All levels and boss battles can be replayed as many times as desired. Fighting Sia is a capable warrior blessed with several magical abilities. The primary form of combat is melee sword combat. Players fight with an average sword in the first level, but can get Sia's jade sword back in the second level. The jade sword is a more powerful weapon, allows the player to use the three combo moves, and automatically replaces the weaker original sword. Sia's magical abilities are mostly used for ranged combat. During the first level, her magical abilities are limited to shooting small balls of energy in one of eight directions. In the third level, Sia regains her family's magic ring. This item allows the player to charge an energy ball before releasing it so that it becomes more powerful. Completing the first three levels of the second area adds three more spells to the repertory. The Water Spell is a defensive spell and makes Sia invulnerable for ten seconds. The Fire Spell creates an explosion that hits every enemy on the screen and damages them, killing only the weakest. The Air Spell hits only the closest enemy, but is guaranteed to kill it in one hit. Sia's final magical ability is shapeshifting. As a shapeshifter, she has the ability to turn into a "sasquatch". The game does not allow the player to do this at will; Sia's sasquatch form can only be used when she automatically shapeshifts during three of the four main boss battles. In this form Sia can no longer use magic and must rely on melee combat again, but becomes much stronger with more melee combat abilities. These new abilities include ground pound, shield, and dash. Plot Story Onimen, a powerful warlock, found ancient magic in the continent of Callyge. He used the magic to create a race of half-human/half-beasts known as the T'soas. Using huge turtles to transport his new army over the sea, he invaded the continent of Athorre, the human kingdom, and quickly took control. The remaining realms did not know how to react and their leaders forsook their military alliances. The only one convinced of the need to act was the young Queen of Myriade, Lady Sia. The story starts with Sia having called the leaders of the remaining realms together in the meeting room of her castle. She tries to convince them of the danger