Although this guide is several years late. I picked up this game, Knights in
the Knightmare for the DS, recently and wanted to write a guide while
playing through it. The ones I saw here were unfinished in some way. This
guide will cover all the scenes in the game; providing details about the
maps, the items, the characters and hopefully provide some helpful hints
for those that pick up or replay this game in the future.
Knights in the Knightmare is a strategy game with "bullet hell" elements.
For those that don't know the latter genre: It means the enemies fire out
"bullets" in various shapes and sizes that damage the player. The player
must dodge these while using the strategy elements to defeat the enemies.
It is available for both the Nintendo DS and PSP. I heard the PSP version
is more comfortable with the controls. I myself have played this on a 3DS
XL, which had a bigger sized touch screen area to work with. This game uses
the touch screen a lot. The D-pad and various buttons are only used a bit
for displaying information, while L/R are used for blocking bullets.
It is also part of the Dept. Heaven series released by Sting and Atlus.
Further games in this series include:
- Riviera: The Promised Land (GBA, PSP)
- Yggdra Union: We'll Never Fight Alone (GBA, PSP)
- Blazing Union (PSP, Japan Only)
- Gungnir (PSP, Japan Only)
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2) Battle System [BAT]|
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I recommend going through the "First Steps" of the tutorial at least before
starting this game. It's a rather unique battle system after all! Here's a
condensed summary that you should know to get through the game on Easy or
Normal.
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The Wisp [WIS]|
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In this game you play as the Wisp; a ball of light that is the formless soul
of a dead king. You cannot harm enemies with the Wisp, but you have the
special ability to materialize your kingdom's knights for a short time by
touching their souls. The knights will take form and use either their Law
or Chaos mode attacks.
The story will show both current and past events to reveal the mystery behind
the main character's unusual condition.
-----------------------------------------------------------------------------|
Time and Turns [TNT]|
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In battle, enemies usually aim for the Wisp. These are dodged by holding down
the stylus to move the Wisp around.
Getting hit causes you to lose Time points displayed at the top. Once Time
runs out you move to the next turn. You must complete stages within the given
turn limit showed in the top left in the Tactics screen.
Holding L or R can halve the Time damage from incoming attacks. In this
state the Wisp can't interract with anything though, so only use it when
avoiding bullets or for canceling your actions.
Time damage numbers will briefly flash on the screen in red. The blue effect
means the Wisp grazed a bullet and you gained some bonus experience for
skillful dodging.
In order to complete a stage, you need to fill up the KILL matrix either
horizontally, vertically or diagonally in the middle. It's in the bottom
of the top screen with a table of colored bars. Here's an example of how
it looks:
----------------
|Blue|Red |Blue| Each bar represents an enemy of the same
----------------
|Red |Red |Red | color/element, defeating it will make the
----------------
|Blue|Blue|KILL| word KILL appear in the bar.
----------------
You will have a roulette at the beginning of each turn to decide which
enemies/bars will be available for killing.
The starting point and the element of the enemies is always the same.
The roulette only determines what type of enemies you will battle and
which bars will get filled out from defeating enemies.
Attack by moving the Wisp over the siluette of a knight. The knight will
start charging and the squares affected by the attack will light up.
Release the touch screen to do the attack. If the knight wasn't given
a weapon; this is called a normal attack.
Normal attacks don't much damage at all in this game, but are a handy way
to gather MP gems or manipulate the Rush Count (explained below). Your
main source of damage will be skills.
You can switch between Law and Chaos mode attacks by rotating the L and
C blocks on the right side. They differ in shape and function for every
knight class.
-----------------------------------------------------------------------------|
Weapons and Skills [WNS]|
-----------------------------------------------------------------------------|
You can bring up to 4 items into battle by setting them in the Tactics
screen.
Weapons have an element, a level requirement, as well as a L and/or C
sign on them. The L means they can be used in Law mode and C means it's
usable in Chaos mode. The elements affect damage dealt; like using a blue
weapon on a red enemy will show 200% damage when you try to use it. The
game tells you what element to use on enemies in the Tactics screen by
hoverig over an enemy.
To use a weapon in battle: Grab it with your Wisp and move it over a knight
that can use that type of weapon. You will have to charge it until you see
the bar below "Charge" fill up once and then release it to perform a
skill attack.
Skill attacks use 1 MP from the MP bar in the top-right corner of the
battle screen. MP is gained by collecting gems with your Wisp.
The 1st time the bar fills will enable you to use a skill at base damage.
The 2nd bar will affect how much power the skill will have. This is a
damage boost relative to the weapon's POW % rating.
Weapons with a 2nd attack listed for Law or Chaos mode can do High Skills.
For High Skills the knight's element must match the weapon and the bar must
be charged a 3rd time when attacking.
Viewing Item Data: To view the properties of an attack. Hold your stylus
over a weapon in the Inventory screen.
During a turn, every hit you land on the enemies is added to the Rush Count.
Rush Count is displayed in the top left during battles.
Every attack on every enemy counts. Using a skill that does 10 hits on 3
enemies will boost the Rush Count by 30 for example! Normal attacks can
be used to adjust it too.
What is it used for? Weapon Effects! When you strengthen your weapons you
can unlock up to 3 effects for that weapon.
Each effect has a number value. If you bring the weapon with the effect,
and the value matches the Rush Count; the effect will activate.
There are lots of effects, some good, some bad. An example of a good one is
"Fire attacks do double damage!" or "Restore 2.00 Vit!" Bad ones can be as
simple as "Enemies move faster!" or nasty like "Gems become bullets!"
Normally the effect stays active until the Rush Count is changed. A few have
a timer attached like "Bullets do no damage for 10 seconds!" and wear off
once the timer is done.
A curious effect is "<Class> move up 1 space!". This is actually covered by
"Tips" in the game, but I'll mention here too. The class in question will
be in a state where they will move 1 space in the direction they are facing.
Just select them for a normal attack and let go to move a space.
Effects require some planning, but you can finish many bosses in 1 turn if
done correctly!
Knights have to be recruited in order to join your party. They will appear
on scenes as guests for you to use to complete the stage. If you ever end
up short on knights you may find Nameless knights joining you for a scene.
These are generics with average stats. They leave once the scene is done.
To recruit, bring the key item for a knight into battle and drag it over the
knight that can take it. The inventory screen will show key items that can
be used in the battle with yellow text. They will join at the end of the
scene with a greeting message.
The movement of knights is very limited. Most of them can't move and can
only turn towards 2 directions. Duelists and Lance Knights can move with
their Chaos mode attacks. Lance Knights can also turn in any direction.
Dueslists can jump up on ledges with their Chaos move.
In each battle there's a set amount of character slots in preset locations.
Any knight can fill these locations, unless a special character is required.
You can swap them in and out in the Tactics screen. You can move these
spots around using the Duelist and Lance Knight classes.
Movement will be essential to beating the game, so keep the idea of swapping
knights in mind. Also, you can't have 2 knights in the same spot, so keep
friendly knights out of the way if you can.
-----------------------------------------------------------------------------|
3) Stats Info [STA]|
-----------------------------------------------------------------------------|
Here is some info on the various stats of knights:
Level: Each knight has a level, which determines what weapons they can use
and how much Vit they will gain from leveling up.
- Increased by: Distribute EXP option in the Setup screen
VIT: When Vit hits 0.00 the knight will disappear permanently.
- Increased by: Leveling up and Transoul.
- Decreased by: Attacking with them and being hit by certain enemies.
- On every mode except easy, normal attacks use 0.1, skills 0.5,
High Skills 1.0 and EX skills use up 3.0 Vit.
Law Index(LI): Affects the damage dealt by Law attacks.
- Both increased and decreased through Transoul.
Chaos Index(CI): Affects the damage dealt by Chaos attacks.
- Both increased and decreased through Transoul.
Loyalty(LOY): It affects the level boost of Transoul sacrifices.
- Increased by: Attacking.
- Decreased by: Bringing them to battle and not using them.
Race: This affects the LI, CI and Vit changes from Transoul.
Max Level: Each knight has a level cap. Once they reach this they can no
longer level up anymore. The absolute max one can reach is level 99.
- Increased by: Transoul
Vit Graph: This chart shows how the character's max Vit changes while
leveling. This is different for every character. Unfortunately
some characters can even lose Vit after a certain level. To view,
press a button while examining a knight in Transoul or Dist. EXP.
Elements:
White (Neutral) <-> Yellow (Yellow)
Blue (Ice) <-> Red (Fire)
Green (Sanctity) <-> Purple (Darkness)
The <-> means those elements oppose each other, so attacking an enemy with
the opposite element will deal double damage.
Not all elemental knights are made equal. As you know a knight's element must
match that of a weapon to be able to use a High Skill. The skills in this
game have a set base damage value, which is then modified by LI/CI, the Pow%
charge and the % shown when targeting enemies.
Here's a list of the top 3 elements in terms of damage for each knight class.
Note that these do not take LI and CI into account, which are values that can
be changed. If you have a knight with a high index and weak element they will
still perform better than a knight with low index but strong element.
-----------------------------------------------------------------------------|
4) Walkthrough: Red Path (Normal) [WAL]|
-----------------------------------------------------------------------------|
This guide was played on Normal mode on the default path. Easy is not
recommended for completionists, since the objects break fast and you have to
waste a lot of turns to get RESPAWN items.
Also, the maps were completed without the use of the "Transoul" option. That
option lets you sacrifice knights to other knights to make them stronger and
restore Vit. While beneficial it's not necessary to beat the game on Normal
at least.
Maps:
_ _ _ A: Object - Item to get(Type).
|1|2|_| B: Object - Item to get(Type).
|_|_|_|
|_|A|B| RESPAWN:
A: # of turns - Item to get(Type)
Recruits:
1.Name - Key Item to give.
Trades:
2.NPC Name - Key Item to give.
In order to RESPAWN an object, you need to destroy it with a
Warrior's Chaos attack and wait for the # of turns above.
There are 3 types of key items in this game:
- Recruit(R): Required to get a knight to join you.
- Boss(B): Reduces a boss' RAGE bar completely and slows it down.
- Trade(T): Give it to an NPC to get a rare weapon.
IMPORTANT TIP: I recommend that you don't make a big deal out of collecting
RESPAWN items in particular as they aren't Recruit type key items and often
more trouble than they're worth.
-----------------------------------------------------------------------------|
Scene 1: The Awakening of the Chosen [R01]|
-----------------------------------------------------------------------------|
Turns: 6
_ _ _ A: Candle - Favorite Jug(R)
_|_|D|_|_ B: Candle - Knitted Scarf(R)
|_|B|_|_|C| C: Candle - Letter Opener(R)
_|_|_|_|_ D: Treasure - Wedding Ring(R)
|_|_|_|_|1|
|_|A|_| RESPAWN:
|_| A: 2 turns - Soul Crucible(B)
Recruits:
1. Johann - Knitted Scarf
Comments:
An easy warm-up map. If you go for max kills and destroy the candles on
turn 1: You don't have to waste turns for them to respawn. For future
reference, by "waste turns" I mean enter the battle with no weapons and
1 knight placed, press Up/Right and use the 'Time for Exp/Mp' option.
Chaos skills reach all the items and you can include the monsters with
some patience, so Freeze Axe is the way to go here. Grab it with your
Wisp, hover over Johann to charge an attack and release when ready.
Note that using too many attacks from one alignment will reduce the
amount of MP crystals you get. Switch to the other mode and do some
normal attacks on the monsters to refill your MP bar.
Recruits:
1. Bonn - Favorite Jug
2. Moira - Wedding Ring
Comments:
This stage can get more bullet heavy, so watch your time points and don't
forget to dodge. Depending on your skill with the KILL roulette you may
need to waste 1-2 turns to get the respawn item.
The fairy-like creatures can be a bit annoying. They don't do anything
until you break the 'plant' under them though. Even a normal attack will
break it and make the Fairy move and attack.
Since you have to open the box twice I might as well point out that it is
a container type object. By hovering over an object you can see how
damaged it is in the bottom right. Containers will switch to being OPEN
and spit out their item at 50% damage. If you go to 100% damage without
the OPEN state the key item will not appear. However, you can try again
by destroying it and waiting for the respawn.
A lovely stage where completionists literally get to wait for the grass to
grow...Seriously. You need 1 turn to move Mardim towards the grass. Then
you switch in a Warrior next turn to destroy it, so you can start counting
the turns until it grows back.
I don't recommend it since it's just a trade item for a random weapon later.
The bridge actually connects the two pieces of map here, so don't destroy it
unnecessarily.
Lastly, watch Michael's Vit. It's rather low. You can fix it later with the
"Level Up" option or by using "Transoul".
First boss of the game: He's pretty easy. Mostly because you have 7 turns to
collect the loot, recruit the guys and finish off the boss. Considering you
can get all of that done in a mere 2 turns; you don't have worry about
dodging as much as in future boss fights.
I used Moira and her Chaos skill to get most of the items here. The
bottommost item in the grass can be picked up by Firenz or any Warrior.
Make sure you include the boss to get some damage in as well.
At the bottom you can see a red RAGE bar, when it fills up the boss will
perform a big, heavy-hitting attack. Note that the size of the bar itself
is relative to the amunt of HP he has left, so he will use it more often
at low health!
Phew, you'll find this map quite busy! Lots of items to get. Thankfully the
ones of real importance are all initial drops. Note that the rock will take
several skill attacks to break. Since this is the first map with elevation,
note that you can attack on ledges as long as the first square of the attack
is placed on a ledge.
I recommend using Mardim right away to get Bailey's spot into a better
location, 2 left, 1 down should cover the ground items. The two barrels on
elevation are a bit of a pain, since once Erica jumps up there she can't
come down anymore. Make sure she jumps 1 square up. That way, a Warrior's
Chaos skill can hit and hopefully break both barrels on turn 2.
An important detail to know now that you'll have 2-3 knights on the field is
that you can only have 1 skill attack animating at any time. Otherwise the
the previous one will be cancelled.
-----------------------------------------------------------------------------|
Scene 6: Suspicion in the Air [R06]|
-----------------------------------------------------------------------------|
Turns: 10
Fun map with some cool new units. There are 2 ways to approach barrel "B".
One from Alonso's spot, but you'll have to break the box first if you want
it to repawn. The other is from Rolenta/Rolf's spots, moving to the square
below the bridge and using a Warrior's Chaos skill to deal with both items.
Watch out for the Medusa's Charm attack, it can hit your knights and turn
them into enemies! If you don't save them by rotating the black block
they'll be gone permanently.
Charm is a Medusa type enemy's special attack. Each enemy has one and can be
stopped by rotating the black block. The game voices will even yell "Special
Attack!" when this happens.
This is one of those maps where it's rather easy to run out of time/turns
trying to get all the items. Needless to say, I used my Warriors a lot for
this map, if only to get barrel "C" out of the way on turn 1. Note that
Lance Knights do have the ability to jump across 1 tile objects.
I'm not sure if you can get them earlier, but I encountered my first Mimic
here. When you damage a chest it might randomly turn into a Mimic. A square
on the field will light up with an arrow on it and the Mimic will try to use
it to escape from battle. It might take a while to appear though.
If the Mimic gets away you'll have to wait for the chest to respawn to get
another chance for its item. If you kill it you'll get the item as its drop.
Be careful where you move Bonita's spot here, since you don't really have
a way to go down from elevation.
The boss item is fairly easy to get if you break the chest on turn 1 and
play normally afterwards. I placed Lyzz's spot in front of the grass so
Freiber could deal with the red enemy stuck behind treasure "A" next turn.
If you're having trouble damaging items, try to strengthen up some of your
weapons. Give some levels to units so they can use more powerful weapons
and get some extra Vit too. Go for the higher dmg/hit numbers with
matchingly high LI/CI.
No respawns to be had, so once you opened all the objects you can go crazy
on the monsters with your new powerhouse characters.
I managed to get the treasure from 0 to 100% with Annalot's Law attack so
be careful not to miss the item accidentally. Try letting go of the skill
as soon as it charged the first bar.
The neutral enemy can be tricky get into your attack range, I just spammed
Alonso with the Golden Spear against it. Note that you can't use Grams
against the witch enemies.
A quick little map where you can get familiar with Maria here. She can use
any type of weapon with her own attack ranges.
Her Chaos attack functions like a Duelist one with wider range on it. Law
attack is L-shaped area damage. She starts with 7.77 Vit at the beginning of
every map and levels up automatically. For reference; basic attacks use 0.1,
skills 0.5 and High Skills use up 1.0 Vit when fully charged on Normal.
Use her, use her well, not too much, but not too little either. If she hits
0 Vit it's game over. Her level is always sky-high, which means she can
perform most skills available.
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Scene 11: The Gatekeeper of Doom [R11]|
-----------------------------------------------------------------------------|
Turns: 7
_ _ _ A: Treasure - Faded Bag(T)
_ |_|_|_| B: Boss doesn't move, so don't bother with Grams.
|5|_|_|B|_|_
|_|_|_|_|_|4|
|A|_|_|_|_|3|
|2|_|_|
|_|_|_|
|1|
For this boss fight; remember to block using L/R to halve the damage you
take. Also, take your time to try and dodge most of its attacks or you'll
run out of time real fast.
I recommend spending your 1st turn just getting/giving items around and
moving Maria + Empty spot into position to wail on the boss. Bring a L-bow
for Walder/Maria to use in your spare time.
Look at your best LI/CI characters and try to find some good weapons for
them. Not all skills do damage equally. For example a Priestess using a
Law Sanctity attack will do significantly more damage than every other
Priestess move. That is if her LI is high of course.
As for High Skills: Weapons that have an "^- Up" + 2nd skill name in their
attack description can be used for High Skills. To use one the knight's
element has to match that of the weapon and you have to charge the skill
a 3rd time. Maria is all-elemental, so she can use any High Skills as
long as the level requirement is met.
-----------------------------------------------------------------------------|
Scene 12: Whisperer in the Shadows [R12]|
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Turns: 5
_
_|_|_
_|_|_|3|_
|2|_|_|_|_|
|_|_|_|
|_|_|_|
|_|_|_|
|_|_|_|
|1|_|
|_|
Recruits:
1. Maria - Required
2. Empty
Trades:
3. Gene - Ore
Comments:
A simple, easy map to practice High Skills or use some of your favorite
knights. Maria's Vit can drain quick KO-ing all those Lightning enemies,
so have the generic knight help her out with an attack or two.
The weapon drops from the monsters are pretty good here. I recommend
sticking around to fill out the KILL matrix before moving on.
Why not do some Pause Talk for extra dialogue? You can press a D pad
direction while hovering over a knight to make them say something. Usually,
it changes each turn until you uncovered all the latest info about that
character. Some characters talk about each other and unlock new dialogue
for that person.
Those two chests on elevation are troublesome, I got lucky on my testing
run, since they turned into Mimics and I didn't have to drag a Warrior up
there to destroy them.
You need at least 5 turns to destroy everything normally, starting with
the grass and finishing at the top by the chests. I recommend making a
call between grass vs chests so you don't have to waste so many turns.
On a different note; you will encounter your first Hound enemies here.
They're fairly high on HP and have the nasty ability to attack your
knights' Vit directly if they see them charging. Make sure you let go of
the charge as soon as they get sighted by them to avoid the Vit damage.
If a knight does get caught you still get a chance to save them by
rotating the black block that appears there.
Be prepared for a very nasty boss! The turn limit is very tight as well.
You might want to learn how to dodge her normal attacks before anything
else. Don't forget to block! It really helps saving time points here.
The bird attack can be dodged by staying in the bottom corner where the
bullet enters the screen, then moving into the middle and preparing to
dodge the big bird. Be careful as the small ones will return to the map
a few times.
The boss' HP isn't all that high. She dies in about 2 High Skill attacks.
The real challenge is getting the items from this map. Now, after moving
Gieche's spot 1 left, you can get both catalpults with a Hermit's Chaos
attack. You can reach 2 of the items on the bottom from Josef's spot, but
moving 1 left, 1 down will allow you to hit both with a Chaos attack.
Whatever is left of the bridge can be picked up by Maria. I recommend doing
1 section per turn and then finally finishing off with 1-2 normal and then
a High Skill from Maria.
Pretty relaxing map after that last one. It can get very bullet heavy though,
so try killing 1-2 enemies first before item hunting to save time.
Start by using a Lance Knight to get in position to destroy the chest.
Before that make sure to move Maria onto the ledge for better range first.
You'll want to pay attention to the height tolerance in the Item Data screen
to make sure the attack ranges can travel up/down on this map.
Chaos Archers can actually reach most of the items here, while Law Pristesses
are better at getting rid of the enemies. Keep Johanna's spot near the bottom
in case Maria runs low on Vit.
Phew, prepare for another tricky boss! This guy will charge at your charging
knights and do huge Vit damage, potentially KILLING them! You have to let go
of your attack as soon as the "!!" pops up! He can't go through obstacles
though, so keeping torch "A" around is recommended.
An important trick to know here is that you can "store" fully charged
attacks. Once an attack is fully charged move your Wisp to the top right
block. That way you can unleash an attack as soon as the boss is in range.
Note that the knights that do this remain visible, so make sure to resume
the skill in time. Maria starts in a good spot to catch the boss as he
comes around the corner. Charge up, store it, dodge attacks and resume the
charge once the boss comes near a charging knight's range.
As for the statues; they turn into enemy Knights as soon as you damage them.
Sadly, the Knights don't drop the key items. The statue will respawn with the
damage you dealt, so make sure you hit them really hard when they're
available. I even recommend moving there with Reinhart to nail them both
with a High Skill attack.
-----------------------------------------------------------------------------|
Scene 17: A Presence Draws Near [R17]|
-----------------------------------------------------------------------------|
Turns: 8
_ _ A: Box - Dictionary(R)
_|_|C|_ B: Bridge - Cart Wheels(R)
_|_|4|_|5| C: Sign - Black Cassock(R)
_|_|_|_|_|
|_|A|X|B|_ RESPAWN:
|_|3|_|_|_ A: 4 turns - Broken Chains(B)
|_|_|2|
|_|1|_| X: 1 space gap.
|_|
An easy map with a jammin' new battle theme being introduced. A new enemy
appears too: The Giants!
Those guys can destroy objects in one hit when they get near them! As long
as you're item hunting it's best to defeat them first, even though they
have a lot of HP. Archers get a damage bonus vs Giants that you can take
advantage of. When they get near an obstacle and try to smash it you have
a chance to stop them. Just rotate the black block.
Get rid of that enemy and then move Klaus's spot in position to destroy the
box on turn 2. The Priestess' Law attack has amazing reach on this map!
Recruits:
1. Empty
3. Fritz - Cart Wheels
4. Oswald - Leather Hat
Trades:
2. Wander - Faded Bag
Comments:
This boss makes a return! This time it's notably easier despite Maria not
being around. She has a new move that can seal your ability to do anything,
but simply wait for it to disappear in the magic circle.
I put a Duelist in the empty spot to deal some damage to the sandbag and make
way towards the weapon racks. The Archer's or Wizard's Chaos attack can reach
them too if you don't feel like going up there. Including the boss can be
dangerous as her HP drops quickly and causes her to spam her ultimate attacks.
The battery can take quite a beating, so gather some MP in advance and use
your best knight to skill on it. Using an Archer's Law attack for the stun
effect can save you some time too.
The enemies are getting stronger, since low level skills aren't always
enough anymore. Make sure you get the items before a Giant smashes them.
I recommend destroying the grass on turn 1, as well as opening the box,
so you can let the Giant get rid of the box for you. A Wizard's Chaos
attack can reach all the items here, so call Freiber in for a round!
Other than that; it's a pretty easy map. Just keep your knights safe
from Hounds and Medusas.
A two part boss fight! The first part is pretty easy; just catch the boss as
it comes around the corner and avoid feeding your knights to it. Its attacks
are not hard to dodge, so use this time to get items, trade items and move
around if you want to.
Immediately after the death of the 1st boss; the 2nd one will come down and
start fighting. You couldn't damage it before this. This part can end up
tough, as he will sometimes summon several Hound enemies. If they fill the
field it becomes tricky to get skills off.
An Archer or Wizard on Beatrix's spot can cover the field pretty well. Place </pre><pre id="faqspan-2">
your best front-line knight on Empty and move Maria a bit closer to the
middle to potentially combo the boss down before the fight gets difficult
to manage.
NOTE: The Dreamer's Hat is for Pamela, who is a Darkness Priestess, actually
a Witch, from Yggdra Union (another Sting game). She may appear randomly
from scene 25 to 46 IF you have Yggdra Union inserted in the GBA slot. She
has max Chaos and no Law index.
Trades:
3. Maya - Table Napkin
5. Janak - Garden Shears
6. Donald - Sheet Music
Comments:
This map looks short, but the enemies are fairly tough and those gargoyle
statues take a while to get down. They fire bullets too, so try to focus
1 down early on.
With the high amount of enemies it's recommended to defeat a few of them
at the start before working on the items. Most of the objects are pretty
easy to reach thankfully.
This is the first map where you can encounter the Evil Sword enemy. They
can jump to other squares on the map and swap their element, but in a
less predictable fashion than the Dryads. It seems completely random to me,
which makes them hard to damage once they leave the starting position.
-----------------------------------------------------------------------------|
Scene 22: The Desperate Cardinal [R22]|
-----------------------------------------------------------------------------|
Turns: 7
_ A: Book - Secret Dossier(T)
_|_|_ B: Book - Obsidian(R)
|_|_|_|_ C: Book - Book of Sweets(T)
_|_|_|D|_|_ D: Book - 2nd Book Half(R)
|C|_| _|4|_|
_|_| |_|_|3| RESPAWN:
|2|_|_|_|B| B: 1 turn - Calamity Tome(B)
|A|_|_|
|1|
Trades:
4. Nestor- Lollipop
5. Knox - Fishing Pole
Comments:
Here we go again with this boss. The books on this map have a neat gimmick:
You have to hit them with a matching element. They get destroyed in 1 skill
hit and respawn soon after.
Once you're done getting all the stuff it's time to wail on the boss again.
Try to cover as much of the area as you can with your knights. Otherwise the
boss will drift off into a place you can't reach and get free attacks on you.
Remember to block, use High Skills, prioritze dodging the boss moves instead
of the page bullets and this should be done quick.
Almost halfway through the game and we get a level 1 Lance Knight, who can
only move around and poke things in a battle that can last 23 (!) turns.
Hmm! I think the game is trying to give a hint here, albeit a VERY vague
one.
I marked the suspicious place with "?": A tile on lower elevation than the
rest. You need to get to this place and destroy it TWICE! This will unlock
a special scene called "23.5", where you'll have a shot at securing the good
ending of this game. A Warrior's Law attack will be needed to destroy it, so
move Gudrun on the spot below. Just keep hitting it and eventually the items
will pop up.
Among other news: Dragon enemies make their first appearance. They have a
ton of HP and hit really hard. Their attacks aren't too hard to dodge. They
just eat up a lot of space. Oh and if you need to stall for time try placing
the yellow Fairy on the map.
Reminder that this scene is ONLY available if you revealed the stairs
in the previous one by destroying the hidden object twice!
There's no way to tell which chest on the map contains the special item
here. You'll just have to try opening them before the boss destroys
them. Even if you get the item it won't appear in your inventory, but
the background of the stage will have it in the top right (press
L/R in the Tactics screen). If you manage to hit the boss while he's
swinging it's possible to save the chests.
The worst part of this battle? You have to get the chests to 90% - 99%
damage to OPEN them! If a chest is it at 75-80% I recommend switching
in a weak knight next round if possible. Don't charge your skills all
the way if it's getting close.
The boss itself can be scary, but if you stay near the bottom and dodge
its attacks paitently it's not too bad. For the ultimate; try moving
near the edges on the side at mid height. Empty spot on "2" is in good
position to get 2 chests with a Warrior's Chaos skill. From Granitz's
spot a Hermit can reach 2 with Law and the "C" one with Chaos.
-----------------------------------------------------------------------------|
Scene 24: Assault on the Tomb [R24]|
-----------------------------------------------------------------------------|
Turns: 9
_ A: Armor - Incense Pot(T)
|5|_ B: Armor - Comrade's Coat(R)
_ _|_|E|_ C: Bridge - Dark Wings(Maria)
|_|_|C|4|D| D: Armor - Medal of Honor(R)
_ _ _ E: Armor - Carrier Pidgeon(T)
|2|3|_ _|_|
|_|_|_|B| RESPAWN:
|_|_|A| D: 2 turns - Old Amulet(T)
|1|
Not too much to worry about on this map. From what I've tried the bridge
"C" cannot be destroyed, but breaking it nets you the unique item. It
allows Maria to use EX skills, but I'll go into those when she re-joins.
Getting to armor "D" to destroy it is a bit tricky normally. You'll have
to mow down the armors in the way, jump on the elevated spot below "D"
and use a Warrior's Chaos skill to destroy it. I'm counting 6 turns
here...But wait, Giants to the rescue! Have one clear the way to do it
in 4!
A Lance Knight from spot "2" can jump across to the other piece of the
map by the way.
Recruits:
1. Atkasia - 2nd Book Half
2. Morozof - Black Cassock
3. Empty
Trades:
4. Leane - Bracelet
Comments:
Another night, another boss. A flashy one at that! His HP isn't all that
high thankfully, but he sure has a lot of attacks to surprise you with. The
most painful one for me was the blue swirls. Those return to the screen
multiple times and take forever to fade.
The plan is to swap out Morozof for a Duelist and make way to the spot left
of the weapon racks. There, a Law Priestess should have an easy time getting
the items. You can put Morozof back once that is done as he is pretty good.
I didn't have a staff with a Chaos High Skill for him though.
Meanwhile, knights on "1" and "3" should try to nail the boss. Chaos Warrior
on "3" covers quite a lot and does a lot of damage coming from Josef or
Fritz. A Law Lance Knight or Duelist can do pretty well on "1". Beware that
the boss can block hits, so let your skills go when he's attacking or
shaking himself.
-----------------------------------------------------------------------------|
Scene 26: The Rise of the Witch [R26]|
-----------------------------------------------------------------------------|
Turns: 13
_ A: Gargoyle - Lantern(T)
_|5|_ B: Gargoyle - Earring(T)
_|D|4|_|_ C: Pot - Gold Hairpin(R)
|_|_| |_|_|_ D: Pot - Candle(T)
|_|_ _|_|_|_|
|_|_|_|2|_|3|
|_|_|_|_|C|
|A|_|B|
|1|
Recruits:
1. Empty
3. Rudolf - Aegis Shield
5. Bordeau - Medal of Honor
Trades:
2. Merrick - Rose
4. Wurger - Bafomet Mask
Comments:
Not too bad of a map, although covering all the monsters can be a problem
sometimes. A Chaos Wizard or Law Hermit can do an OK job reaching the
enemies chillin' in the leftmost path. The Hermit can open the Pot "D"
too with Chaos.
Although I haven't covered them yet, you may have noticed the presence of
Rush Count Effects. Each weapon can have up to 3 effects that are unlocked
by strengthening them. Each effect has a number value. If the number matches
the Rush Count then the effect will activate. The Rush Count is the number
of hits you did this turn, normal attacks included. Hits are counted for
each enemy, so hitting 3 enemies with a normal attack will add 3 to the
Rush Count for example.
They are probably not needed for beating Normal difficulty, but this is one
of many opportunities to practice using them. They can really help out on
Hard and especially Nightmare difficulty. You could try out the effect that
restores 2 Vit to your knights for example (no. 86).
-----------------------------------------------------------------------------|
Scene 27: A Man with a Lion's Heart [R27]|
-----------------------------------------------------------------------------|
Turns: 6
_ A: Arbalest - Loose Bandage(T)
|5| B: Arbalest - Scriptures(R)
_ _|4|_ _ C: Arbalest - Large Canteen(T)
|_|_|_|_|_|
|_| |_| |_|
|3|_ _ _|C|
|A|_|B|_|2|
|_|_|_|
|1|
Recruits:
1. Basturk - Comrade's Coat
2. Empty
3. Seriee - Medal of Honor
Comments:
Fun fact of the night: this map is shaped like a bow gun. The boss
herself is pretty tough. Her special attack (not an ultimate) sends
out a target aiming for the Wisp. If the target reaches 100% several
arrows will fire out from near the Wisp, dealing high damage. A white
circle will indicate where the arrows will come from, but the window
for you to react is kinda short...
The solution? Zip around the screen away from the target like a crazy
ball in a pinball machine! Eventually the target will disappear and
no nasty arrows will follow. Also, she may dodge attacks directed at
her when she's not attacking, so careful with your High Skills.
She will always move to the top middle when she walks by and use the
special attack there. Apart from being annoying to dodge it's a good
chance to get a solid hit on her. If you hit her it will cancel her
attack as a nice bonus.
In case the map didn't tip you off: Use the Warrior to clear the
obstacles and get your Duelists up on the ledge from "C" and "3".
-----------------------------------------------------------------------------|
Scene 28: The Eve of the Battle [R28]|
-----------------------------------------------------------------------------|
Turns: 14
_ A: Treasure - Looking Glass(R)
|_| B: Book - Torn Umbrella(T)
_ _|4| _ C: Book - Dragon Wing(B)
|_|_|_|_|3|
|C| |_|_|_|
|_|_ _|_|
|A|_|_|_|B|
|_|1|2|
Recruits:
2. Empty
3. Rosa - Scriptures
4. Maria - Required, Dark Wings
Trades:
1. Margaret - Special Lunch
Comments:
Alright! 2 things of note at the start: If you visited 23.5 and got the
item there, Maria will be using it as her weapon. Check out her new
properties in the classes section. The other is that you can give her the
Dark Wings to unlock her EX skills.
What are EX skills? These hit a HUGE area for a lot of damage with the
element of the weapon. Yes, this includes the chest that will likely go from
0% to 100%, so open it before trying this out. Use a Duelist to get there.
It always turned into a Mimic for me, so make sure you have time to spare
when opening it.
If Maria has the staff she can do EX skills in Law mode and hit the entire
map, otherwise it's usable in Chaos and comes out in a V shape. When you
fully charge a skill in the right mode an arrow will appear above her. Swipe
along it to activate the EX attack and let go of the skill. A timer will
start and once it finishes the highlighted area will take huge damage. EX
skills consume 3 Vit and will disable both the weapon and Maria for the rest
of that turn.
-----------------------------------------------------------------------------|
Scene 29: The Lion and the Dragon [R29]|
-----------------------------------------------------------------------------|
Turns: 8
_ _ A: Cursed Contract - Dragon Bone(B)
_|_|_|_ B: Cursed Contract - Random Weapon
|D|_|_|E|_ C: Cursed Contract - Random Weapon
_|_|_|_|_|_|_ D: Candelabra - Flint(T)
|_|B|_|_| |C|_| E: Candelabra - Handkerchief(B)
|3|_|_|_| |_|4|
|_|A|_
|_|_|2|
|1|
Recruits:
1. Maria - Required
3. Empty
4. Empty
Trades:
2. Carlette - Book of Sweets
Comments:
This boss means business, but so do we! If you haven't done EX skills yet,
now's the perfect time to do so! Slices off like 50% of the boss' HP. You
can use it twice, yep...It will even break all the objects for you too, so
you won't miss a thing, besides the boss' fancy bullets and theme of course.
Ahem, but overkill aside there are a couple of things to watch out for. The
boss has a black circle attack that draws the Wisp in and drains your MP!
If you get caught it will stick around longer. His alphabet attack can be
dodged by moving your Wisp up and down periodically.
The contracts will regularly spew out Skeletons to add to the fight. They
aren't tough enemies, but you should try to include them in your attacks to
keep their numbers down. A Priestess from the topmost spot should be able
to cover the map nicely.
-----------------------------------------------------------------------------|
Scene 30: Deep into the Night [R30]|
-----------------------------------------------------------------------------|
Turns: 9
_ A: Gargoyle - Picture Book(B)
_|_|_ B: Gargoyle - Holy Grail(T)
_|E|_|F|_ C: Candelabra - Star Sand(T)
_|3|X|_|X|_|_ D: Candelabra - Hourglass(T)
|C|_|_|_|_|_|D| E: Candelabra - Healing Herbs(R)
|_|X|_|X|2| F: Candelabra - Powdered Herbs(T)
|A|_|B|
|1| X: 1 space gap.
Recruits:
1. Maria - Required
2. Empty
3. Empty
Comments:
It's time for the final encounter with this boss. Again, an EX skill will
make quick work of this fight. I recommend that you use it while you can
though. It won't quite get the statues to 100%, but they will still take
about 90%+ damage. The strongest EX element for Maria is Lightning by the
way, which did get everything to 100% broke with a 53% Pow weapon for me.
Wizards are perfect for the top portion and a Duelist can cover the bottom
side pretty well. Priestesses are great on "3" as well. Just about anyone
can shine here, so grab your favorite High Skill users and go to town. If
you're item hunting a Chaos Hermit from "3" and a Law Duelist from "2"
should cover everything.
You've had a lot of time to get used to her attacks, so hopefully this fight
shouldn't give you much trouble.
-----------------------------------------------------------------------------|
Scene 31: Deep into the Night [R31]|
-----------------------------------------------------------------------------|
Turns: 8
_ _ A: Treasure - Beast Fangs(R)
|D|_|_ B: Bridge - Angel Bell(B)
_ |3|_|_ C: Treasure - Fine Hairclip(R)
|_| _|_|2| D: Treasure - Candlestick(T)
_ _ |C| |_|
|_|_|_|B|_|_|
|_|_|_|_|_|
|A|_|1|
Recruits:
1. Empty
2. Misleen - Healing Herbs
Trades:
3. Donnel - Carrier Pidgeon
Comments:
3 chests on 1 map, so better expect a Mimic to pop up. That monster on that
lone tile is a bit tricky to reach, huh?
I had a Duelist get the chest "A" and then hop up on the ledge where she
could reach it with a Law attack. Next turn I replaced Misleen with a
Duelist to get the "D" chest and I used a Wizard on the new "1" position.
Finally, "1" would have a front line class for the enemy on the ledge and
"2" had a Chaos Wizard that could reach the items on the bottom. If you use
a Lance Knight you might need to move a bit closer to the enemy to hit it
with a Law move.
There might be a better ways to cover the map and get all the items though,
but that one worked out OK for me.
Trades:
4. Gwen - Old Amulet
5. Diane - Incense Pot
Comments:
A bit of a lengthier map with all the enemies and the Sarcophagus taking a
while to open (at 50%). Try to avoid placing Giants on that ledge until
you're done opening it.
Start by getting "2" out of there to a more convenient place. Say 1 space
up for using front line classes. Or below the Sarcophagus both to hit enemies
with back line classes and potentially spend a turn bashing it open.
-----------------------------------------------------------------------------|
Scene 33: The Forsaken Race [R33]|
-----------------------------------------------------------------------------|
Turns: 8
_ _ A: Bridge
|_|_| B: Fallen Tree
_ _|5|_| _ C: Fallen Tree
_|D|E|_|_| |_|_ D: Tombstone - Bent Dagger(R)
|4|_|_ _ _ _|_|_| E: Bridge
|2|B|_|_|C|_|3|
|A|_
|_|_|
|1|
Recruits:
1. Empty
3. Empty
4. Natalie - Fine Hairclip
Trades:
2. Myra - Candle
5. Sienna - Earrings
Comments:
A nice quick and chill map. The Tombstone spawns a Skeleton when broken.
This event also destroys the obstacle.
I didn't have any good Lightning weapons for Hermits, so I ended up moving
"1" below "5" to get the Neutral enemies there. The unit on "3" is usually
enough for the bottom part, since it's mostly a straight hallway.
Lance Knights can move anywhere here, even if the bridges are broken. This
is a good map to use them in. Take the time to get some nice weapons while
you're here.
-----------------------------------------------------------------------------|
Scene 34: Descendants of Dragons [R34]|
-----------------------------------------------------------------------------|
Turns: 9
_ _ A: Bridge
_|F|_| B: Bridge
|5|_|_|_ _ C: Bridge - Ancient Texts(T)
_|D| |_|E|_| D: Bridge
|4|_|_|C|X|_|_ E: Bridge
|_|_|B|_|2|_|3| F: Tombstone - Family Crest(R)
_|A|_
|_|_|_| X: 1 space gap.
|1|
It's boss time again! This one can give you some trouble. The bone attack is
a matter of placement, but the ghosts one is hard to dodge. The best you can
do is position yourself far away from him and try to dodge the ghosts coming
from off screen. His special attack is a blue flame that drains MP. He puts
it right where your Wisp is when he finishes chanting the attack, so move
to a place on the screen you won't be using for a while.
Position a Lance Knight on "1" and a Duelist or Lance Knight on "3". Have
them move closer towards the middle. Grab the item from "C" and then move
one of them to the Tombstone. The spot below "F" will be an ideal place for
Vishna or any Chaos Hermit once you got the item. Try to gather MP while
your attacks animate. An Archer on "4" is also ideal for stunning the boss
or keeping it in place.
His ultimate is pretty scary. The first part covers most of the screen, then
you gotta move to the top as a skull spits out worms (ew). Once the skull
disappears; the worms start to chase you! Avoid them like you did the aiming
target from before.
-----------------------------------------------------------------------------|
Scene 35: The Outcasts of Old [R35]|
-----------------------------------------------------------------------------|
Turns: 5
_
_ |3|
_ |_|_|_|
|2| |_|_|_|
|_|_|_
_|_|_|
|_|_|_
|_|_|
|1|
Recruits:
1. Empty
3. Otto - Beast Fangs
Trades:
2. Latune - Sturdy Cane
Comments:
A small map for a small boss and her buddies. Move towards the middle with
your 2 knights and prepare your best High Skill attacks next turn.
She attacks much like the Witch enemies. She can place a Gram that releases
birds that start flying towards the Wisp. A simple attack is when she paints
lines on the screen. The most troublesome one is probably the mass of blue
birds, where some of them aim for the Wisp, while the rest shoots out in a
spiral.
Her ultimate is a more bullet heavy version of Beastmaster's. A painting
covers half of the screen while various bullets aim for the Wisp. It's very
difficult to dodge everything, so be prepared to lose time points there and
let your attacks go if ready.
-----------------------------------------------------------------------------|
Scene 36: In Posession of the Body [R36]|
-----------------------------------------------------------------------------|
Turns: 12
_ _ A: Barrel - Compass(T)
|_|_|_ B: Rock - Friend's Note(R)
_ |_|D|_| C: Tree - Coffee Beans(R)
|_|_ |6|_|_ _ D: Rock - Silver Vase(R)
|_|4|_ _|_|C|5|
|_|B|_|_|_|_|3|
|2|_|A|_|
|_|_|
|1|
Recruits:
1. Empty
3. Hagen - Family Crest
4. Sarland - Bent Dagger
Trades:
2. Cleo - Large Canteen
5. Morgan - Flint
6. Madra - Torn Umbrella
Comments:
A busy map to get some nice weapons from. If you move Hagen's spot 1 right
he will be able to reach both obstacles next turn.
Pristesses on "4" do pretty great, as do Wizards. I tend to let a Giant
destroy the "B" rock to let the enemy move out of that corner. If you do end
up moving towards the "D" big rock to break it be careful when a Giant or
Hound get placed there.
-----------------------------------------------------------------------------|
Scene 37: Cardinal's Keepsake [R37]|
-----------------------------------------------------------------------------|
Turns: 9
_ A: Rock - Handball(T)
_|_|_ B: Rock - Rusted Sword(R)
_|4| |5|_ C: Lamia Egg - Random Weapon
|_|C| |_|D| D: Box - Black Grimoire(R)
|_|_|_ _|B|
|3|_|_|_|_|
|_|A|2|
|_|
|1|
Trades:
3. Roberta - Powdered Herbs
5. Limone - Star Sand
Comments:
Another break map between boss fights. The egg can be broken for extra
weapons, but it will cause a Lamia to join the fray if you don't destroy it
right after. You will need to destroy the rock "A" to be able to have better
reach with the knight on "1".
-----------------------------------------------------------------------------|
Scene 38: The Two Pursuers [R38]|
-----------------------------------------------------------------------------|
Turns: 4
_ _ A: Lamia Egg - Random Weapon
|_| |C|_ B: Lamia Egg - Random Weapon
_|_| |_|_| C: Lamia Egg - Random Weapon
|2|_ _|3|
|_|A|_|B|_|
|_|_|_|
|_|
|1|
The big height differences make this map look a bit different in-game. I
always check attack ranges on the Tactics screen for this stuff though.
This boss has very little HP. The only catch is that she will regularly try
to heal herself. You can rotate the black block to jam it though. Try
spending a turn handing out all the items and move if you need to. Once
that is done you can concentrate on the boss. She flies from one side of
the map to the other, much like the sword enemies. Be sure to cover the
map with your knights.
If you wish to break all the eggs for score and weapons, the egg on "C" can
be reached by hopping to the ledge above egg "A" with a Lance Knight. Then
jumping up with a Duelist and breaking the egg next turn. Remember that Lance
Knights can hop over 1 space gaps with 0.5 height diference between them.
Careful! It's possible to have a lot of Dragon enemies on the field. Their
tornados and fires will cover up most of your space to do anything.
Slay a few enemies before getting started on the items. An Archer or Wizard
on "4" can hit the whole bunch there and possibly include the enemy as well.
As for "D"; Alfred will need to swing by there with his powerful Chaos moves.
That chest always turned into a Mimic for me, so might want to save opening
it for the beginning of a full turn.
-----------------------------------------------------------------------------|
Scene 40: Placing of the Seal [R40]|
-----------------------------------------------------------------------------|
Turns: 13
_ A: Treasure - Safe Key(R)
_|_|_ _ B: Crystal - Lock of Hair(R)
|_|_|_|E| C: Crystal - Thick Cape(R)
_|4|_ _|_|_ _ D: Treasure - Ordinary Towel(R)
|2|_|_|C|D|_|3| E: Crystal - Silver Tiara(R)
_|_|_ _|_|
|A|B|_|_|_|
|_|
|1|
Recruits:
1. Empty
2. Carena - Silver Star
3. Empty
Trades:
4. Mevina - Holy Grail
Comments:
NOTE: Those on track for the good ending need to pick up the Lock of Hair.
This is the last map with lots of key items to collect. After this, there's
only a couple more before you can consider your key item woes gone for the
rest of the run.
To reach the "E" crystal you can either move closer with "3" for a Warrior's
Law move or gallop over to the topmost square. There, a Priestess or Hermit
can reach it along with a few enemies.
-----------------------------------------------------------------------------|
Scene 41: The Breach of the Sanctuary [R41]|
-----------------------------------------------------------------------------|
Turns: 6
_ A: Wooden Fence - Hand Mirror(B)
_|_|_
|2|_|_|
_ _ _ _
|_| |_| |_| |_|
_ _ _ _
|_| |_| |_| |_|
_ _ _
|A|_|_|
|1|
Recruits:
1. Enite - Silver Tiara
2. Empty
Comments:
Quite an odd map, huh? The little boss will teleport between all the 1 tile
squares and her starting position. A Chaos Wizard or Archer on "2" can nail
3 squares with a Chaos move, so he'll probably have the best immediate
coverage for this fight. All the others are kinda stuck with 1 or 2 at a
time. Worth noting that Lance Knights can hop between the squares on
one side too.
The boss will throw cards at you that cover quite a bit of the screen. Her
special attack splits her into many copies. A normal attack is enough to
make the fake ones disappear. Her HP isn't very high, so a couple of High
Skills will do the job.
The fence will take a few skills to break, so try to get some MP for it
in advance.
-----------------------------------------------------------------------------|
Scene 42: The Princess's Pride [R42]|
-----------------------------------------------------------------------------|
Turns: 16
_ _ A: Magic Tile - Treasure "B" if stepped on
_|_|_|_ B: Treasure - Random Weapon
_|_|_|_|_|_ C: Treasure - Random Weapon
|D|_| |5|_|_ D: Magic Tile - Treasure "C" if stepped on
|C|_ |_|4|
|3|_|_ _|_|B|
|_|2|_|_|_|
|_|A|_|
|1|
Trades:
2. Narhal - Dragon Scales
5. Gordon - Compass
Comments:
This map introduces a new kind of gimmick tile. First you move a knight on 1
of the magic tiles, then a chest appears, then you get it to 90%-99% to open
it. If you move away from the tile the chest will disappear, but keep all of
its damage. The weapons they give out are pretty strong.
I recommend leaving "1" on the bottom to cover the enemies there, while
either "3" or Lucia's spot are moved to the top where enemies like to bunch
together. A Chaos Wizard placed 1 up and 1 left of "D" can reach quite a lot
for example.
-----------------------------------------------------------------------------|
Scene 43: The Witch's Vexation [R43]|
-----------------------------------------------------------------------------|
Turns: 16
_ _ A: Treasure - Random Weapon
_|_|_|_ B: Treasure - Random Weapon
|D|_|_|5|_ C: Magic Tile - Treasure "A" if stepped on
_ |_|_ _|_|4| D: Magic Tile - Treasure "B" if stepped on
|3| |_|_|C|_|_|
|_|_ _|_|
|_|_|_|_|2|
|A|_|B|
|1|
Recruits:
1. Empty
3. Algiery - Lock of Hair
4. Yavuz - Safe Key
IMPORTANT NOTE: If you got the staff from scene 23.5 and still wish to get
the good ending: Algiery's soul MUST survive until the end. This means that
her Vit may not reach 0 and she may not be used for Transoul. Recruiting
her is also important.
A small puzzle to solve here if you wish to get extra treasure: The chests
are at the bottom and the magic tiles to reveal them are up top! Fortunately
Lance Knights can go all the way up and back. However, it is much easier
to have a Duelist from Yavuz's spot go to "D" and a Lance Knight go to "C".
Then you can switch Yavuz, a Chaos Hermit or a Chaos Archer on "C" to nail
both chests.
Meanwhile, Algiery with her amazing 100 LI or any Priestess, Archer or
Wizard can get the enemies walking through the middle.
Recruits:
1. Marion - Thick Cape
3. Empty
5. Empty
Trades:
2. Cherim - Arcane Stone
4. Musica - Magatama
Comments:
Behold! The last key item of this playthrough! As well a boss to annoy you
while you get it! She is pretty tough, as her attacks linger on the screen
and hit a large area. Most of them spew small bullets out as well. The meteor
will crash into you at high speed while leaving small flares behind. The
other attack is a spinning crescent moon that gets bigger as it bounces off
the edges of the screen.
Once you hit her with a skill she will fall off her mount, which will now be
able to fire a dragon bullet across the screen. The boss has a moment of
invincibility as she gets up. Her attack changes to a giant rose that will
fall apart and cover most of the screen with petals.
The plan here is to do Marion's Chaos High Skill to move towards the ledge,
then jump up with your best Duelist and finish with your strongest move
available. With a Duelist on "3" you can move to top, so a Wizard can help
damage the statue and the boss. I haven't found many uses for "5", but
moving 1 down will at least make it a decent spot for a Duelist or Warrior
whenever the boss moves down from the platform.
-----------------------------------------------------------------------------|
Scene 45: An Ambition to Transcend All [R45]|
-----------------------------------------------------------------------------|
Turns: 11
_ A: Treasure - Random Weapon
_ |_| B: Crystal - Random Weapon
|5|_|_|_ _ C: Treasure - Random Weapon
_|_|3|_|F|4|_ D: Crystal - Random Weapon
|C|D| |E|X|_|_| E: Treasure - Random Weapon
|_|_|B|_|_| F: Bridge
|1|A|_| |2|
|_| X: 1 space gap.
|_|
Trades:
3. Norr - Ancient Texts
4. Zepha - Hourglass
Comments:
The final set of bosses are coming up, so this is your last chance to gear
up with more nice weapons. Move a Duelist from "2" to either right of "B"
or up to the "F" Bridge and beyond if you wish to go to the very top for a
nice spot for your back row classes.
Neither "1" nor "5" can really reach the chest on "E", so try to cover that
with your 3rd unit.
-----------------------------------------------------------------------------|
Scene 46: The Arbitrator's Destiny [R46]|
-----------------------------------------------------------------------------|
Turns: 20
_ B: Boss doesn't move, so don't bother with Grams.
_|_|_
_|_|B|_|_
_|_|B|_|B|_|_
|_|_|_|_|_|_|_|
|_|_|_ _|_|_|
|_|_|_|_|_|_|_|
|2|_|_|_|3|
|_|_|_|
|1|
Recruits:
1. Maria - Required
2. Empty
3. Empty
Comments:
The time has finally come! The time to kick this jerk out of the castle!
Clearly this moment is way overdue! Bust out Maria's EX skill if you have
it and hopefully chop off most of the HP from the heads on the side!
Finish them with your Duelists as they come up to the boss.
The reason why I recommend using 1 EX skill to help chop off the heads is
that you'll have to deal with 3 types of bullets on the screen. It will be
a hectic battle to try and squeeze in a charge from your units. It's up to
you if you want to use the 2nd EX or get multiple attacks off with Maria.
From my experience the 3 High Skills will do better against a lone target.
The skeleton head can heal btw, while the main one likes to shoot a purple
ball that bounces around on the screen. Flames can form a circle and then
chase you when the red head attacks. Spikes can enter the screen vertically
from both sides and you have to position yourself between XX's. The ultimate
is like a cosmic explosion. The core will shrink into nothingness before
spitting out a big mass of sparkles at you. It can also revive the heads
if they are gone at the time.
Once my units were at the top I used Fritz and Lyzz with their High Skills
to finish it. They had the highest damage/hit ratio weapons at my disposal
and high LI + CI to match. Protip: Bring multiples of a weapon to be able
to use a High Skill more than once in the same turn. Also, store your
charges and use your attacks in succession to avoid having to charge while
an ultimate is being used.
There are 2 parts to this fight. The 2nd part will reveal itself once you've
slayed the initial boss trio. Use the Soul Crucible if you have it to both
empty and slow the Rage meter. Once the core reaches max Rage it will end
your turn! Thankfully the core doesn't do anything besides the ultimate,
so wail on it as hard as you can.
-----------------------------------------------------------------------------|
Scene 46: Setup One Last Time |
-----------------------------------------------------------------------------|
I decided to give this special mention as it's the last chance to use Setup
options such as Transoul and Distribute Exp before the end.
This is your last chance to prepare for your New Game+ team.
Even if you wish to have a save with ALL knights: Some knights appear on any
path, so they can be used for Transoul and re-recruited next time.
Knights you shouldn't Transoul are Algiery and possibly Granitz, as they
have a connection to the ending requirements.
Good candidates for sacrifice are the heads of orders like Reinhart,
Rolf, Rondine, Morozof, Otto, Vishna and Frabela. They have really high
LI/CI values and usually make good sacrifices.
-----------------------------------------------------------------------------|
Scene 47: Law and Chaos [R47]|
-----------------------------------------------------------------------------|
Turns: 18
_
_|_|_
|_|_|_|
_ _
_ _|_| _|_|
|3|_|_ _|_|
|_|_|2|
|_|_|_|
|1|
Recruits:
1. Maria - Required
2. Empty
3. Empty
Comments:
NOTE: Getting a Game Over here will show you one of the bad endings.
This is the final boss of the game! Give it all you've got! I had a really
beautiful finish for this fight. The boss inflicted darkness on the Wisp
while Maria was doing her EX, so I could see all the full effects without
anything obscuring it. Darkness is normally bad btw, as you can only see a
small area around the Wisp. She can also place the magic circle as usual.
As expected; this boss is tough! Her attacks hit hard and you can't predict
where they land. A returning attack is ribs coming from the side of the
screen, but this time blood trickles down in areas that deal damage. A more
annoying move is when 3 tornados and wobbly swirls linger on the screen until
she attacks again.
Don't be surprised to have a few empty turns where you weren't able to do
anything. This boss gets 18 turns for a reason. You can't really move your
knights anywhere useful. Maria is best off doing 2x EX skill and then finish
the boss with 1 of the other knights.
All your knights carry over to the next playthrough with all their new stats.
Knights that were:
- sacrificed for Transoul,
- exiled,
- were lost due to Vit = 0,
- not recruited
will re-appear along with their key items. However, if you carry over THEN
get rid of a knight they won't appear that run. Only in the next one.
This is basically the main way of getting perfect knights.
-----------------------------------------------------------------------------|
Blue Path [PAT]|
-----------------------------------------------------------------------------|
The blue path, also known as Mellia's story, is a bonus mode where you can
play the game with a different main character.
- Mellia will replace Maria as a character and a unit.
- Several knights unique to her path will be recruitable.
- Knights unique to Maria's path will NOT be recruitable.
- Cutscenes will change to reflect the above.
- The possible endings and last few scenes will change.
- The angel boss changes. Dark Wings is replaced with White Wings.
- Strong enemies appear earlier.
- Enemy and unit placements change.
To activate this; load a clear save file. The title screen and opening movie
will change to blue colors instead of red. Select New Game with the blue
title screen to play this path.
You must complete Normal to unlock Hard.
You must complete Hard to unlock Nightmare.
Easy and Normal can be selected from the beginning.
Easy Mode notes:
- Lots of turns to complete maps
- Start with 9 MP every turn
- Objects break fast, try to use weak skills to OPEN objects
- Every weapon attack uses -0.10 Vit
- Loy never decreases
- Enemy attacks from off-screen have a warning sign
- Negative Rush Count effects don't activate ever
Changes to expect on Hard and Nightmare:
- Less items to start with (only 3 on Nightmare)
- More HP for monsters and objects
- Less turns to complete maps
- Enemies attack faster (bosses too...)
- Enemy attacks do more Time damage
- Start with less MP (1 MP on Nightmare)
- No Retry option on Nightmare
Regardless, this game takes its difficulty settings PRETTY seriously! It
is highly recommended to carry over some really good knights for those modes.
-----------------------------------------------------------------------------|
6) Endings [END]|
-----------------------------------------------------------------------------|
There are a total of nine endings in the game.
In Red mode (the storyline with Maria):
Good Ending: Get Ancardia (Scene 23.5), recruit Algiery and don't let her
die or transoul her into another unit.
Bad Ending 1: Get Ancardia let Algiery die or Transoul after recruiting her.
Bad Ending 2: Get a game over on Scene 47.
Bad Ending 3: Do not get Ancardia.
For Blue mode (storyline with Mellia):
Good Ending: Don't go to Scene 23.5, recruit Algiery, don't let her die
and you must side with Marietta at the end.
Bad Ending 1: Good ending requirements except Algiery must die.
Bad Ending 2: Don't go to Scene 23.5, choose Mellia at the end and get a
Game Over on Scene 47.
Bad Ending 3: Don't get a Game Over on Scene 47, don't side with Marietta.
Bad Ending 4: Go to Scene 23.5 and get a get a Game Over on Scene 47.
-----------------------------------------------------------------------------|
7) Walkthrough: Blue Path (Normal) [WAB]|
-----------------------------------------------------------------------------|
This guide will cover the Blue path. The maps may be the same general shape,
but the layout of the units, enemies and objects changed. The scenes also
feature a new set of knights to recruit in the place of the Red path
exclusive knights.
In this path, Mellia the Astarte will replace Maria the Valkyrie. Some of
the bosses changed too, but that would be a bit of a spoiler.
-----------------------------------------------------------------------------|
Scene 6: Breaking the Silence [B06]|
-----------------------------------------------------------------------------|
Turns: 10
-----------------------------------------------------------------------------|
Scene 10: Means to an End [B10]|
-----------------------------------------------------------------------------|
Turns: 5
_ _ _ _ _ _
_|_|2|_|_|_|_|_
_|_|_|_ _|1|_|_|_|
|_|_|_|_|_|_|_|_|
Recruits:
1. Mellia - Required
Trades:
2. Mervyn - Notepad
-----------------------------------------------------------------------------|
Scene 11: The Monstrous Sentinel [B11]|
-----------------------------------------------------------------------------|
Turns: 7
_ _ _ A: Treasure - Theatre Passes(R)
_ |_|_|_| B: Boss doesn't move, so don't bother with Grams.
|5|_|_|B|_|_
|_|_|_|_|_|4| RESPAWN:
|A|3|_|_|_|_| A: 4 turns - Smart Glasses(T)
|2|_|_|
|_|_|_|
|1|
-----------------------------------------------------------------------------|
Scene 44: Last Words of the Dragonkind [B44]|
-----------------------------------------------------------------------------|
Turns: 7
_ A: Dragon Statue - Tablet(R)
_|A|_
_ |_|_|_| _
|5|_ |_| _|_|
|_|_|_|3|_|4|_|
|2|_|_|_|_|
|_|_|_|
|1|
Recruits:
1. Marion - Thick Cape
3. Empty
5. Empty
Trades:
2. Cherim - Arcane Stone
4. Musica - Magatama
-----------------------------------------------------------------------------|
Scene 45: Separation and Reunion [B45]|
-----------------------------------------------------------------------------|
Turns: 11
_ A: Treasure - Random Weapon
_ |_| B: Crystal - Random Weapon
|F|_|_|_ _ C: Crystal - Random Weapon
_|_|4|_|E|5|_ D: Treasure - Random Weapon
|3|C| |D|X|_|_| E: Bridge
|_|_|B|_|2| F: Treasure - Random Weapon
|_|_|_| |A|
|_| X: 1 space gap.
|1|
Recruits:
1. Empty
3. Yuga - Tablet
5. Empty
Trades:
2. Zepha - Hourglass
4. Norr - Ancient Texts
-----------------------------------------------------------------------------|
Scene 46: The Arbitrator's Vow [B46]|
-----------------------------------------------------------------------------|
Turns: 20
_ B: Boss doesn't move, so don't bother with Grams.
_|_|_
_|_|B|_|_
_|_|B|_|B|_|_
|_|_|_|_|_|_|_|
|3|_|_ _|_|_|
|_|_|_|_|2|_|_|
|_|_|_|_|_|
|_|_|_|
|1|
Recruits:
1. Mellia - Required
2. Empty
3. Empty
-----------------------------------------------------------------------------|
Scene 46: The Choice & Last Setup |
-----------------------------------------------------------------------------|
Choose Marietta to get the usual Good Ending. However, to access a new
version of Scene 47 and the associated Endings; you must choose Mellia.
Simply hover over your choice until the 100% appears, as if you were
charging an attack.
This is also the last chance to use Setup for a potential New Game+.
-----------------------------------------------------------------------------|
Scene 47: Paths That Never Cross [B47]|
-----------------------------------------------------------------------------|
Turns: 20
_ _ _
|_|_|_|_
_ _ |_|_|_
|_|_| _ _|_|_|
|2| |_|_|3|
_|_|_
|_|_|_|
|1|
Recruits:
1. Mellia - Required
2. Empty
3. Empty
Note: Win or lose; you get to view an Ending regardless. Winning results
in the most chaotic one.
Comments:
This battle is notably different than the Red Path counterpart. The boss
has a shield move that blocks attacks as soon as you try attacking, as well
as spitting out bullets when the shield is hit. The only way to nail the
boss is to attack at the same time as her.
I recommend climbing up with a Duelist on "2" or "3" and swapping for a
Wizard next turn. The large area will be helpful to get the 100% damage on
her more often. It also helps to charge 1 attack in advance and storing it
for when the boss moves there. With the constant barrage of feathers and
thunder it can be difficult to get attacks off while charging. Take your
time to dodge the attacks and wait for the right moments. I highly
recommend saving Mellia's EX for the last 1/3 of her health. It will save
you the trouble of having to dodge a lot of ultimate spamming.
The ultimate itself hits hard and has 3 parts: The first draws out a large
pattern on the screen with only small gaps in it. Then 2 circles spit out
sparkles while rotating around the edges. Finally, 2 small and 1 large
circles spit out beams in a straight line. For most of the attack the
lower corners of the screen are relatively safe.
-----------------------------------------------------------------------------|
8) Classes List [CLA]|
-----------------------------------------------------------------------------|
Warrior:
Law Attack: Chaos Attack:
_ _ _ _ _ _ _ _
|_|_|_|_|_| |_|_|_|_|_|
W |_|_|_|
|_|
W
Weapon: Axe
Gender: Male
Direction: Upper left and right
Special: Objects with the BREAK tag can be destroyed.
Comments:
These guys will be one of your most used classes if you care about getting
all the items in the game. However, they are not neccessary to recruit all
the knights and their uses outside of destroying objects are rather limited.
Their Chaos attack has useful range properties for some maps, but the other
2 classes that turn upwards can move on the field.
Duelist:
Law Attack: Chaos Attack:
_ _
|_| _|_|_
|_| |_|_|_|
|_| |D|
_|_|_
|_|_|_|
D
Weapon: Rapier
Gender: Female
Direction: Upper left and right
Special: Chaos moves 1 square forward and jumps up to +6 elevation.
Comments:
These girls will be quite handy as elevation becomes a common obstacle in
most maps. Their only flaw is that they can't go back down from elevation,
so you have to be careful where you place them.
The wider range on their Law attack makes them slightly better for attacking
mobs than Lance Knights. The difference isn't too big though. They're still
about equally useful classes.
Lance Knight:
Law Attack: Chaos Attack:
_ _ _ _
|_| |_|_|_|
|_| |_|_|_|
|_| L
|_|
L
Weapon: Lance
Gender: Either
Direction: Any
Special: Chaos can move up to 2 squares forward.
Comments:
Easily the most essential class in the game for its great movement
abilities. They can move and attack in any direction and do them at
the same time if needed, granted the ranges are fairly short compared
to the other classes to make up for it.
They're still blocked by elevation. You'll usually need Duelists for that.
The elevation values on the Item Data screen only apply for hitting enemies
next to them on a ledge.
Archer:
Law Attack: Chaos Attack:
A A
_ Area: _ Area:
|_| _ |_| _
|_| |_| |_| _|_|_
|_| |_| |_|_|_|
|_| |_| |_|
Weapon: Bow
Gender: Male
Direction: Lower left and right
Special: Enemies cannot move while attack animates, Law attack stuns the
enemy after it fires, they are strong against giants.
Comments:
Now we move on to the "back row" classes of which there are 4 total.
These 4 classes charge faster if they stand on the high ground. The
Archer isn't so great at cleaning up hordes of enemies, but he's
pretty decent against solo enemies or bosses with his stun feature.
Being only effective against the rare boss fight isn't exactly great
when there are 3 others that can do even better. This is definately
one of the lesser used classes out there.
Hermit:
Law Attack: Chaos Attack:
H _ H _
_|_|_ |_| |_|
_|_| |_|_ |_| |_|
|_| |_| |_| |_|
Weapon: Dagger
Gender: Female
Direction: Lower left and right
Special: Law inflicts status based on element.
Comments:
Apart from having attack ranges that cover parts that Archers, Wizards
and Priestesses tend to miss, their statuses can be very helpful when
used right. Each status has different effects; you can check them out
under "Tips" and selecting "Status Effects" in the Tutorial section
in-game.
Temporarly, they will also change the element of the monster to the
same as the weapon used until the status wears off. You can use this
to increase your damage against enemies that normally resist all
your selected weapons.
Wizard:
Law Attack: Chaos Attack:
W W
|_| Area: _|_|_
|_| _ _|_|_|_|_
|_| |_| |_|_|_|_|_|
|_| |_|_|_|
|_|
Weapon: Rod
Gender: Male
Direction: Lower left and right
Special: Law is a GRAM, a powerful trap that activates
when a monster steps on it.
Comments:
Here we have the male version of the two specialists at blowing up
monsters. While he has no special effects to use, the Chaos attack
has amazing range with decent elevation values and will reach most
enemies in flat maps.
Grams are a hit or miss for most players; they hit really hard and are
handy against fast, mobile enemies that move out of your attack range
constantly. In order to go off the enemies must step on them.
Weapon: Mace
Gender: Female
Direction: Lower left and right
Special: Chaos is a GRAM, Law gives an element change opportunity.
Comments:
The other specialist at blowing enemies up with a few new twists. That
Law attack has impressive range and better elevation values than the
Wizard's Chaos attack. The Gram attack is the same except you get to
use it in Chaos mode instead.
The Law attack also has an interesting side effect. When it hits, you get
a chance to rotate a block around the enemy and change its element. You
can also see the sign of the new element if you look closely enough.
Valkyrie (Sword):
Law Attack: Chaos Attack:
_ _ V _ _ V _ _
|_|_|_| |_|_|_|_|_|
|_|_| |_|
|_| |_|
Weapon: Sword
Gender: Female
Direction: Any
Special: Chaos moves 1 square forward and jumps up to
+6 or -6 elevation. Can use Chaos EX skills with special item.
Comments:
Our heroine of this game has both great range and mobility. She
functions like a better Duelist, except she can actually go back
from all those silly ledges. Her Law attack is very good too, as
it lets her reach anything within 3 squares around her.
The heroine's class is the only one that can use EX skills, which
are extremely powerful large area attacks. They disable both the
Valkyrie and the weapon for the rest of the turn though, so use
it as a finishing move. In the Chaos version the EX covers a
large V shaped area.
Gender: Female
Direction: Any
Special: Chaos moves 1 square forward and jumps up to +6 or -6 elevation.
Can use Law EX skills with special item. Law is a GRAM. Chaos gives an
element change opportunity. Can use High Skills with any weapon, but
normal skills can't be used at all.
Comments:
Well this is certainly uh, different. I find the sword ranges to be more
convenient, but this isn't bad either. She can still move around and hit a
big area. It's her Law attack that's notably less useful, since it functions
like a Gram. Despite the bigger range, the trap itself is only 1 square and
doesn't do anything unless stepped on sadly.
At least you can upgrade the Law attack into EX in Staff mode. That way you
can hit the whole screen with it. Also, the inability to use normal skills
in this version can be a downer, since High Skills disable the weapon for
the rest of the turn. Overall this version does a lot of damage, but it's
not as easy to use.
Astarte (Sword):
Law Attack: Chaos Attack:
A _ _ A
|_|_|_| |_|
|_|_| |_|
|_| |_|
|_|
|_|
|_|
Weapon: Sword
Gender: Female
Direction: Any
Special: Chaos moves 1 square forward and jumps up to
+6 or -6 elevation. Can use Chaos EX skills with special item.
The Blue path heroine is a bit different, but still very good all the same.
Her Law is a mirror of Valkyrie's and the Chaos attack has pretty impressive
reach. Though the low elevation tolerance makes it a bit harder to use.
Just like the Valkyrie she will be able to use EX skills once she gets her
special key item.
-----------------------------------------------------------------------------|
9) Character List [CHA]|
-----------------------------------------------------------------------------|
-----------------------------------------------------------------------------|
Both Paths [ANY]|
-----------------------------------------------------------------------------|
These are the knights that will join you on both paths.
Lance Knights:
Mardim (Neutral)
Annalot (Sanctity)
Reinhart (Fire)
Gudrun (Fire)
Otto (Lightning)
Marion (Sanctity)
-----------------------------------------------------------------------------|
Red Path [RED]|
-----------------------------------------------------------------------------|
These are the knights that will join you only on the red path.
Duelists: Warriors:
Lillian (Sanctity) Firenz (Ice)
Nina (Neutral) Bailey (Darkness)
Hilgard (Sanctity) Fritz (Darkness)
Johanna (Fire) Josef (Fire)
Atkasia (Ice) Theonil (Lightning)
Seriee (Ice) Hagen (Fire)
Caline (Darkness) Werner (Sanctity)
Lance Knights:
Alonso (Lightning)
Crozeph (Sanctity)
Heinel (Ice)
Klaus (Darkness)
Rudolf (Neutral)
Alfred (Darkness)
-----------------------------------------------------------------------------|
Blue Path [BLU]|
-----------------------------------------------------------------------------|
These are the knights that will join you only on the blue path.
-----------------------------------------------------------------------------|
8) Rush Count Effect List [RCL]|
-----------------------------------------------------------------------------|
This section will list every Rush Count Effect, as well as a list of weapons
that can have those effects when strengthened (the ones that I managed to
find anyway).
Legend:
+ Positive effect (White text)
- Negative effect (Red text)
= Neutral effect (Purple text)
E-1, E-2, E-3 Weapon effect slots; these are unlocked in order from 1 to 3.
+ [0]
Effect: Hit starts at 1, then doubles!
Weapons: Rosier (E-3), Formula (E-3), Aquaria Rod (E-3)
+ [1]
Effect: Damage rate will be at MAX!
Weapons: Raw Revenge (E-1), Flare Shooter (E-1), Dark Shooter (E-2),
Bloody Rose (E-2), Salamander Rod (E-2), Zolfy (E-3)
- [2]
Effect: Charging is slowed down!
Weapons: Fronzen Axe (E-1), Glacier Caster (E-1), Gran Sabre (E-1),
Silvia (E-1), Leavateinn (E-2), Aquaria Rod (E-2)
+ [3]
Effect: Attacks charge very quickly!
Weapons: Element Rod (E-1), Deathbringer (E-2), Slasher (E-2),
Gust Bow (E-2), Nameless Bow (E-3)
+ [43]
Effect: Being hit will raise EXP!
Weapons: Raw Revenge (E-3)
- [44]
Effect: Turn ends if hit in the next 10s!
Weapons: Rosen Kavalier (E-1), Death God Rod (E-1), Rosen Kavalier (E-1),
Avenger (E-2), Headman's Axe (E2), Deathbringer (E-2)
+ [45]
Effect: Being hit restores MP!
Weapons: Rune Knife (E-2), Element Rod (E-3)
- [99]
Effect: Units on the field lose 2 VIT!
Weapons: Gargarodon (E-1), Light Slasher (E-2), Death God Rod (E-2)
-----------------------------------------------------------------------------|
11) Transoul Guide: [TRA]|
-----------------------------------------------------------------------------|
I managed to find a lot of detailed information about how Transoul works in
the message board archives. You can check them out yourself just by
searching for "Transoul Minifaq". However, rather then reposting that info
I'll just summarize briefly. The information in this section is credit to
the user who made the guide: afflicked
The option to "Transoul" is in the Setup menu available after each scene.
Here, the game lets you choose a knight as a "sacrifice", and then another
knight as a "receiver". Once both are selected the game will give you some
hints about the outcome.
If you proceed; the sacrificed knight will be removed from your party for
the rest of that run. However, the receiver knight's stats will change.
Usually, you gain a bonus to the current and max level with this. Depending
on various factors the receiver's Vit, LI and CI may increase or decrease.
These factors are:
This stat directly influences how much of the sacrificed knight's
experience gets poured into the receiver knight. This is the total exp
required to be at the sacrificed knight's level. A sacrifice with 50%
loyalty will give only half as much exp as a unit with 100% loyalty.
Race affects all of LI, CI and the Vit gain of Transoul. It cannot change.
The percentage of the amount that carries over is displayed on the screen
in small gray numbers. Check the triangle that shows you the expected
results!
When using 2 knights of the same race for example. You will see 50=50
displayed under the "LI" and "CI" signs and 50% under the Vit sign at the
top of the triangle.
For LI and CI, only the first number in 50=50 matters. To get the result
simply take the difference between the indexes and multiply by the first
number percentage. It goes sacrificed - receiver * 0.5. If we have a
sacrifice with 20 LI and a receiver with 40 LI. The receiver would lose
10 LI points from the Transoul.
Race values like 10=90 can be used to minimize losses in one index, while
gaining points in the other with 50=50. The previous example with 10=90/0.1
will only lose 2 LI points instead of 10!
For Vit, only the Vit of the sacrificed matters. It is multiplied by the %
shown in the triangle. HOWEVER the Vit Graph is absolute when it comes to
the max amount a character can hold. So if the graph sinks after the yellow
line that shows where you are, then Transoul will decrease Vit instead.
The final attribute that will greatly influence Transoul is affinity. This
cannot be seen, but it's something you were meant to discover through Pause
Talks. Characters who are related, friends, love or respect another will
make much more powerful sacrifices than usual!
When 2 knights have the "best" affinity, previous factors, such as loyalty
and race are removed from the picture. Instead, you will get the full bonus
without the usual 0.5 sliced away.
In the case of LI and CI you even get a small bonus for positive increases!
This is (10 - the receiver's LI and CI / 10) *2. A receiver with 65 LI will
gain a bonus of 8 points for example.
There are other affinities besides best, such as good, bad and worst. These
change your bonuses just like their names imply.
Current level and max level are used for finding out how much the receiver's
max level increases. The bigger the difference between either the sacrifice
or receiver's current level and the sacrifice's max level the better.
In other words it's best to use sacrifices at minimum levels who haven't
been given any exp for this purpose.
However, the boost is capped at x1.5 of the receiver's max level. Even
if the values are too close it will always increase by at least 1 level.
Here's the list of Knight pairs that have specific states of Affinity.
Arrows mean it's only when the first Knight is sacrificing themselves
for the second. Other than that exception, each pair should be mutual.
If they're not listed here, then they have a Neutral compatibility.
-----------------------------------------------------------------------------|
12) Version [VER]|
-----------------------------------------------------------------------------|
27/10/2015 version 1.0
- All Normal mode default path scenes documented
- Character Section 50% done
- Transoul section done
29/10/2015 version 1.1
- Fixed typos and spacing
01/11/2015 version 1.2
- Fixed typos, Olson's name and my "Sanctity".
- Added a missing trade on scene 28.
- Added first 15 scenes of the Blue path.
- Added Astarte (Sword) to classes.
- Added some Blue path characters to the Join Statistics.
17/11/2015 version 1.3
- More typo fixes.
- Fixed Leier's spot in B04.
- Fixed Norberg's missing trade in scene 20.
- Blue path now up to scene 23.5.
- Added first edition of the Rush Count Effect [RCL] list.
- Added more Blue path characters to the Join Statistics.
05/12/2015 version 1.4
- More typo fixes.
- Corrected the comments regarding EX skills and staff mode.
- Fixed the turn count of scene 27.
- Added the useful effect 86 to the RCE list.
- Blue path covered until scene 28.
- Adjusted the table of contents a little.
10/04/2016 version 1.5 - Guide is done!
- More typo fixes.
- Fixed the layout of scene 35.
- Blue path guide is now complete.
- All RC Effects documented.
- All Blue Path characters documented.
This guide was made for the private use of those who are interested in the
game, Knights in the Nightmare. Do not steal, sell or use for commercial
gain.
If there are any questions about this guide, feel free to contact me.