.
However, as they near the summit and Rougeau gets his first clear view of what waits there, his courage fails completely. He stops, his face goes pale, and he tells Pembra that he cannot continue. This boss is too dangerous. This confrontation is beyond what a retired explorer in his condition can handle. Pembra must proceed alone to face Chron’oros while Rougeau stays behind, promising to wait and help with the descent if Pembra survives. This moment of abandonment is devastating because it is completely understandable. Rougeau is not a warrior, not enhanced by Suntide powers, and not bound by cosmic obligation to continue. His fear is rational. But it still leaves Pembra without support at the moment he most needs it.
Chron’oros is the Capricorn Omnaki, described as the hardest boss in the entire game. He appears as a heavily armored giant possum, but like the Taurus Raccoon and the Virgo Cat, he is actually an ordinary animal that Morwena enchanted and transformed into a god-like being. This represents Morwena’s third and final Earth sign creation, and the enchantment has produced something far more powerful than her previous two attempts. Chron’oros possesses the ability to control time itself, manipulating temporal flow to speed up his own actions, slow down Pembra’s movements, and even loop specific moments to create scenarios where the same attacks hit multiple times or where progress is constantly reset.
The time manipulation mechanics create a boss fight unlike anything else in the game. When Chron’oros speeds himself up, his attack animations happen at double or triple speed, requiring players to recognize telegraphs nearly instantly and react with minimal input lag. When he slows Pembra down, movement becomes sluggish and attack animations take forever to complete, forcing players to commit to actions well in advance and leaving them vulnerable for extended periods. The moment looping ability might manifest as sections of the fight repeating, where players must perfectly execute a sequence multiple times before being allowed to progress, or where damage dealt is periodically reset, requiring sustained offense without dying to accumulated chip damage.
The fight tests everything players have learned across ten levels: sword combat fundamentals from Aries, defensive positioning from Taurus, tactical use of items from Gemini, magic deployment from Cancer, attack power optimization from Leo, self-healing management from Virgo, and any abilities gained from Libra, Scorpio, and Sagittarius. Chron’oros’s heavy armor means he has enormous health and defense values, turning this into a war of attrition where players must maintain perfect play for an extended duration without making the mistakes that time manipulation punishes exponentially.
During or after this battle, Chron’oros kills Daniel Rougeau. The exact timing remains to be determined. It could happen during the fight where Pembra watches helplessly as the possum strikes down his ally, adding emotional stakes and fury to the combat. It could occur after the fight when Pembra returns to find Rougeau dead, suggesting that the explorer tried to flee or was hunted down by Chron’oros as revenge. It could even happen before Pembra reaches the summit, with Pembra discovering Rougeau’s body and realizing the explorer never actually fled but tried to buy time for Pembra to escape and died in the attempt. Regardless of exact circumstances, Rougeau’s death represents the game’s emotional nadir, the moment where the stakes become intensely personal and the cost of this quest is measured in the life of someone Pembra considered a friend and mentor figure.
When Chron’oros is finally defeated, the enchantment breaks just as it did for the Taurus Raccoon and the Virgo Cat. The heavily armored giant possum shrinks down to normal animal size and scurries away, leaving behind the armor and whatever other items contained the Capricorn Suntide. This reveals that Morwena’s final creation was her most ambitious and dangerous, that she successfully transformed an ordinary possum into the single most challenging combat encounter in the game, and that her environmental radicalism has claimed a human life even if she did not directly kill Rougeau herself.
Pembra must mourn his fallen ally while claiming the Capricorn Suntide and whatever ability it grants. Possibilities include time-related powers that mirror Chron’oros’s abilities on a smaller scale, allowing brief slow-motion effects for dodging or precise attack timing. It could provide enhanced endurance or stamina, reflecting Capricorn’s association with perseverance and slow steady effort. Or it might grant access to Chron’oros’s most valuable possession: the airship.
The airship itself represents a major gameplay shift, as it allows travel to previously unreachable locations and enables backtracking to all previous levels to access areas that were sealed or impossible to reach with earlier abilities. The airship serves as Pembra’s transportation to the Aquarius level, which takes place in the sky or in locations accessible only by flight. Before departing the mountain, Pembra likely buries or burns Rougeau’s body in whatever funeral rites seem appropriate, bringing closure to the explorer’s arc while setting up the final two challenges that stand between Pembra and completing his cosmic quest.
Mid-Level Creatures for the Capricorn level include Razortusks, the mountain-dwelling beasts that were foreshadowed during the Gemini circus where Janus had captured one for arena combat. Now encountered in their natural habitat, multiple Razortusks appear throughout the mountain ascent, functioning as tough enemies that require the same strategies used in the earlier single specimen fight but now must be handled repeatedly and sometimes in groups. This creates a sense of escalating danger and demonstrates that what was once a special boss-level encounter has become merely an obstacle on the path to something even more challenging.
Other enemies appropriate to the mountain environment might include ice elementals formed from frozen wind and snow, rockslide hazards that serve as environmental threats rather than traditional enemies, aerial predators like mountain eagles or griffon-like creatures that dive-bomb from above, or possibly yeti or sasquatch type creatures defending their territory from intrusion.
LEVEL ELEVEN: AQUARIUS - AIRSHIP
The Aquarius level takes place aboard or around the airship that Pembra acquired after defeating Chron’oros, representing the penultimate challenge before the final confrontation. The setting could involve the airship flying through clouds, docked at floating islands, or navigating between sky-based locations accessible only through flight. The aesthetic should evoke both the freedom and isolation of being untethered from the ground, with vast blue skies, distant horizons, the danger of falling, and the surreal experience of environments that exist only in the upper atmosphere.
Uran’ixus is the Aquarius Omnaki, characterized as a Mad Hatter figure drawing inspiration from Alice in Wonderland’s tea party scene. He carries a water jug as befits Aquarius’s role as the water bearer, but this jug contains not physical water but ideas, and these ideas have the power to drive people insane when they are exposed to them. This concept reflects Aquarius’s association with innovation, collective consciousness, humanitarian vision, and revolutionary thinking, but twisted into a weapon where the sheer volume and intensity of radical concepts overwhelms individual minds and destroys coherent thought.
The Mad Hatter aesthetic suggests that Uran’ixus’s domain might resemble a perpetual tea party held in impossible locations, with furniture, tables, and guests arranged in defiance of gravity or logic, conversation that follows non-sequitur rules, and a host who embodies the archetype of genius gone mad. His motivation to dump insane ideas on the world to take over represents Aquarius’s shadow side: the belief that the collective good justifies any individual suffering, the conviction that revolutionary change must be forced on those too ignorant to accept it willingly, and the dangerous assumption that intellectual superiority grants the right to reshape society according to personal vision.
The boss battle mechanics involving ideas that drive people insane could manifest in several ways. Uran’ixus might speak or broadcast concepts that appear as text on screen, and prolonged exposure to reading these ideas causes confusion status effects, reversed controls, hallucinations that make enemies appear where none exist or hide real threats, or gradual insanity buildup that eventually results in temporary loss of control. Players might need to interrupt his speeches through attacks, cover Pembra’s ears or eyes to avoid exposure, or find ways to reflect the ideas back at Uran’ixus to inflict the same madness he attempts to spread.
The water jug he carries could function as both a weapon and a puzzle element. Pouring from it might release waves of concept-water that players must dodge or deflect, or it might summon manifestations of ideas as temporary enemies that attack with abstract logic and dissolve when the idea is disproven through specific actions. Breaking or emptying the jug could be a victory condition, though doing so risks unleashing all its accumulated insane ideas at once in a devastating final attack that must be survived or countered.
A crucial story beat at this level is when Uran’ixus gives Pembra a sleep potion and explains that the Pisces Suntide is not located anywhere on Earth. It exists inside a dream, in a realm accessible only by sleeping and entering the subconscious dimension where the final Omnaki resides. This revelation transforms the nature of the final level from a geographical destination to a psychological journey, setting up the most abstract and surreal environment in the game.
Basic and Mid-Level Creatures for the Aquarius airship level could include mechanical constructs or animated tools if the airship has a steampunk aesthetic, sky-dwelling creatures adapted to life in clouds and thin air, manifestations of Uran’ixus’s leaked ideas taking semi-physical form as enemies, or possibly crew members or previous visitors who have been driven mad by exposure to the Aquarius Omnaki’s concepts and now attack indiscriminately.
The Aquarius Suntide location might be inside the water jug itself, requiring players to claim or destroy it during the boss fight. The ability it grants could relate to Aquarius themes of innovation, collective action, or mental resistance. It might provide immunity to confusion and mind-control effects, preparing Pembra for the Pisces level’s psychic assault. It could grant the ability to summon temporary allies or duplicates, reflecting the sign’s association with groups and collective action. Or it might unlock some kind of flight or levitation ability that enhances movement in the dream realm and allows revisiting previous levels to access aerial areas.
After defeating Uran’ixus and obtaining the sleep potion, Pembra prepares for the final challenge. He drinks the potion, and the transition to the Pisces level occurs through a dream sequence where reality dissolves and Pembra enters a realm governed entirely by subconscious logic, nightmare imagery, and the psychic power of the twelfth and final Omnaki.
LEVEL TWELVE: PISCES - DREAM REALM
The Pisces level takes place inside a dream, accessed by drinking Uran’ixus’s sleep potion and entering a realm that exists outside normal physical reality. The environment should be maximally surreal and abstract, drawing on dream logic where locations shift without transition, scale becomes meaningless, familiar objects appear in wrong contexts, and the laws of physics apply inconsistently or not at all. The aesthetic takes inspiration from HP Lovecraft’s cosmic horror, emphasizing the terror of incomprehensible forces, the dissolution of boundaries between self and other, and the psychological assault of confronting something that exists beyond human categories of understanding.
Dissolv’ara is the Pisces Omnaki, described as a Dagon-style creature that is part fish and part man, embodying the ocean depths and the drowning loss of individual identity that Pisces can represent when taken to its extreme. The horror aesthetic suggests that this is the most disturbing and psychologically challenging encounter in the game, not necessarily the mechanically hardest fight after Capricorn, but the one that attacks the player’s sense of stability and coherence most directly.
Dissolv’ara’s abilities include mind control and psychic weapons, creating a battle that is as much mental as physical. Mind control mechanics might force Pembra to attack himself, make him perceive allies as enemies or vice versa, or temporarily transfer player control to an enemy while Pembra acts autonomously and potentially harmfully. Psychic weapons could manifest as thought-forms that appear as geometric shapes, symbolic imagery, or abstract patterns rather than traditional swords and arrows, requiring players to recognize and respond to attack telegraphs that do not follow the visual language established in previous levels.
The dream realm environment likely features impossible architecture where gravity shifts, walls become floors, and distances expand or contract based on emotional state rather than measurement. It might include manifestations of Pembra’s memories or fears, calling back to earlier levels and forcing him to confront distorted versions of past enemies or situations. The NPCs here, if any exist, would be dream constructs rather than real people, perhaps taking the forms of characters Pembra has met but speaking in riddles or nonsense that occasionally contains hidden truths.
Basic and Mid-Level Creatures in the dream could include nightmare entities that represent common fears, shadows and silhouettes that attack with intangibility and surprise, manifestations of Pembra’s doubts and insecurities taking hostile form, or possibly corrupted versions of earlier Basic and Mid-Level Creatures reimagined through dream logic as more surreal and threatening. The key is that dream enemies should not behave according to the rules established throughout the rest of the game, forcing players to abandon their learned patterns and adapt to an environment where consistency is itself unreliable.
The boss battle against Dissolv’ara needs to incorporate the fish-man Lovecraftian horror while delivering a satisfying final challenge. The mind control element could create sequences where players must recognize when they have lost control and attempt to minimize damage during these periods, or puzzles where they must break free through specific actions or inputs. The psychic weapons might require learning entirely new dodge patterns or defensive techniques specific to this encounter. The fight could have multiple phases where Dissolv’ara shifts between forms or where the dream environment changes dramatically, requiring constant adaptation.
Thematically, defeating Dissolv’ara represents overcoming the final obstacle to Pembra’s quest, but it also symbolizes maintaining individual identity and purpose in the face of forces that seek to dissolve all boundaries and distinctions. Pisces at its worst represents total loss of self, drowning in the collective unconscious, and inability to maintain coherent goals or beliefs. By defeating the Pisces Omnaki, Pembra proves that he can maintain his mission and sense of self even in an environment designed to erode those things.
The Pisces Suntide location could be inside Dissolv’ara’s body, requiring literal penetration of the cosmic horror to claim it, or hidden somewhere in the dream realm that only becomes accessible after the boss is defeated, requiring a final exploration segment before Pembra can claim his prize. The ability it grants as the twelfth and final power might be the most significant yet, possibly unlocking Pembra’s full potential or providing the key to accessing the ending sequence. It could grant immunity to all status effects, perfect defense, enhanced damage, or some combination that makes Pembra genuinely ready to return to Omn’arch and complete the cosmic bargain.
How Pembra exits the dream after claiming the Pisces Suntide remains to be determined. He might wake naturally with the Suntide somehow having crossed from dream into reality, or a lucid dreaming sequence where he must consciously choose to wake up and leave this realm behind, or the dream simply fades as its purpose is fulfilled, depositing him back at his starting point with all twelve Suntides in his possession.
ENDING - RETURN TO THE TIBETAN VILLAGE
When Pembra awakens from the dream or returns from the Pisces level, he finds himself back at his ruined Tibetan village where the journey began. The village remains destroyed as it was after Omn’arch’s initial arrival and Master Tendzin’s death. The buildings are still collapsed, the prayer flags still torn, the meditation hall still charred from cosmic fire. This unchanging devastation creates a Wizard of Oz style ambiguity about whether the entire quest was a dream, a hallucination, or perhaps a vision-quest journey that existed on a plane separate from physical reality.
However, Pembra physically possesses all twelve Suntides. He holds them in his hands or carries them in his inventory: the sword from Aries, the armor from Taurus, the mask from Gemini, the ring from Cancer, the headdress from Leo, the amulet from Virgo, and the remaining five cosmic artifacts from Libra, Scorpio, Sagittarius, Capricorn, Aquarius, and Pisces. Their physical presence proves that the journey was real, that the Omnaki existed, that the battles happened, and that Master Tendzin’s sacrifice was not in vain. The dream-reality ambiguity serves to enhance the mythic quality of the story rather than undermine its literal truth.
Omn’arch, the Omnaki King, returns or appears when summoned by the completion of all twelve collections. Pembra presents the Suntides, fulfilling his end of the cosmic bargain. Omn’arch examines them, confirms their authenticity, and acknowledges that Pembra has completed the trial. The agreement is honored: humanity’s reincarnation cycle will continue rather than being frozen. Beings will continue to be born, die, and be reborn according to their karma and spiritual development. The cosmic experiment with humanity as slaves may be over, but existence itself continues.
For Pembra specifically, the promise made by Master Tendzin is fulfilled through Omn’arch’s confirmation. In his next life, Pembra will be reborn as a king, escaping the orphan poverty and hardship that defined his current incarnation. Master Tendzin, who died to protect Pembra, will also be able to reincarnate now that the cycle has been restored, presumably moving toward his own karmic rewards in future lives.
The ending is definitively happy: humanity is saved, Pembra’s fate is secured, the Omnaki’s destructive plan is thwarted, and the cosmic order is preserved through one orphan’s determination to honor his teacher and protect all beings. The journey’s cost, measured in the deaths of Daniel Rougeau and others, the destruction across multiple realms, and Pembra’s own suffering, is validated by the magnitude of what was saved. The twelve levels become a legend that Pembra may carry into his next life or that may be forgotten, but the consequences of his actions echo through all future generations of humanity who will continue to reincarnate and evolve spiritually because one young monk completed an impossible quest.

