Knights In the Nightmare Walkthrough
by Maxdarksoul

=========
Contents
=========
1)Introduction
2)Version
3)Legal
4)Walkthrough
-Scene 1
-Scene 2
-Scene 3
-Scene 4
-Scene 5
-Scene 6
-Scene 7
-Scene 8
-Scene 9
-Scene 10
-Scene 11
-Scene 12
-Scene 13
-Scene 14
-Scene 15
-Scene 16
-Scene 17
-Scene 18


5)Credit

============
Introduction
============
Knights In the Nightmare is a dark, storyline ridden game that makes full
use of the NDS's touch screen. The whole game is mostly controlled via
the touchscreen, with the side buttons used for pausing. It may take a
while to get used to the game due to the huge amount of new win
requirements, attacking style, unit placement etc. Please take the time
to go through the * entire * tutorial, which would take around 45 minutes,
well worth the time you're going to spend enjoying the game itself. On the
side note, enjoy the music on the title screen sometimes. Recommended to
play with sound.

Also, all the scenes comes with a direct link to the japanese wiki for
this game, because it has a neat add-on on the website itself that shows
the map of that particular scene, plus the wisp on your mouse once you
mouse over the map. Each square is labeled, and I refer to them sometimes
to allow specific confirmation of which square you should move your unit to.

With regards to directions, I use the compass directions, with the top of
the screen as north. Therefore, the directions I use would look like this:

North West (NW)     North     North East (NE)
               \     |      /
                \    |     /
West                Center               East

                 /   |    \
                /    |     \
South West (SW)     South     South East (SE)




So, seeing that the map is tilted, only the four diagonal directions are used.
Simple enough.

=======
Version
=======
23/7/2009 Version 0.2
Done up to about a fifth of the main storyline, according to number of scenes.

===========
Legal Stuff
===========

This walkthrough can be only used on gamefaqs.com and its affiliates or for
personal use. Knights In the Nightmare belongs to their respective copyright
owners. This walkthrough is made by MaxDarkSoul
(maxdarksol[at]yahoo[dot]com[dot]sg)

===========
Walkthrough
===========
------------------------------------------------------------------------------
Scene 1
http://knights.heriet.info/Chart/Scene-1

short notes: There seriously isn't much for me to advice on, since there's
only one knight you can use. There isn't even a need for me to write anything
on this unless you didn't read the in-game tutorial. If you didn't, run along
now and read it. You ain't going to get anywhere unless you learn this
game the proper way.


>set 1 (everything)
>bring in:Warrior, chaos weapon
>From the starting position, your chaos attack will be able to hit all the
objects. Simply hack and slash your way through. the problem is trying not to
win this BF.Just try and time your attacks when the enemy is out of the way.

------------------------------------------------------------------------------
Scene 2
http://knights.heriet.info/Chart/Scene-2

short notes:Here you get your first new class, hermit. Once again, only the
warrior can hit the breakable items(the grass, sign post, and box). Knight
recruitment key items are in the 1st round of box and grass, 1st round of the
signpost contain 1 npc key item, and second round of box contains a boss key
item.In this scene, only the warrior is able to hit the objects, so it's
another simple get-to-know the game stage.

Box takes 4 turns to respawn, Grass and Signpost takes 6 turns to respawn

>Set 1

>bring in: warrior,neutral/ice/fire Law weapon; key items;Hermit,(fire) chaos
weapon
>Using the warrior's law skill, damage the objects till they are opened, and i
f you want, broken for extra weapon for the second round of opening.The hermit
is there simply to kill the monsters, so there really isn't much to advice on.

Done

-----------------------------------------------------------------------------
Scene 3
http://knights.heriet.info/Chart/Scene-3

Short notes: Turns is a bit tight here if you want to collect everything here.
The key items that are used to recruit knights are in the box, the top bridge,
and the grass. The grass and the box can respawn and be opened for another key
item. Lastly, the lower bridge contains a key item for npc too.

Grass takes 6 turns to respawn.
Box takes 4 turns to respawn.
Bridges do NOT respawn. Once broken knights will not be able to cross.

Since getting the key items for knight recruiting is pretty easy, i will only
cover getting all the items.Even still it's pretty straight forward, so no
worries. Simply a matter of prioritizing. The game creators ain't so bad to
throw something hard so early in the game.

>set 1 (must be completed by turn 2)
>bring in: Key item for the knights here; Knight, law/chaos weapon ;
warrior,law (lightning or fire preferred) weapon.
>Move the Knight 2 squares Northeast(ending position square B4) .Then break
(break as in completely disappear) the box in front of the warrior with help
from the L.Knight. Try to damage any enemies at the same time. Should take
around 3 or 4 skills in total. Then move the knight across the bridge, and
damage the grass as much as possible.

End

>set 2(turn 1/2 to turn 4/5)
>bring in: Warrior, law/chaos weapon; Knight, law weapon; Key item for NPC
>Swap the bottom warrior for a duelist.Swap the top knight for a warrior.Use
Warrior skill to break the top grass(Must do). Move Knight 1 NE 2 NW
(Square B4). Use L.Knight's law skill to "open" the bridges.
Keep ending your turns till the box respawn
(5th turn is you broke in on your first turn, 6th turn if 2nd)

End

>set 3(turn 5/6)
>bring in: Warrior law weapon; any other weapon for killing
>Swap the bottom duelist for a warrior, and use law skill to break the bottom
box. Alternatively, if you don't want to waste so much of your Warrior's VIT
just for getting a item(Bardiche +2 or Cross Axe + 2 to be precise), you can
stick with your duelist and just open it for the key item.

As for the knight on top, either remove him/her as putting a character but
not doing anything will lower his/her loyalty, which is bad.

End

>set 4
>bring in: Warrior, chaos weapon; any other weapon for killing
>Swap/keep your bottom duelist to warrior, then use the chaos skill to
instantly break the two bridges for the two key items within it.

End

>set 5 (turn 8 or turn 9, depending on your actions on set 1)
>bring in: knight, law weapon; any other weapons to kill to get your line
of KILL( if it's your 9th turn)
>If this is your 9th turn, you would only able to open the grass for the key
item then win this scene. Simple as that.

>ALTERNATIVE set 5
>bring in: knight, law weapon
>If this is your 8th turn, you can still take one more turn to switch out
the top knight to a warrior to break the grass on the 9th turn for a weapon.
>set 6 ( after you complete alternative set 5)
>bring in: warrior law/chaos weapon
>break the grass for a weapon, then finish this scene


Done

-----------------------------------------------------------------------------
Scene 4
http://knights.heriet.info/Chart/Scene-4

And what did i say? That the game creators are nice people not to throw
surprises at us? We have it now! A BOSS FIGHT!

BOSS: Werewolf(Jamie)

short notes: win conditions of boss is different from normal. Simply reduce
the boss' life to zero and this scene is cleared. All key items can be gotten
by opening the objects. Breaking and waiting for respawn will net items only.
The top grass cannot be broken due to height constraints.

All in all, it's actually a pretty easy fight, since there isn't much
requirement.

Jam the werewolf as much as possible, it's weakened form is so easy to kill.

Boss extra info: The moon that he summons CAN DAMAGE your wisp. Don't be like
me and stand in the moon and get -20 seconds per tick. The rest of this claw
attacks are pretty easy to dodge. If you don't think you can dodge the rapid
claw attack after he summons the moon, end the stage for MP.

>set 1
>bring in: Key item for NPC and recruitment(recruit the archer first);
warrior law/chaos(law better) weapon.
> For the whole fight keep the warrior there. Unless you already started
planning whose loyalty you want to up that is.

>The whole point of this fight is actually to not use so much VIT, and at
the same time damage to the boss while damaging the objects. Hitting the boss
once for every two skills you use is good enough, since the boss does not
has much life. First off first by using up your key items. Wait for the
boss to come in range of your warrior law/chaos weapon( hold it at
ready), release when in range to damage the boss and
the objects.

I recommended law weapon for this first set cause we can keep the boss at max
health due to Archer and Warrior's huge chaos attack range.

>set 2:
>bring in: Warrior, chaos weapon; archer ,chaos weapon
>The grass at the top right and the grass
on the high left ledge can be hit by using archer's chaos attacks, and the
centre chest can be hit by the archer's chaos and warrior's chaos. Open all
the objects, then kill the boss, maximise your VIT use by making sure
you don't do unnecessary moves.

Done

------------------------------------------------------------------------------
Scene 5
http://knights.heriet.info/Chart/Scene-5

short notes: Full of key items! Knight recruitment key items are in the 1st
round of the grass, signpost, and the inner tile( the one nearer Frances). A
boss key item is in the rock( and the rock contains nothing else). The rest
are all npc items, meaning 1st and 2nd rounds of outer tile and 2nd rounds of
the grass, signpost, and the inner tile. Tiles take 4 turns to respawn, grass
and signpost take 6 turns to respawn

Since the stone only contain one key item, you can leave it to the last, but
note that it needs quite a bit of damage to hit it to open state.The top
hermit is in a rather bad position so do much, same goes with the bottom
warrior. Also, take a look at your warrior's Law and Chaos Skill, and you
realise the maximum height difference is 2( Law skill is -2 ~ +1,
Chaos skill is -1 ~ +2), so the warrior would need to be moved, either via
a duelist( who jumps the height difference) or a L.Knight

set 1 (Has to be done by turn 1)
>bring in:L.Knight, (neutral) Law/Chaos weapon; Warrior, law fire/ice weapon;
Frances (Hermit) key item; Bailey (warrior) key item

>swap the bottom warrior to a L.Knight. Swap the duelist for the
warrior (Bailey) that you swapped out.

For the L.Knight, you need to move 1 NE 1 NW(final square E5, with the npc and
the grass on his sides). Before that move to a position where you can damage
the grass and the rock with a Law skill, before moving to final position.
Try to get the Grass to around 80~90% ( around 2 law skills?). Either that
or if you have a chaos weapon, just charge in and out for damage.

For the warrior, keep using law skill until the signpost is broken.For the
hermit, use the chaos skill pointing SE, of course aim the monster at the same
time.Remember to use your key items.

End

set 2 (done by turn 2)
>bring in:warrior, neutral/ice law weapon;
Duelist, (fire) chaos weapon;Erica(Duelist) key item; 1 npc key item

>Swap the L.Knight to a high law warrior, swap the warrior to the guest Duelist
Erica, and swap the top hermit with a L.Knight. In the chaos phase, charge the
duelist's chaos skill and point it NE, release it and the duelist will jump up
the ledge and damage the outer tile. For the bottom warrior, spam law skill
until the grass breaks, hopefully the rock along with it.
Move the L.Knight 2 SE,right onto the npc (square C7)

End

set 3 (done by turn 3)
>bring in: warrior, (fire/ice) law weapon; warrior, (fire/ice) chaos weapon;
2 npc items
>Remove the bottom warrior, and switch both the L.Knight and the Duelist
into warriors. Use chaos skill for the bottom warrior to destroy the bottom
tile, and law skill for the top warrior to destroy the top tile.
By now everything should be destoryed.

End

set 4
>bring in: anything for damage
>If all went well, the tiles would respawn by turn 7, and the signpost and
grass on turn 9, the last turn( thus the strict schedule)

>As usual, kill monsters until the tiles respawn. If you did not move the
warriors, then they would be still in position to open the tiles
for the key items.

To hit the signpost, switch the top warrior to a duelist/L.Knight, move it
1 square NW ( square B7, which is also 1 square SE from the guest Hermit
Frances starting position), and swap in an archer. The bottom grass can be
opened with anyone, but a nice position to hit it from would be from
square D3 or D2, the 2 corner position, where a duelist can hit a wide area.

Done
------------------------------------------------------------------------------
Scene 6
http://knights.heriet.info/Chart/Scene-6

short notes: Key items for knights recruitment are inside the first box and
the bridge.The tile and the box takes 4 turns to respawn.

>set 1
>bring in:Key item for Wizard and L. Knight; L. Knight,(fire) law weapon;
Wizard, (lightning) chaos  weapon

> Swap the top Hermit with the bottom L. Knight, then putting in another
L. Knight at the bottom. Spam the wizard's chaos attack on the Tile, first
targeting the enemy on the SW, then pointing SE and try to hit the SE enemy at
the same time, if not it's all right. For the top L. Knight, move it out into
the spot between the bridge and the npc, use your fire law attack on the
bridge and try to catch the enemy too. For the bottom L. knight just use it
to attack the lower enemy or just let it stand there.

End

>set 2

>bring in:Key Items for Hermit and npc; Warrior, one (lightning) chaos and
one law weapon.

>Swap the bottom L. Knight for a high law warrior, and the wizard for the
hermit. Use the key item for the hermit and one npc, and proceed to spam to
bottom box with warrior's law weapon till it opens and breaks. same goes with
the top tile, using a chaos skill hitting both the bridge and the tile,
breaking both in the process.

End

>set 3
>bring in: rest of the key items, anything else for damage.
>For the next few turns(or usually one/two only), do anything you like while
waiting for the box and tile to respawn. Line up the KILLS till you're one
away from winning.

End


>set 4

>bring in: anything to open the box and tile

>For the bottom, if you want to hit the box and the enemy, use a
duelist law attack.

>For the tile, if you want to save some VIT of other characters, or wish
to increase the loyalty, use the spot where the wizard was first was
with an archer.

Done. Pretty short huh? It going to be the same for the next few scenes.
-----------------------------------------------------------------------------
Scene 7
http://knights.heriet.info/Chart/Scene-7

short notes:Loads of key items here!Recruitment key items are in the
front tile, vase, chest and inner bridge.To double confirm, that would be
the tile beside Colzeph and the bridge beside the vase. All objects other
than the bridges respawn in four turns.

>set 1

>bring in: Warrior, law (fire) weapon; L.Knight, law neutral/ice weapon;
Key item for L.Knight(Crozeph) and Duelist(Lillian)

>Swap the top Priestess for a law warrior.Use the key item on the duelist.
For the top warrior, spam law skill until the tile breaks. Now it's going
to get a bit messy.

>Move Lillian 2 SE(square D3), and use her law skill to damage the bridge
and the vase. Move Crozeph 2 NE(square D4), and use his law skill facing SE
to damage the right tile and the right bridge.Now Crozeph and Lillian
should be side by side.

End

>set 2(destruction of the 2 tiles and the vase must be done by the 4th turn)

>bring in:Warrior, law and chaos neutral/ice weapon,  Key item for npc

>swap out Lillian and Crozeph for 2 warriors, the bottom slot for a high law,
and the top slot for a high(er) chaos. For the extreme north slot, swap in
a L.Knight. For the lower warrior, use a law skill pointing NE to damage and
break the left bridge and the tile. Use chaos skill for the upper warrior
pointing NW damaging and breaking the vase and the tile.

>The Chest only needs to be opened, so move the L.Knight 2 NW
and 1 SW (square  B7)

>set 3
>bring in: Npc Key items.
>use up all the key items, kill some monsters until the things respawn

End

>set 4

>bring in: priestess law weapon; warrior, law and chaos weapon.

>Placement of warriors here would be the same as in set 2, and their actions
would be the same, destroying the bottom objects.Before that, use the
priestess law skill a few times on both directions to damage the chest,
and the vase and tile.Destroy the chest if you like.

Done

------------------------------------------------------------------------------
Scene 8
http://knights.heriet.info/Chart/Scene-8

short notes: Key items for knight recruitment is in the first round of all
the objects( 2 grass and 2 chest). Boss key item in 2nd round of the left
chest, and npc key items are in both the 2nd round of grass. Chest respawns
in 4 turns, and grasses respawns in 6 turns.Since the right grass only
contains one key item, you can choose to speed up this scene by swapping in
an archer for the top NE slot to open the grass, or choose to take one extra
turn to break it open for a Avenger +2(Although you can get a bunch of them
from leveling, so i wouldn't bother). Remember, duelists are the one you use
to jump up those ledges that L.Knights can't walk up.

Swapping the top right priestess for L.Knight to move it SW 2 squares before
changing it back to the priestess would be a good idea.

>set 1

>bring in:Hermit, law fire/sanctity weapon; Key item for Duelist(Bonita)
and two npc key items

>Swap the NE priestess for a L.Knight. Start with chaos phase, move the
L.Knight 2 SW, ending up at the sides of the npc and grass (square C6). For
the bottom duelist, Move it 1 NE 1 NE up the ledge to the square right in
front of the left chest(square D3). Use Hermit's Chaos skill to damage the
grass and enemies.

End

>set 2

>bring in:Warrior, law fire weapon;archer, chaos ice weapon;
Priestess, law fire/sanctity weapon; npc key item

>Swap the Hermit into a warrior, and swap the L.Knight to the guest
Priestess(Lyzz), and swap the duelist also to a Law Warrior.Use the two key
items.Wrack and break the bottom left chest and grass with the bottom warrior,
same goes with the top grass. Use the Wizard's Chaos skill to catch possibly
2 enemies and most importantly the bottom right chest.

End

>set 3

>bring in: anything for damage, Key item for Priestess (Lyzz) and any
other npc

>wait it out until the stuff respawn. Meanwhile use the key item for Lyzz
and any other npc. Should be around turn 6~8.

End

>set 4

>bring in: priestess, law fire/sanctity weapon; hermit, chaos fire weapon;
warrior, law weapon.

>Since we only have to open the objects, anything that can hit the objects
will do. Positioning of knights would be Hermit in the Wizard's slot,
Priestess in same spot as the L.Knight move out of, and warrior in the
bottom slot.However if you want to break the objects for the weapons, put
in another warrior as in set 2 in the slot where the L.Knight moved out
(square C6). Damage all the objects for your key items
(boss and npc key items)

Done
------------------------------------------------------------------------------
Scene 9
http://knights.heriet.info/Chart/Scene-9

short notes: There's only one Knight recruitment key item here, and it's in
the first opening of the chest. All the each objects contain one key item for
NPC, so make quick work of this scene. All the items in the second round of
object respawn aren't really worth getting getting as they are rather easily
re-obtainable in Leveling. You would want to move on to the next scene as
quickly as possible right? Seeing that the last 3 scenes had been normal
fighting. The pace would be picking up soon.

You could might as well do this scene without referring to this much

>set 1

>bring in: Duelist, law neutral weapon; All three knight recruitment key items.

>Start with chaos phase. Move the Duelist 1 NE 1 NW (ending square C2) to
position her in line with the box and tile. Use the law skill to damage and
open the 2 objects for your key items. For the L.Knight, move 1 NE to
square E6. Use all your knight recruitment items, and end the turn for MP.

End

>set 2

>bring in: Priestess, law darkness weapon; NPC key items x 3

>For this set, simply use the priestess's law skill to open the right tile and
the chest. Remember to aim and hit the sanctity monster at the same time!

End

>set 3

>bring in: anything for damage

>Since now you've got all the key items, feel free to slowly farm exp from all
the monster(especially high level and chance monsters).If you want to get the
weapons, all the objects respawn in 4 turns, and the positions for breaking
the objects would require your warrior to be placed in square C2( where the
duelist was standing to damage the objects), and square F4 (1 SW 1 SE).

Done!

------------------------------------------------------------------------------
Scene 10
http://knights.heriet.info/Chart/Scene-10

short notes: You only get Maria, and you can't switch her out.
Here's some things about Maria

>All her attacks, even normal attacks( without weapons)
cost her Vitality
>She being the heroine can use all weapons, and can go into
Hi-Skill with anything
>However, she has her own attack range. Her chaos attack is like the duelist,
able to jump up heights, and has one more square of range.
>Her law attack is a bit complicated to explain on words,
so just take a look at it.
>She can face all 4 directions
>Maria starts with, and will always recover to 7.77 Vitality after
every scene, so she's used to spam Hi-Skills.
>Lastly, once Maria's Vitality runs out, it's instant game over.

Now that you can use Hi-skills, try them out!

>set 1

>bring in: Fire/Darkness, (Hi)-skill weapon; npc key item

>Take note that Maria's skill casting time a bit slow, so you might need
to get used to it a bit.Keep killing till this scene is completed.
You can farm here also.


Done.Next!

------------------------------------------------------------------------------
Scene 11
http://knights.heriet.info/Chart/Scene-11

short notes: This is the second boss fight, which will cause some trouble for
you. Thankfully, there's only one object to open to get the only key items,
so you can concentrate on killing the boss. Remember, Maria is a free
spamming unit, so use her Hi-skills as much as you like, just don't let her
get killed. Once she starts blinking, it means her Vit is around 2 or so,
use that as a sign.

Extra note: There doesn't seem to be a real need to use that last empty knight
slot. you can simply bring in multiple Hi-Skill weapons to spam the
boss to death.

Boss attacks:

1) The Gatekeeper swings her hammer downwards, and a thick blue stream around
the width of 1/4 of the DS screen comes flowing down from the top of the screen.
Avoid by: keeping your wisp in the center bottom part of the screen,
2) a small cluster of stars appear in the center of the map, and releases the
stars up then down like a fountain.
Avoid by: moving your wisp above the cluster of stars as high as possible.
3)Rage attack: This attack is like a "locking" attack. A ring, divided into
quarters, will attempt to encircle the wisp's last position. after the ring
forms, the inner area will fill up, then the whole perfect circle will crack
and the shards will fly everywhere into the screen.
Avoid by: Ending the turn, or a high accuracy of dodging.

>set 1

>bring in: Maria Hi-Skill weapon; Archer, chaos weapon; Archer key item;
one npc key item

>start with chaos phase, and use the archer's chaos skill to open the chest.
Use up the two key items, and proceed to spam the boss( don't kill it!)
You may want to move Maria into the centre of the map to make it easier for
her to hit. Maria's Hi-skill can be of law or chaos since the boss
doesn't move much.

End

>set 2

>bring in: Maria Hi-Skill weapon; Archer, chaos weapon; remaining npc key item

>use the npc key item, and kill the boss.

Scene complete!

------------------------------------------------------------------------------
Scene 12
http://knights.heriet.info/Chart/Scene-12

short notes: no objects! meaning you can farm and spam all skills you like,
hardly need any help with this eh?

>set 1

>bring in: key item for npc; anything for Maria, damaging

>of course, don't waste any knight's VIT needlessly, just bring them in, use
one skill to raise their loyalty, then finish them off with Maria's skill
attack. This time, use normal skill twice instead of a Hi-skill cause against
normal monster you can have element advantage.

------------------------------------------------------------------------------
scene 13
http://knights.heriet.info/Chart/Scene-13

short notes: Duelists can jump up any height difference
Also, the dog-like monster will start biting any knights it sees, chipping
off some vitality until you jam it. To avoid this, do not put any knights near
the dog monster on ready mode for too long; either that or watch your knight
properly. As long as your knight has already entered attacking animation, it
will be all right.Great practice for a upcoming boss fight.


>set 1:

>bring in:priestess, sanctity/fire law weapon ; fire/neutral/darkness weapon
for Maria; warrior ,law weapon.

>Swap the top hermit to a priestess.Swap the bottom duelist to a warrior.
Use priestess's law sanctity skill to kill the top monster and open the top
chest, then use it another time to open the other chest on the priestess's
immediate right.

Use Maria's chaos normal attack to move forward one square before using skills
to damage/kill the bottom 3 monsters, which would at the same time damage
the grass on her right

use warrior's law skill to break the grass.

End

>set 2

>bring in :priestess, sanctity/fire law weapon ; fire/neutral/darkness weapon
for Maria;

>swap bottom warrior to knight.Move Maria away(anywhere).Move Knight to the
square which is NW 3 squares and SW 2 squares. Ending point would be the panel
beside the grass on the left. Destroy grass on the left.

End.

>set 3

>bring in: priestess, sanctity/fire law weapon ; fire/neutral/darkness weapon

>swap bottom warrior for duelist, use duelist chaos attack to jump up the
steps 3 NE, then jump 1 NW. ending position should be beside left of the pair
of top chest.

End.

>set 5

>swap warrior for Knight. move SW two squares. ending position should be the

>bring in: priestess, sanctity/fire law weapon ; fire/neutral/darkness weapon;
Warrior, chaos weapon.

>Destroy top two chests. End turns and wait for grass and chest respawn. Use
the top priestess(or anyone else) and warrior to open the top chest, Maria to
open the bottom grass.

Done.

------------------------------------------------------------------------------
Scene 14
http://knights.heriet.info/Chart/Scene-14

Short notes: Knight recruitment key items are in the sandbag, left bridge, and
left sling. The other two objects have npc items, and all only have one key
item. The second round all contain items, but the boss is so fragile that most
of the times you would have killed her already.

To top it off, you only have 4 turns, so really, don't bother to
break open the stuff a second time for theitems. Note that 99% of the
time Melissa will walk towards Maria, and ifMelissa is on the bridge,
the bridge wouldn't take any damage.

It would be better to spend a few restarts to get used to her attack so as to
not waste your previous Hi-skill weapons' durability

>set 1

>bring in: Maria, Law Hi-skill; Maria, Chaos Hi-skill; Warrior, Law weapon;
Wizard key item

>Use the key item first. Move Maria 2 squares NE ( in front of the left bridge,
square C3, overlapping with NPC Shasutin(?). Charge up the Law Hi-skill,
and release facing NE, opening the two bridges, and damaging the right sling.
Move 1 NE 1 SE ( to the square above the right bridge, in line with the warrior
at the bottom, square D5), and charge up a chaos Hi-skill and release facing NW
( i.e. the sling furthest away from Maria). The left sling should be open after
this attack, if not repeat this Hi-skill on the next turn

For the bottom warrior, simply use a Law skill to open the sandbag.

End

>set 2 ( this would probably be the last turn)

>bring in: anything for damage; all npc items; Josef key item.

>Now that all the key items to collect have been accounted for, you can start
using the up the key items for the npcs and recruitable knights.Killing the
boss herself is simply, seeing she has very little health.

Should you need, use the key item for the boss, since it can only be used
here, might as use it right? The boss key item wouldn't be much of a use if
the rage bar was already full when you use the item- it has to be NOT full,
since the boss will enter the rage attack after the rage meter fills up.

Done

------------------------------------------------------------------------------
Scene 15

http://knights.heriet.info/Chart/Scene-15

quick notes: Note that Maria's Chaos Skills cannot hit both the slingstogether.
The top knight slot seems to be a better position for an archer rather than a
priestess, so pop in an archer with Fire element chaos skill to hit the blue
monster there. Also if you swapped, the chaos skill from the archer would not
be able to hit the chest. Should the chest turn into a Mimic, kill it first,if
not you would have to waste another 2 more turns to wait for it to respawn.
One Hi skill should do the trick. Open the chest twice to get both key items.
At the start of every turn, try to kill one enemy first. Less irritating.


>set 1

>bring in:Key item for priestess and 1 npc ,Neutral/Ice/Lightning Law Hi-skill
weapon for Maria , Knight (Hi) Skill weapon.

>Swap the bottom duelist to a knight. Move Maria 1 NE, 1 SE, 2NE all the way
to the square 2 NE of the starting position of the duelist-swapped-knight .
End position - (square D4).

Use a Hi-skill facing right and try and catch which ever enemy is weak to the
element of your weapon, damaging the sling in the process. Then move 1 NE
to square D5.


Move knight 2 NE and 1 SW. end position should be in front of the grass
(square D3). Use a skill/Hi-skill to damage and open the chest but not cause
it to fragile state instantly. If in doubt, just use a skill attack twice.

End

>set 2

>bring in: Warrior-chaos Hi-skill, Maria Law Neutral/Ice/Lightning
Hi-skill weapon for Maria (2 copies)

>swap the knight with a warrior.Use Hi-skill facing the grass and the chest
to break it. Use Maria's skill attack to damage the left sling, then Hi-skill
the both of them. If you don't have the last key item, bring in a third copy
to ensure a 100% fragile status for the slings so that you can use a low
leveled warrior for the breaking job later

End

>set 3

>bring in:anything

>Swap the warrior with a duelist.Move Maria anywhere, get her out of the way
for the duelist. Moving Maria 1 SW should be fine. Move the Duelist to square
D5. Do anything you like (kill some enemies, destroy the dryad fence etc.)
For the next 2 turns to wait for the chest to respawn.

End

>set 4

>bring in: warrior-chaos (Hi)-skill; Maria Neutral/Ice/Lightning Hi-skill weapon
for Maria, archer/priestess/wizard (chaos, law,chaos respectively) weapon

>Swap the duelist for a warrior. Use warrior's (Hi)-skill to destroy the top
sling. Use Maria and the top archer/priestess/wizard however you like to
damage the chest and grass or kill enemies

End

>set 5

>bring in: anything for killing

>swap the warrior for a duelist. Move Maria out of the way again, preferably
to a spot where she can hit the top sling after it respawns. Move duelist
1 NW.Do anything you like or simply end turn for MP or EXP.

End

>set 6

>bring in:warrior-chaos (Hi)-skill; Neutral/Ice/Lightning Hi-skill weapon
for Maria, archer/priestess/wizard (chaos,law,chaos respectively) weapon

>Swap the duelist for warrior.Use warrior's (Hi)-skill to destroy the left
sling.Use Maria to damage the top sling till break/open status for the item.
Same goes with the grass and the chest (which you would have been hitting
if you're using wizard for the top knight slot, if not just whack it now)

End

>set 7

>bring in: anything for killing

>Now simply wait for the top sling to respawn, then open it for the key
item again, before ending this scene by killing one line of enemy.

Done

-----------------------------------------------------------------------------
Scene 16
http://knights.heriet.info/Chart/Scene-16

Short notes: Gunthar can kill off any of knights instantly, including Maria
Releasing any charging action instantly when you see the exclamation
marks appear above Gunthar would allow you to (almost always) avoid the
kill.Playing with your sound on is also a good idea, as you can hear if
Gunthar spots your Knight should you be busy avoiding bullets and the like.
The flame towers respawn 6 turns after it is destroyed, and the knight
statues respawn 2 turns after it turns in a monster, and the monster is not
standing on the statue where it is supposed to be respawing.This
time Maria would be doing the actual damage to the boss.

Try and level up one character of every class to at least 20 so that they
would be able to use a wide range of weapons.

Don't worry if you restart a few times cause Gunthar instant-killed your
knights. I restarted 5 times.

>set 1: Key item for Reinhart; Priestess weapon with both law and chaos
attacks (with Hi-Skill law preferred),Knight Chaos any element(different from
priestess); Law weapon for Maria, different element from knight.
Elements recommanded are sanctity, fire and darkness. Knights of these
elements seem to pop out more often.

>Put a priestess in the top slot. Move the knight (Reinhart) 4 squares NW
1 NE (square D4). Move Maria 2 NE 2 NW. Use knight's normal law attack max
charge to poke the right statue, switch to chaos, move 1 NW, then poke the
other statue too(end position C4). At this time once the first knight is about
to come in line with the two flame towers, start charging her law attack
pointing right and fire it off once the knight is in range.For the second
knight you can use your knight or Maria to attack it, but make sure to get
the knight back into this original position(C4, or D4, we just need the flame
towers to be in range for warrior's law attack)

Best situation for set 1 would be both knight statues down, both flame towers
damage to 100% ( or to fragile, but not immediately! You need to "open" the
objects first! )with both key items get, and the boss somehow got caught in
the attack. Not very realistic though. Prioritise killing the two knights
and damaging the flame towers as much as possible.

End

>set 2:Wizard weapon with both law and chaos attacks; Warrior Law weapon;
Maria damaging weapon.
>The only thing to do in this set is destroy the two flame towers, and
damage the boss. Setting Grams with Wizards and their AoE attacks would
prove to be useful against a boss moving so damnably fast. Try and trigger
the boss's Rage attack then immediately end the turn for MP.

>set 3:Wizard weapon with both law and chaos attacks, Knight Chaos weapon;
Maria damaging weapon;
Repeat damaging the statues, making the monsters come out, killing them
so they don't stand on the statue respawn spot, and wait till the 3rd set
comes around, open them for your key items. Poor L.Knight is going to use
up so much Vit.

Phew... done!

------------------------------------------------------------------------------
Scene 17
http://knights.heriet.info/Chart/Scene-17

short notes: another simple map, having only 3 objects to attack, and only
two of them respawns.Knight recruit items are in the box, bridge and sign.Last
key item is in the box respawn. The sign and the box takes 4 turns to respawn.
Placing a warrior at the square 1NE of the bridge using chaos skill allows it
to aim at the box and the sign. The bridge can be destroyed at the later turns
as it does not respawn;just hit it to get the key item, the destroy it at the
later turns for the item.

Ogres, when moved next to an object, smashes it flat, completely obliterating
it from the map. It doesn't respawn too, so try to kill Orges as quickly as
possible. And if you didn't know, the small orc-like monster holding a wooden
mallet can grab your items-it's attack that looks like a flying hand (with
rather long fingernails) steals your item.

>set 1 (very doable in one turn)

>bring in: Duelist, Law/Chaos(preferred) Dark(must) weapon;
L.Knight, chaos lightning/dark weapon; item for guest L.Knight(Crozam)
and one npc item.

>Swap the bottom guest L.Knight for a High Law/Chaos(either) Duelist, and
swap the top guest priestess for the guest L.Knight.Start with Chaos phase
if you brought in a chaos dark duelist weapon, if not then law, mainly because
you need to kill the ogre first. The ogre would move NE slowly, that is why
chaos is better as the need for swapping in between the phases would be
eliminated. Simply chain cast your chaos dark duelist skill and kill the
ogre( usually 1 skill, max 2, unless the LI/CI is really really low). After
the ogre is dead, move the duelist till it reaches the box( 2 NE, 3 NW from
starting, square B4, in between the box and the NPC Orlando)

For the L.Knight on top, your main objective is to use the chaos skill, damage
the sign and either enemy at the same time.Therefore you would have to move
it 1 SW, then charge your chaos skill pointing in the NE direction( the sign)
and catch either the sanctity or neutral enemy.After using the skill twice
(monster should be dead), move it to the same position as i said from where
it can attack( 1 SW from the starting position, square D6)

End

>set 2 (

>bring in: duelist, law lightning weapon;warrior, chaos dark weapon;
2 npc items
>Using the duelist law skill, target the neutral enemy, and at the same time
damaging the box till fragile. Use the warrior's chaos skill to break the box
and the sign while attacking the top sanctity monster. Remember to use your
2 npc items.

End

>set 3

>bring in: anything for killing

> for the next 4 turns you would be waiting for the box to respawn.
Meanwhile, move your top L.Knight to that same position( square D6, 1 SW
of starting position) Try and kill the neutral Dryad in Law (i think) phase
to get the weapon Headman's Axe. If you want to break open the sign for the
second time( i'm not sure what's inside since i missed it), move your
duelist 1 SW instead to square C4, right onto Orlando.

>set 4

>bring in: priestess/warrior law dark weapon; guest priestess key item

>Bring in whichever item with respect to which character you bring in to
open the box and bridge. With priestess, use the Law skill facing SW, or if
it's the warrior, Law skill facing NE. Kill until you finish this scene.

Done

And another interesting fight for our next scene.

------------------------------------------------------------------------------
Scene 18
http://knights.heriet.info/Chart/Scene-18

short notes: HER! AGAIN! And this time with a terrible turn restriction
of a glorious 6 turns. Fret not, for Mellissa is still as fragile as before.
To top it off, you should have a few Hi-skills on hand(will cover that later)
so the problem now would be how to collect the key items rather than
killing the boss instead.

Despite that, Mellisa is still a (glass) cannon, so her attacks hit pretty
hard as per usual, with nothing less than 7 sec damage, and a few new
attacks to boot(she keeps her favourtie white spears). Although this time,
her beloved sister isn't here, so she would follow a simple circular walking
pattern.  I need someone to confirm with me whether she can get caught by
Grams, seeing that her movement typing is Flying( YU anyone?) Her ouchie
attacks as per follows:

1) White spears of varying thickness( thinnest one first, then a huge fat
one pierces from the side of the screen.
Avoid by: Wisp staying in the center of the screen

2) Blue Bird Attack(small, 1st wave) ; She swings her weapon(?) and three(3)
blue bird-shaped projectiles will fly in from the side of the screen, which
HOMES onto the wisp, i repeat, it follows your wisp with uncanny
accuracy.
Avoid by: Thankfully. the birds can really steer well, so that can turn say
more than 90 degrees or so. Most of the time they enter by the side of the
screen, and moving your Wisp to the corner will ensure a 100% avoid because
the birds can't turn very well, and they would simply arc over your wisp.
Nevertheless, the birds are not without backup, which chains to...

3) Big Blue Bird Attack( Big): Right after the 1st wave of the homing small
birds, a huge version of the bird will fly diagonally across the screen.And
is hurts for 12 seconds per tick. Best to avoid this.
Avoid by: Since this big bird doesn't turn, hiding at the other 2 corners
of the screen would be fine. The point is that the 1st wave of the small
birds might have cornered you to a position where the big one can hit you
fairly easily, so take a while and get used to how to avoid the small ones,
then the first one

4)Blue Bird Attack(small, 2nd wave): Continuing from the Big Bird Attack, a
2nd wave of the small birds would appear. However, it seems that out of the
3 birds, only the first one can home( the rainbow coloured one).

5) Sealing Circle: Sometimes she will stop moving for a while, and start some
chanting animation. Right after that, a "sealing" circle will appear around
your wisp, which prevents you from leaving and also damages you should
you touch the borders. In short, you're trapped, helpless.
Avoid by: I've not much idea how to actually avoid this, more of stopping
Mellisa from casting the spell. Perhaps some damage will do the trick?


6)Rage attack: Mellisa felt that she got bored of shattering circles, so she
got in a bunch of spears for her new rage attack. Firstly, some spikes will
poke into the screen from the sides, and staying there. Then a bunch of
small spears will appear on all sides of the screen, and fly towards the
opposite direction.
Avoid by: I wouldn't say this is a really difficult an attack to avoid, but
it still takes some skills to see the "holes" where the wisp can go through

The first few times, you might be overwhelmed by the speed and where
the attacks come from. Take your time, restart a few times( or simply
lose the scene and retry), until you get used to it, then we start the
actually treasure collecting and Hi-skill spamming.

I hope you did a few leveling scenes and got a Raincloud Bow and Chaos
Axe though. And all the key items are in the first found of all the object
(sandbag, 2 weapons rack, and the cannon) The cannon can tank a lot of
damage, so powerful to the point that even a chaos Hi-skil from a 99 CI
warrior is not able to open it.


Set 1
>bring in: Archer key item; npc key item; Archer, chaos (Hi-skill) weapon;
Duelist, Law weapon

>swap out the warrior for a duelist, and pop in a duelist too at the bottom-
left empty slot.Start with Chaos phase( please change it during the
tactics screen)

>Here we need to continuously move both duelists into position while
avoiding stuff. For the bottom-left
duelist, the target point is the square
in front of the archer (square B6) , and for the bottom-right duelist to the
square in front of cannon (square D6).

>Before moving, charge the archer's Choas hi-skill to ready, then leave it
there until Mellissa comes along to D6(beside the cannon). Release it once
Melissa is beside the cannon or when you want to end the turn(don't waste
your MP!)

>While moving the duelists, if you can find the time, use Duelist Law skill
once on the sandbag so later your hermit wouldn't be having too difficult
a time

>Bottom-left duelist: Move 2 NE, 1 NW . then 3 NE. Remember to jump up
a great height, you would need to charge longer.
>Bottom-right duelist: Move 3 NE. the jump up the ledge requires the charge
to reach the 4th level before the square is lit up.

set 2
>bring in: Archer, Chaos (Hi-skill) weapon; Warrior, Chaos/Law (Hi-skill)
weapon; Hermit, Chaos Weapon

>Charge the warrior's Hi-skill and use it on the cannon. If you did not get
to use the archer's Hi-skill on the cannon just now, you might have to use
one normal skill, then the Hi-skill to open it.

>The Hermit's Chaos skill, facing SW, can hit both weapon racks and the
sandbag. Use it twice to open everything, and Chaos normal attacks to get
some MP.

Actually that's about what we need to do to get the key items.The main
difficulty is knowing what to do during the 6 short turns.

Boss Done!

-----------------------------------------------------------------------------

===========Interlude===========

Okay there isn't any interlude in the game, but I put it in just to give a
rough idea on what we have now.

------Leveling------

I suggest doing Leveling for each scene at least twice, and killing the
monsters in equal amounts in both Law and Chaos phase, and also open,break,
open the objects to get even more items. During the monster roulette, look
monster which have a brighter outline than others(High Level, nets more EXP),
And some random Chance monsters, which drops pretty good stuff. You know
that you would have got a good weapon based on the DUR that it comes with-
usually a DUR of 2 to 4, or stuff some normal weapons with a extremely high
quality.

A few extremely low DUR weapons i got was, with the Leveling scene(might be
wrong, since i can't remeber really well)
Tyrfing- Scene 15 - L.Knight, Fire Hi-skill for both Law and Chaos(Reinhart!)
Leviathan- Scene 16- Warrior, Ice Chaos Hi-skill
Galactica- Scene 16- Priestess, Lightning Hi-skill for both L and C
Excalibur- Scene 14~16 - Duelist, Sanctity Law Hi-sKill
Salamender Rod- Scene 13~15 - Wizard, Fire Chaos Hi-skill(whooping attack
of 2038 x 3)

At least, these are the higher leveled ones. I got too much to write down
everything

------Transsoul------

The biggest problem so far- Transsoul. Who goes to who? There's a list of
relationships between each Knight on the Boards, so run over to check.
I didn't Transsoul a lot of Knights, but i did plan who i wanted to
Transsoul .


Transouled Knights:

Walder -> Josef (boost in law)
Alonso -> Rolf (boost in chaos)
Michel -> Johann(good early game)

The way to plan which Knights to keep and who to sacrifice(Transsoul to
another Knight) is usually based on the VIT growth of the Knight. You can
check it by going to "Unit List" or "Transsoul" during setup, then press any
of the side buttons. As of now, i plan to keep these knights :

Erica
Hilgard
Firenz
Diora
Rolenta
Oswalk
Staehel
Simone
Lyzz
Anette
Rolf
Reinhart
Annalot
Klaus
Josef

Of course, you would have a different set of knights which you would like
to keep, so keep checking on the Transoul list.
------Hi-skills------

I didn't recruit everyone, neither did i get every single NPC weapon,nor
all the weapons from Leveling, but somehow i managed to quite a few
Knights with Hi-skills. This would vary a lot depending on which
Knights you Transsouled, seeing that Hi-skills weapon require quite a
high level. It would be good to do a bit of planning on who to Transsoul.

Name- Element - Class - Weapon - Phase - Skill name

Lyzz- Sanctity Priestess - Venus Wand - Law - Holy Grail
Oswald - Ice Archer - Raincloud Bow - Chaos - Fatal Sleet
Fritz - Darkness Warrior - Chaos Axe - Chaos - Guilty Smash
Kluas - Darkness Knight - Noir - choas - Hell Procession
Gieche - Ice Wizard - Hard Rime Rod - Law - Infinite Zero
Josef - Fire Warrior - Sunrise - Chaos - Crimson Break


There are a few more that woudl be able to use Hi-skills if you Transouled.

------Rush Counter------

Here are some good rush counter effects on various weapons which makes
them worth the upgrade.

Blazing Needle, E-1, Wizards have no charge time
Element Rod, E-1, Attacks charge very quickly
Estoc,E-1, Duelists have no charge time
Flamme,E-1, Wizards have no charge time
Flint Bow,E-1, Wizards have no charge time

Francisca, E-1, Rush counter is kept for next turn
          E-2,
Duelists have no charge time
Golden Spear, E-1, Archers have no charge time
             E-2, Lightning bullets do no damage
             E-3, Lightning damage is doubled (wow, at 25 hits only!)
Holy Axe, E-1, Priestess have no charge time
Jackknife, E-1, Hermits have no charge time
LongBow, E-1, Rush counter is kepy for next turn
Moonlight Rod, E-1, Charging does not use Time
Paladin Lance, E-2, Wisp cannot be hit for 10 seconds
(note: requires Paladin Lance + 7 to get E-2)
Raincloud Bow, E-3, Hermits have no charge time
Savior's Spear, E-1, Priestess have no charge time
Spark Bow, E-1, Rush counter is kept for the next turn
Spiral Arch, E-1, Rush counter is kept for the next turn
            E-2, Enemies move more slowly
            E-3, Any element can go HIGH in Law (79 hits lol)

Easy weapons to use to get high amount of Hits would be Bronze Mace and the
lightning element L.Knight's chaos attack of 14 and 10 hits respectively,
or a Wizard skill hitting 3 enemies or so. Although making use of the rush
counter is not necessary now, it might come in handy later.

</pre><pre id="faqspan-2">
------------------------------------------------------------------------------
Scene 20
http://knights.heriet.info/Chart/Scene-20

short notes: This time it's a 2 boss chain fight.And Maria's back!All the
objects simply needs to be opened, and it seems to be too much of a hassle
to break them( do they even respawn?)

A few things to keep in mind:

The Demon Beast (Wolf-ish boss) has the same attack as the normal wolves,
the one that charges at your active knights and bites the heck out of them.
This one is faster and is able to recover health at the same time.Try not to
get hit at all by this biting (and VIT draining) attack .


Remember to hit the beast tamer (the humanoid looking one) when several
horizontal dots appear above it's head. If you don't, things will get VERY
messy. Therefore use one inner one outer knight, or simply place a L.knight
in the middle of everything.
(inner means warrior, duelist; outer means archer,wizard priestess,hermit)

Boss attack:

Demon Beast ( the wolf)
The wolf has only 3 attacks ( including rage) , and all are relatively simple
to avoid.

Crossing fangs: The boss swipes its claw, and a second later, large fangs
pierce from the 4 corners in a slight angle each that leaves the center and
extreme sides and extreme tops free from this attack. 14 sec per tick

Roar:This attack comes from the wolf itself, so the position of avoiding this
attack is as far away from the wolf as possible. A bit difficult to explain
this attack, but putting it simply, the wolf shoots stuff from its mouth
in eight directions in a circular way.

Rage attack: This has got to be the most LOL rage attack ever. Basically it's
a combination of his two other attacks. The fangs now converge at the centre
after piercing inwards, then his roar attacks appears from the center of the
screen. The "holes" of this attack is in between the waves and the little dots.
If you want to be sure, just drop everything and hold L/R to reduce damage done.
Not really necessary though.

Extra attack- Drain Bite: As i mentioned above, this boss Wolf has the same
attack as the normal wolves have. For every bite he recovers 300 health, and
eats 0.5 Vit i think. And the Jamming required is 3 rounds, and you would be
too shocked to spin it quickly enough to save your knight from some serious
damage. Just don't get hit. Thus positioning your knight in this boss fight
is even more important than usual.

Beast King attacks: Not a fantastic range of attacks, but his Rage attack is
pretty deadly, as with most.  Too bad one of his attacks is completely
worthless. I can't imagine getting hit unless due to panic.

Whip: The boss strikes his whip trice, each time a wavey line will emit from
the whip staying in position before dissappearing together.

Fan of Knives-ish: Boss swings his whip round and round and round and pauses,
then a fan of knives emits from the boss in a circular way, similar to
a ripple in water. High speed, not much holes, thus dangerous. Please avoid
this or at least L/R this and take 4 sec damage instead of 8, more if some
knives are stacked together.

Summon horrors: As the game calls it, these "horros" are the normal wolf
monsters. He can summon up to 3 at a time, which makes charging a real problem.
His casting animation is horizontal dots, lasts around 1.5 seconds. During this
time, if you hit him, he will not summon anything. The wolves, like the
Knights from Gunthar, are of random element(more sanctity, darkness and ice
than anything else though)

RAGE ATTACK: Now this is one heck of a problem. Firstly, once he starts his rage
attack ( i think his rage attack starting animation )
A big card with a pretty wolf design will take up the one side of the screen,
so get away from there, then move your wisp to the top left/right as the card
will start spraying the knives in a down to up arc, spreading out at the end.
After doing this for around 30 seconds, move your wips to a more central
position as fangs will enter the screen from the top and bottom. Ending
position of fangs is like this:

-V---V---V-----
--V---V---V----
-^-V-^-V-^-V---
--^-V-^-V-^-V--
---^---^---^---
----^---^---^--

Where ^ and V are the fangs

So the idea is 1) Don't stay near the edge of the screen , 2) hide between
two fangs. Hopefully you timed it well that you can completely miss
seeing this attack.

set 1
bring in: Maria, 2 Hi-Skill Law weapon; L.Knight , Chaos weapon;
and NPC key item

Pop in a L.Knight at the free slot, we're going to move it.Swap the guest
hermit to another L.Knight.
Use the key item first. Move Maria 1 NW 1 NE, then use normal Law skill
twice, aiming at the objects. Everything should be opened, 3 key items.
Move the bottom L.Knight 3 NE, and stay put there. Move the L.Knight at
top left 1 SE. Now move Maria 1 NE 2 NW 1 SW (square D2).From that spot,
try to use Hi-skill on the boss twice.

set 2
bring in: Maria, Hi-skill weapon; Hermit, Chaos weapon; Priestess,
law (Hi) Skill weapon; Knight recruitment key item.

Swap the top left L.Knight to the guest Hermit, and the top right
L.Knight to a priestess with Hi-skill avaliable. By now the wolf boss
should be almost dead or dead. If it's close to death, just use the
hermit's choast attack, saving the Hi-skill for the main boss.

set 3
bring in: Anything for damage

The priestess is in a rather good position for wide area attacking. The
Hermit can be swapped out to a wizard or archer depending on where the
boss is. Keep in mind the boss hardly walks over to where the objects are.

Another surefire way to kill the boss as quickly as possible is in set 1,
instead of using a L.Knight at the free spot, use a Duelist instead,
and jump up the ledge( 4 NE, square D5). From there, pop in a wizard or
another priestess, so now your two rows are completely covered.A hermit
or Wizard is also good if there are wolves present.

Boss done!

------------------------------------------------------------------------------
Scene 21
http://knights.heriet.info/Chart/Scene-21

short notes: This is one scene that you will have loads of stuff flying around
the screen unless you do something about it. All key items are in 1st round
of all the objects, and the statues need at least 3 Hi-skills from Maria to
enter Open state. And we seem to have a new Sword-ish enemy here, found in the
dark element roulette.

set 1
>bring in: 3 x Law Hi-skill for Maria; Duelist, Law Ice weapon.
>For the 3 Hi-skill weapons, i used 3 Venus wand + 5.
>Maria is going to be used for Hi-skill spamming here, so we cannot depend on
her for dps this time. Swap the bottom duelist to a high law duelist, and start
with Chaos phase. Swap the top priestess for any archer

>Firstly, move the duelist 1 NW and Maria 1 NE. Switch to Law phase, and start
spamming the Duelist's Law Ice attack until the crock is opened, and hopefully
the fire monster dead. If you running out of MP, use the archer's chaos attack
to get some MP back.  Charge and use Maria's Law Hi-skill 3 times on the
statue. It should be opened by then. Maria's level is pretty high so you would
have no problem choosing a weapon for her. After everything, if you still have
the time, move Maria 4 NW to square D6 beside the second statue. If you STILL
have extra time, then get some MP for later.

But seriously speaking, why would the knights pray to these scary looking
statues? And to statues that spit irritating bouncing stuff at that!

set 2
>bring in:  3 x Law Hi-skill for Maria; Warrior, law (higher level) weapon
>During the roulette, try not to hit the wolf monster for all of the
elements except the darkness one, since the wolf
>Once again, spam the 3 Hi-skills on the statue to open it. For the warrior,
try and break the statue at the bottom with a law skill. Use remaining time
with the archer on top to farm all the MP you need, then end for EXP.



set 3
>bring in: Anything for damage. Although i brought in Priestess,Law sanctity;
Duelist, Dark/Lightning/Ice weapon; guest priestess and guest duelist key
item.

>After that, since all the objects have been opened for key items, you're
free to farm, use all the key items for this scene, and finish it.

>Swap the two units back to their original places(duelist at bottom,
priestess at top) For the duelist, i would try to get it to a nicer position
such as square C5(1 NE 1 NW from previous position), then i can swap into a
priestess to farm, or move it all the way upwards to the top of the stage
to swap to an archer.

>For the top slot not much can be done, so use back the priestess to open
the object(crock) then try and hit the Vandetta monster, the sword looking
one on the roulette, and spam law sanctity skill on it to kill it for a nice
weapon. I simply used Lyzz with Venus Wand and Hi-skill it to death.

Done!

------------------------------------------------------------------------------
Scene 22
http://knights.heriet.info/Chart/Scene-22

Okay i get it now. Melissa is like your rival in the pokemon games.

short notes: The books all respawn on the turn after it is destroyed, and
they can only be destroyed by their respective elements, and they are random,
therefore i cannot provide an exact guide for you. However i would provide a
general guide for you. Key items are in 1st round of all the books and the 2nd
round of the top most NW book.

IMPORTANT:

1)Only the top most book(most NW, the one single book resting on a
elevated ground) has 2 key items
2)The rest all have one key items
3) To prevent that from spawning anymore, move your knights over to the spot
where the books were. This effectively nullifies 2 books.
4)The 2 bottom books, those on the lower levels, will require a Hi-skill to
break them.The key item will be given once the book dissappear, so no need
to "open" and "break" the books, just damage it enough.

So in short, crack 3 bottom books, stand on 2 of them, crack the top one twice
to get both key items, and kill Mellisa. Mellisa's attacks are all the same.

set 1
>bring in: L.Knight, (element) law weapon; Duelist, (element) law weapon;
Maria, (element) Hi-skill; Guest Duelist key item

> Just to confirm, L.Knight's element should correspond with the book on
the NW, the one that gives 2 key items
>The Duelist's element should be the book on the NE, the one between the
two NPCs
>And Maria's element would be the book right next to her

>To start off, enter Law phase, and break the NW book with your L.Knight skill.
Then switch to Chaos phase, and move Maria 1 NE and the Duelist 1 NW (move
together to save some time, Mellisa hits very hard). Depending on the situation
of Mellisa's attack, move the duelist 2 NE and spam Law skill till the NE book
is broken, or start charing Maria's Hi-Skill to break the bottom book. Once both
are done, move them ONTO where the book was, which would be 1 NW for Maria and
also 1 NW for the duelist.

set 2
>bring in: L.Knight, (element) law weapon; Maria, (element) Hi-skill weapon;
Archer, Hi-skill weapon; NPC item

>This time Maria's element should match with the other bottom book which just
respawned, and the L.Knights one should be the same book that you were
targetting
with the L.Knight just now. The Archer is just there for dps, and remember to
use
your NPC item!

>Move Maria to the front of the other bottom book by moving 2 SE 1 NE.Hi-skill
the book, and move onto it. Destroy the NE book with the L.Knight and attack the
with the Archer.

set 3
>bring in: anything for damage plus remaining key items
>Swap out the archer for the guest wizard to recruit, and since this is your
first high leveled Wizard, you can now use the Hi-Skill Explosion! Nice damage
and attack area makes it easier to hit Mellisa so just play around until the
boss is dead.

Boss down!

Get Lyzz ( Sanctity priestess) VIT up to at least 7 or 8, just to be safe,
and hunt some extra Venus Wands
------------------------------------------------------------------------------
Scene 23
http://knights.heriet.info/Chart/Scene-23

Short notes:This is the scene that we have an invisble object, and breaking
that twice will allow us to go into scene 23.5. The said invisble object is
located at the one single Height 0.0 panel all the way at the bottom right.
Other than that, the rest of the objects(3 floors, 1 statue and 1 chest) all
contain one key item each, and you can hit these objects all the way to
"fragile" state and the key item would still come out safely. Meaing you can
over-damage the objects. Your best bet to open all the two floors and the
statue would be using a Venus Wand, and the invisble object also with Venus
Wand.

You have a grand total of 23 turns for this scene, so no hurry.

set 1
>bring in: L.Knight key item, NPC item x 3

>Swap out the top guest L.Knight into any Duelist
>Swap out the top left guest Archer into guest L.Knight.
>Place any L.Knight at the bottom slot.

>Now theres one thing to look out for. There's a Ogre who will walk towards
the Chest. I'm not sure whether to the chest will respawn after that. So be
preapared to jam the Ogre. Or you can use your duelist, and in chaos phase
move it

>Pop the guest L.Knight her key item and move her 1 SE, 2 SW and leave her
there. Seriously why the on earth do we get a level 1 L.Knight, who can't
even use a single item? But since this L.knight has such a nice LI and CI,
and it's a girl. I'm not complaining!

>Move the bottom L.Knight 1 NE. That's it for turn 1. Hit the enemies till
you get 9 MP, then end the turn for EXP

set 2
>bring in: Priestes, Venus Wand x 2 or Hi-skill Law; Hermit, Chaos weapon;
Warrior, Choas Hi-skill weapon (aka Sunrise)

>Swap the level 1 L. Knight for Lyzz, or any other high law priestess, but
since Venus Wand is the best weapon now, it's best to use it here. Swap the
top duelist to a high chaos Hermit, and swap the bottom L.Knight into a
Choas Warrior, perferably Josef since he can use the Choas Hi-skill
Crimson Break from the Sunrise weapon.

>Here your priestess would need to use her law skill to damage 2 floors
and the statue. If you're using Lyzz, 2 of Venus Wand's Hi-Skill would open
up all the 3 objects, then it's ready for breaking from the Warrior.Remember,
it doesn't matter if the objects are hit into fragile state immediately, the
key items would still be there for collection, just don't let the goblin
monster grab it by accident

>For the hermit, simply use her chaos skill to damage the chest. Should it
become a mimic, ignore it after the first hit. Priority goes to breaking the
3 objects.

set 3
>bring in:
>Swap both the priestess and warrior into L.Knights. Do anything you want
with the hermit, swap it out to an archer to shoot the monsters, train the
other hunit's loyalty, up to you. Although i doubt you would have much time
since you're going to be charing two Hi-Skills, you can also choose to
leave it empty

>If you think you will have time left over, you can position this top right
unit such that it would easily hit the sanctity monster. A good choice would
be (yet another) L.Knight position at square B7, or 2 SW, 2 NW from the
Hermit position. From there, any low leveled L.Knight would be able to use
the Darkish weapon to kill the Chance sanctity monster ( the spider) to get
the dual Hi-Skill priestess weapon.

>If you had read the short notes, you'll know that the invisble object is on
the single lowered panel at the bottom right, square H4 on the map with the
exclaimation mark. We need to move one L.Knight so that it can be swapped
out to a warrior to break it, and the other L.Knight so that a Priestess law
skill would be able to hit. So that would mean moving one L.Knight to square
G3, and another to G5. Since the floor is broken on the left, the L.Knight
on top would have to go around, and move in.
>Movement directions for the bottom L.Knight - 3 NE , 3 SE and 2 SW.
>Movement directions for the top L.Knight - 3 NE, 3 SE, 2 SW, 2 SE

set 4
>bring in: Priestes, Venus Wand x 2 or Hi-skill Law; Warrior, Law weapon;
weapon for your last killer unit

> Since i was being plain LAZY and knowing that i have too much weapons, i
brought in 2 Venus Wand so i would damage and break the invisble object in
one turn. Actually there isn't a need for it, you can simply remove everyone
except the priestess, bring in only the Wand, blast, end, repeat, then pop
in the Warrior for the breaking. But hey, i wanted to farm some EXP and
weapons, so here i am using my poor Venus Wand to the maximum(1 broke,
thankfully i have 3, and going to Leveling to get more!)

>Knowing that, you have to deal over 18 k + damage to the invisble object
before it's ready for breaking, just for those who are unable to use Venus
Wand. Also it would be a good idea to use the Warrior weapon whose
element is nice and bright , like yellow, so you know that you broke the
object(using Thunderbird or Baldr suits this really well)

>REMEMBER you need to break it TWICE. I'm not too sure about the respawn
time, but i ended 3 turns just for the sake of it. You would probably use
those extra turns to increase the Loyalty of the other units and farm some
weapons and EXP.

>Don't forget to open the one remaining floor on the bottom right! I can't
think of anything to break it easily except using a Wizard's Explosion
Hi-skill, or just spam someone's VIT, doesn't matter.

>After you break the invisble object twice, gotten all your other key
items, you're free to farm. A few monsters to take note

Sanctity spider CHANCE enemy
Fire Dragon HIGH LEVEL enemy
Fire (the sword thingy again) HIGH LEVEL enemy
Neturel Wolf HIGH LEVEL enemy
And i think there's also another CHANCE on the neutrel, but i missed it >_<

The dragon and the sword are the biggest problem, since the dragon has a crap
load of health (needs 1 normal and 2 Hi-skill from Raincloud Bow from the
56 CI archer to kill), and the Dragon's attacks aren't the simplest things
around.

The sword on the other hand, switches positions frequent, thus its element
also changes a lot. You wouldn't able to dish out much damage in its Fire
state since it would have moved away pretty quickly. It will come back
in Fire element later, but it takes quite a long while. One way to kill
it is using a Wizards Chaos Skill facing the bottom left area of the scene
where the sword would stay for 2 panels, and blast it with a Hi-Skill.
Or you could just come back during Leveling and kill it.

Scene done!

Sacrifice Oryze and Transoul her to Beatrix.

------------------------------------------------------------------------------
Scene 23.5
http://knights.heriet.info/Chart/Scene-23_5

SECRET SCENE

Short notes: You would get this extra stage if you broke the invisble object
twice in the previous scene. Here we fight another boss, and one whose life
so pretty high, thus the request of Trasoulling Oryze to Beatrix so you
would have another Hi-Skill (Mana Dagger-Choas-Honor Expulsion) in your
arsenal. That aside, there's only one reason to be here in this scene-
getting Maria's Key Item, which allows her to use her EX Skill i believe,
unless i'm much mistaken.

This Key Item of Maria's in randomly generated, therefore it can be in any
of those 6 Fine Chests. These Chests soak up around quite a lot of damage,
therefore Hi-Skills are needed. Remember, they able the normal
objects, and you have to damage them to "open" state to get the Key Item
(Unlike the previous scene) Maria's Key Item DOES NOT show up on the results
screen-instead it shows up on the background of the scene, at the top right
corner. Also, the Key Item has a really fanciful border around it, so it's
pretty hard to miss.

In actual fact you don't have to follow what i have to say, since the key
item is random. you can have a free rein on how you open the chests.

Lastly, the best place to avoid the boss's attacks are the bottom part of
the screen, with the exception of his Rage attack, which is best cancelled
out by ending the turn(though i wouldn't say it is unavoidable, only a tad
difficult to do so)

set 1
>bring in:Warrior,Chaos Hi-Skill(Choas Axe or Sunrise); L.Knight Chaos
Weapon.

>Put in your Choas Hi-Skill usable Knight (Josef or Fritz) at the bottom
right empty spot, and any L.Knight at the bottom left spot, and swap out
the guest Archer for another L.Knight.

>Move the top left L.Knight 1 SW. Move the bottom left L.Knight 4 NE,3 NW
to square C5.Use your bottom warrior to cast a Hi-Skill on the Chest.

set 2
>bring in:Wizard, Chaos Hi-skill(Salamander Rod) ;
Priestess,Law Hi-Skill weapon (Venus Wand or Decorated Mace);

Warrior,Chaos Hi-Skill(Choas Axe or Sunrise)

>The Warrior at the bottom right would be used for damage the boss now.
Swap out the top left most L.Knight for a priestess, and swap out the other
for a Wizard(both of who can use their own Hi-Skills,Lyzz/Dahila and Baltar
respectively). Depending on where the boss is, start casted either the
priestess or the wizard's Hi-Skill, with priestess facing bottom left and
wizard facing bottom right.Once all three Hi-Skill are used, end the turn.
The rage attack would have started by now anyway.

Repeat with normal skills until you have opened all the boxes.If you want to
be safe, each time after a Skill/Hi-skill, check the percentage of damage
done to the object, and respond with another Skill/Hi-skill. The best way
to do it would be Hi-Skill -> Skill -> Skill.

Remember to use your Key Item on the guest Archer! Now you have a lightning
archer Hi-Skill to use.

After you got the Key Item, continue damaging the boss, or you can choose
to break the chests, wait for them to respawn and open for items.Usually
one set of six has around 2 chests with items in it.

Regarding the boss's rage attack, after the initial red cresents flying
around, move the wisp to the centre of the screen, and then depending on
how the volcanos protrude up and down from the top and bottom screen, move a
bit to the left and right, hold L/R and try and avoid best as you can. The
whole attack lasts for a short period of time anyway.

The Secret scene- I Discovered it, Reached it, and finished it.(okay that
was lame)




======
Credit
======
http://knights.heriet.info/
Thanks to Altus for such a brilliant game
Thanks to FantasyFan for pointing mistakes in scene 3 and 5