Knights in the Nightmare FAQ/Walkthrough by Solasty. Copyright 2009 Solasty ================================= --------------------------------- Table of Contents --------------------------------- ================================= NOTE: Every section will have a unique code for easier browsing through the CTRL+F function. I. Introduction _____________________ [INT.] II. Copyright ________________________ [CPY.] III. The Basics _______________________ [TRN.] A. Controls/Functions ________ [TRNA.] B. Menus _____________________ [TRNB.] C. Classes ___________________ [TRNC.] IV. FAQ ______________________________ [FAQ.] V. Walkthrough ______________________ [WLK.] - Scene 1 ___________________ [SCN1.] - Scene 2 ___________________ [SCN2.] - Scene 3 ___________________ [SCN3.] - Scene 4 ___________________ [SCN4.] - Scene 5 ___________________ [SCN5.] - Scene 6 ___________________ [SCN6.] - Scene 7 ___________________ [SCN7.] - Scene 8 ___________________ [SCN8.] - Scene 9 ___________________ [SCN9.] - Scene 10 __________________ [SCN10.] - Scene 11 __________________ [SCN11.] VI. Key Item List ____________________ [KEY.] VII Contact Me _______________________ [CME.] VIII. Version History __________________ [VER.] ================================= --------------------------------- I. Introduction [INT.] --------------------------------- ================================= Hi! This is the first FAQ/guide I've ever tried to write so please bear with me. I'll admit here that I've rarely finished a game without a guide, but since this game doesn't have a guide posted yet, I thought I'd give it a shot. This is pretty much an entirely new experience for me, so I'd greatly appreciate it if you'd alert me of any: 1. Mistakes 2. Things I missed/forgotten (ex. Key Items) 3. General Errors 4. Game Mechanics I didn't know about Your help would be greatly appreciated. Also, I don't have the game manual that comes with the game, so most of what I say is from experience or found from the GameFAQs message board. A little about this game then. Honestly, I haven't played any Atlus/Spike games, with the exception of Riviera, so I don't know if the game mechanics are incredibly unique to Knights of the Nightmare, but nevertheless the gameplay is still really odd (I had to do the first few scenes several times to get the hang of the game). I'd advise to enter this game without any preconceptions. ================================= --------------------------------- II. Copyright [CPY.] --------------------------------- ================================= To be honest, I don't care if someone steals my work, but since every guide has one of these, I'll put a notice here. This FAQ was written for the private use of players who are playing/generally interested in Knights of the Nightmare. As such, any plagiarizing or use of this guide for commercial purposes are strictly forbidden without written permission. If anyone were to have such a desire, please contact me at the email given in the Contact Me section. ================================= --------------------------------- III. The Basics [TRN.] --------------------------------- ================================= ---------------------------- Controls/Functions [TRNA.] ---------------------------- NOTE: Pretty much all of these are explained in the rather lengthy tutorial in the game. If you don't feel like playing the tutorial, I will give a brief summary of the things you need to know here. I'll explain the terms as I go along. If you did play the tutorial, most of this will be review. NOTE: I recommend the tutorial, since it has visual demonstrations. You are the wisp, a small ball of light. You control the wisp by moving the stylus along the bottom screen. Here's what you can do with the wisp: 1] Activate a Knight - Knights are ghosts that are around the map. To activate them, simply drag the wisp over the knight you wish to activate. Now this knight can basic attack. ::[Basic Attack] - Completely useless in terms of damage output. It's main purpose is for making monsters drop gems. The unit will try to face the wisp, so that's how you control where they are aiming. The longer you keep the stylus down while in basic attack, the more the attack charges. This increases the range of the attack. ::[Gems] - Give you MP for activating skills. To collect, just touch the gems with the wisp. If the Fog is full, there's a lot, so just be a little spastic with the stylus. ::[Fog] - Determines how many gems will drop. As the Fog depletes, less gems will drop. Fog depletes with the use of skills. To remedy this, phase change. ::[Phase Change] - There are 2 phases. Law and Chaos. On the right side of the top screen, there will either be a L or a C. To change the phase, move the wisp over L/C and do a counter-clockwise motion over the L/C to change it. 2] Grab a Item - Items can either be key items or weapons. To do this, simply move the wisp over the item that you set in the preparation stage. Then move the wisp over the unit that corresponds with that item. ::[Key Item] - Used to recruit Knights, or get items from random ghosts in the map. Key Items that can be used in a map will be highlighted yellow/brown in the preparation stage. Key Items are obtained from Objects in the map. ::[Objects] - Random objects lying around the map. After reaching a certain threshold for damage, they will drop items. Certain things like chests and barrels require you just to open them, while other objects need to put in a fragile state to drop items. ::[Fragile State] - If you bring the wisp over an object there is a percentage. That is the damage percentage that object has taken. When it reaches 100% it is in it's fragile state, and can be broken with a Warrior Skill. Breaking objects drop materials which can be used for upgrades, and if the object is broken, after a couple turns, that object will respawn. ::[Weapons] - Obviously, they're weapons. Like Riviera, every weapon has a skill attached to it. So to use skills you must place a weapon on the corresponding units. More on that later. Like Basic Attacks, Skills can be directed and increase their range as they charge. When they are fully charged you can also place them into the ready position. Skills are used for damage output to monsters and objects. NOTE: Certain Weapons can only be used in certain phases. They will be denoted in battle with a small L or C tag hanging off the weapon. In the preparation stage, if you place the stylus over the weapon, it will show it's area of effect in either the top or bottom. The top is Law and the bottom is Chaos. Some weapons can be used in both phases. NOTE: While in battle, even if a weapon is not used, as long as it is set, it will lose durability. So, plan out the best way to finish the turn with the minimal amount of weapons. NOTE: When you use any type of attack, you lose VIT on the unit. When that unit reaches 0 VIT, it will disappear! The numbers are: .1 for Normal attacks, .5 for skill attacks, and 1.0 for High Skill attacks. ::[Ready Position] - When the skill is fully charged, there will be a small box at the top right corner. Bring the wisp over that and the knight will stay charged with that skill. When you want to release the skill, just touch the knight with the wisp. NOTE: If a knight is charging a skill, that skill will still be charged even if you phase change to the phase that the skill cannot be used on. You can also still activate that skill durin the wrong phase, but it will automatically change the phase to the correct one while attacking. 3] Dodge Bullets - Though they're called bullets, most of them do not, in any way, resemble bullets. They're the strange colored shapes that fly around the map. If you are hit by them you lose time, but you gain EXP. ::[Turns] - A turn is composed from the time. When time runs out, the turn ends. Also, every scene has a set amount of turns you can have before you game over. Time depletes from the use of skills, basic attacks, and damage to the wisp. At the end of each turn, you pick the enemies that will spawn for the next turn. That means, if you did not kill a enemy in one turn, then it does not retain it's HP, and you will have to start from scratch (this does not apply to boss fights). Deciding the enemies is a slot machine-esque mini-game. It's not entirely pointless, since each enemy has a different spot in the little brick wall of colors, which are the kill markers. ::[Kill Markers] - When you kill an enemy, it's colored brick will covered with a KILL sign. Line these up either diagonally, vertically, or horizontally to win the battle. There is no other way to win. NOTE: Diagonally is not just any diagonal. It has to start from the left side and end on the right side, or vice versa. NOTE: The color of the Bricks denote the element of the monster. Similarily, the color of the monster denotes it's elemental affinity. ::[EXP] - Experience Points. They're used to level up your knights. You can only use EXP after you have won a battle. EXP is gained from being hit by bullets, being grazed by bullets (you are really close to the bullet but you don't take damage to your time), killing monsters. 4] Hide - Reduces damage done to the wisp and cancels an action. Whew. That's quite a wall of text. Okay, so that's about all I can remember, if I missed anything please contact me. Just from that, I hope you understand this game is a little complicated at first, so it's perfectly alright if you mess up the first few scenes. If you're a perfectionist like me, you might want to start over a couple times, or if you want, you can do the easy mode. ---------------------------- Menus [TRNB.] ---------------------------- Start Up Menu: ::Teachings - Tutorial ::Start the Game - New Game ::Continue - Load/Continue ::Leveling - Replay scenes you already beat for experience and items on your current save file. Preparation Screen: I'm no good with text art, so I'll just describe it. On the right is the items. They will have a very helpful Touch-> icon next to them. Touch one of the boxes, and it will open into a seperate item menu. More on that later. Under that is the Phase. You CAN change the phase in the preparation screen. So you can start with Chaos or Law. To the left is the Ready Bar. It's yellow. Touch that when you're done preparing. NOTE: You don't need to set any items to start the battle, though that's incredibly stupid. Item Menu: You can change the way the items are set up. There is the LIST, ICONS, or TABLE which you can touch. Pick whichever one is the most helpful. I prefer LIST. So in LIST: NAME | QL | EL | POW | T | LV | E-1 | E-2 | E-3 | NAME: Obviously the name of the weapon QL: Quality Level or the level of upgrade (ex. +2) EL: The Element of the item. The elements are: Neutral - Strong vs Lightning. Weak vs Neutral/Sanctity/Darkness Fire - Strong vs Ice. Weak vs Fire/Lightning Ice - Strong vs Fire. Weak vs Ice/Lightning Lightning - Strong vs Neutral. Weak vs Lightning/Fire/Ice Sanctity - Strong vs Darkness. Weak vs Sanctity/Neutral Darkness - Strong vs Sanctity. Weak vs Darkness/Neutral POW: Power of the item. T: Weapon type. The types are: Lance - L. Knight Bow - Archer Daggers - Hermit Axe - Warrior Rapier - Duelist Staff - Wizard Mace - Priestess LV: Level Requirement E-1: ? (something to do with upgrades) E-2: ? (something to do with upgrades) E-3: ? (something to do with upgrades) NOTE: The weapon types are specific to that class. Only that class can use that weapon (with the exception of the Heroine). If you are unsure if the weapon can be used with the units you currently have out, just touch it and it will go to a confirmation screen. The top screen will have highlighted/colored any units on the field that can use the weapon. NOTE: When you raise the QL of a weapon. It will also add the +[#] to the unit's CI or LI whenever you use that weapons skill. This is only temporary though. Setup Menu: Distribute EXP - Level up your units Transoul - Sacrifice a unit to power up another unit. This will increase the various stats of the unit. There are a couple other things to take into account: -Transoul-ing can change the units LI, CI, VIT, and the Maximum level of the units. -Though it can change, it does not necessarily mean it will change for the better. Pay attention to the arrows. -A unit's Maximum level will only increase if you transoul the SAME class. Otherwise it's just a stat modifier. -When you Transoul a unit, they have a last word, and you're a player who refuses to let their characters die in a Strategy RPG, then it might be a little painful to see them go away. Exile Units - Delete the unit from your list. Strengthen Item - Make Weapons stronger. The weapon will require materials. Materials come from killing monsters and breaking objects. Fuse Items - Combines durabilities for an item. Item Breakdown - Breakdown an item for materials. Unit List - Look at all your units. Item List - Look at all your items. Class Info - General information for all the classes. End Setup - Continue with the story. Unit List: | NAME | CLS | LV | EL | VIT | LI | CI | LOY | NAME - Name of the Unit CLS - The unit's Class LV - The unit's Level EL - The unit's elemental affinity VIT - The amount of VIT the unit has LI - Law Influence(?) : Affects how much damage is done with Law attacks CI - Chaos Influence(?) : Affects how much damage is done with Chaos attacks LOY - Loyalty : Affects how much VIT is recovered when a unit levels ---------------------------- Classes [TRNC.] ---------------------------- There are 7 classes you can use. The Duelist, Warrior, Hermit, Archer, Priestess, Wizard, and the L.Knight. Most of this information can be found in the Class Info option in the Setup Menu. I recommend that one, since this is a much more rudimentary version. However I have added on the restrictions for the directions a unit can face. NOTE: Since the map is angled. I will explain here (and later at the start of the walkthrough for those who are skipping this) the directions I'll be using. Up = Northeast Down = Southwest Left = Nortwest Right = Southeast This is using the standard of North and South being the Vertical plane. Duelists use rapiers as their weapons. Attack Types: ::Law - Pierce : A simple stab [+Knockback ability] _ |_|_______ C|_|_|_|_|_| |_| C: Character - Facing right ::Chaos - Jump Attack : Moves ahead one square and attacks all adjacent squares [+Movement ability] _ _|_|_ |C|>|_| |_| C: Character - Facing right >: Character movement after attack Duelists can only face Up and Left. Warriors use axes as their weapons. Attack Types: ::Law - Swing : A wide swipe [+Break ability] _ |_| |_| C|_| |_| |_| C: Character - Facing right ::Chaos - Power Chop : 3 pronged shockwave [+Break ability] _ _|_| _|_|_ C|_|_|_| |_|_ |_| C: Character - Facing right Warriors can only face Up and Left. Hermits use daggers as their weapons. Attack Types: ::Law - Shot : Throw Daggers in a V [+Status Ailment ability] _ _|_| _|_| C|_|_ |_|_ |_| C: Character - Facing right ::Chaos - Slash : Slash with both daggers _____ |_|_|_| C _____ |_|_|_| C: Character - Facing right Hermits can only face Down and Right. Archers use Bows as their weapons. Attack Types: ::Law - Snipe : Hit one square within range [+Stun ability] _______ _______ _______ _______ C|_|_|_|x| >> C|x|_|_|_| >> C|_|x|_|_| >> C|_|_|x|_| C: Character - Facing right x: Target square to shoot (this will be highlighted) >>: When x moves ::Chaos - Barrage : Rain of arrows in a small area within range _ _ _ _ _______|x|_ _|x|_______ _|x|_____ _____|x|_ C |_|_|_|x|x|x| >> C|x|x|x|_|_|_| >> C |x|x|x|_|_| >> C |_|_|x|x|x| |x| |x| |x| |x| C: Character - Facing right x: Target squares to shoot (this will be highlighted) >>: When x moves Priestesses use maces as their weapons. Attack Types: ::Law - Cross Spell : T-shaped AoE _ |_| |_| |_| |_|_______ C|_|_|_|_|_| |_| |_| |_| |_| C: Character - Facing right ::Chaos - Gram : Place a trap in a single square within range [+Gram ability] _________ _________ _________ _________ C|_|_|_|_|x| >> C|x|_|_|_|_| >> C|_|x|_|_|_| >> C|_|_|x|_|_| _________ >> C|_|_|_|x|_| C: Character - Facing right x: Target square to lay trap (this will be highlighted) >>: When x moves Priestesses can only face Down and Right. Wizards use Staffs as their weapons. Attack Types: ::Law - Gram : Place a trap in a single square within range [+Gram ability] _________ _________ _________ _________ C|_|_|_|_|x| >> C|x|_|_|_|_| >> C|_|x|_|_|_| >> C|_|_|x|_|_| _________ >> C|_|_|_|x|_| C: Character - Facing right x: Target square to lay trap (this will be highlighted) >>: When x moves ::Chaos - Magic Blast : Huge Aoe _ _|_|_ _|_|_|_|_ C|_|_|_|_|_| |_|_|_| |_| C: Character - Facing right Wizards can only face Down and Right. L.Knights use Lances as their weapons. Attack Types: ::Law - Pierce : Straightfoward stab [+Knockback ability] _______ C|_|_|_|_| C: Character - Facing right ::Chaos - Trample : Charge forward [+Movement ability] ___ |_|_| C|>|>| |_|_| C: Character - Facing right >: Character movement after attack NOTE: If you do not charge the attack to the max and only have 1 square highlighted, the L.Knight will only advance 1 square instead of 2. L.Knights can face any direction. ================================= --------------------------------- IV. FAQ [FAQ.] --------------------------------- ================================= Okay so I'll add to this as people contact (if they will) so for now, I'll just fill this part with general questions I've seen, or questions I had. Q] How come I can't move my characters? A] You can only move your units if it's in the effect of their attack. Of the normal units, Duelists and L.Knights can move with just their normal attack in Chaos phase. ================================= --------------------------------- V. Walkthrough [WLK.] --------------------------------- ================================= Okay! So finally the Walkthrough. A few notes to make here. I won't be going over the cutscenes and stories too much, since they don't have much to do with the battles, and that would be spoiling the story! The walkthrough is divided up into the scenes, and I'm only giving the general way as to how I got all the items and knights, and how I dealt with bosses. Otherwise you're on your own, since the bricks line up differently each play through and that's all up to you to decide what line you want to make to win. In other words, I won't tell you to switch out units for any other purpose besides getting items. I'm just here to advise you on the game, not play it for you. The winning strategy will be entirely up to you to make. Though I'll start out more specific, I'll gradually start easing up and just add my own thoughts instead of giving instructions. Also, I want to reinforce that I'm trying to beat the game myself, so I might miss some things along the way. If you found something that isn't in this guide, or a mistake, please tell me; credit will be given where it's due. In addition, since I'm trying to beat the game, I have not done a 2nd play through, and I'm not very far into the game. Please bear with me, since I'm restarting a lot to get information I previously missed. Oh yes, also, this walkthrough is on NORMAL mode. Please be sure to note that, since you get a different set of items in EASY mode, which changes the drops of the objects. PLEASE READ: Since I'm pretty terrible with text art and I'm going to be giving directions, let me clear this up. Up = Northeast Down = Southwest Left = Northwest Right = Southeast These are based off the standard compass used for directions in games: North ^ | West<-- -->East | V South *All Items will be encompassed in a {} for easier reading. *All Key Items that can be gained in a scene will be listed in that scene's section. *All Key Items that can be used in a scene will be listed in that scene's section along with the corresponding unit it belongs to. Well then, let's start. Ah yes, a final word. I know that the tutorial is ridiculously long, but it would be HIGHLY in your best interests to take your time and go through it. Without the tutorial you wouldn't even know how to start. ---------------------------- Scene 1 [SCN1.] ---------------------------- Okay so after the cutscene is all done. It's time to fight! By the way I love the character art for this game. It's seriously amazing. ::Abandoned Church A dilapidated church lies lonely and forgotten in the depths of the ancient forest of Valde. The ravages of time are apparent, and what little remains show that the church was built long ago... KEY ITEMS in scene: {Favorite Jug} {Knitted Scarf} {Letter Opener} {Wedding Ring} KEY ITEMS usable in scene: {Knitted Scarf} >> Johann Since this is the first battle, it's ridiculously simple. ADVICE: -You only really need 1 item, the {Frozen Axe}. -Make sure you get all the items from the objects first. So, simply charge your {Frozen Axe} attack in Chaos Phase Upwards and Leftwards. -You may need to attack upwards twice to get the chest to open. -Get the items and then kill the monsters. -Try not to kill the slime that is walking in front of Johann until you get the items. Otherwise you can't recharge your MP until the next turn. This only applies if you're using my strategy. -You won't get the key item from objects that require you to OPEN them if you force them into a fragile state before they open. -Make sure to get all the items in the first turn. In the 2nd turn set the {Knitted Scarf} as well. Drag that onto Johann, then you're all set. Just blast the monsters away until you win. -If you can, abuse the elemental circle, and go for the 200%, it's pretty much a guaranteed 1 hit kill. NOTE: After you obtain the key item from an object and you break it. When it respawns, it will drop a weapon. Congratulations on finishing your first battle! Afterwards you will gain Johann. Watch the after battle cutscene. The little knight that got eaten is none other than... Johann! Just remember that when the color fades like that for the cutscene, it's a small flashback on the units you found in that map. This way it will be less confusing. Setup Screen: If you like Johann, then level him up. If you're not sure since you just started, hold off on leveling him for now. Unless you really just want to blow off all your EXP, which is perfectly fine since you can just get it back in the LEVELING option at the start up screen. ---------------------------- Scene 2 [SCN2.] ---------------------------- ::Deep Forest - Northwest This area of the Valde Forest is so heavily overgrown that the sun rarely reaches the forest floor. Few people dared to tread here, and all manner of plants and animals flourish. KEY ITEMS in scene: {Indigo Ocarina} {Leather Wallet} {Slim Darts} KEY ITEMS usable in scene: {Favorite Jug} >> Bonn {Wedding Ring} >> Moira You get 2 characters this round. Bonn and Moira. ADVICE: -Bring a {Slasher} and a {Searing Edges}. -Use the Slasher Skill to open up the crate and destroy the grasses. -You can destroy the Dryad Fences as well. Though they only drop materials. -{Searing Edges} will deal with any monsters that get away from {Slasher}'s range. -Clean the monsters up after you get the key items, and you're done! Simple enough, yeah? Alright Setup Screen time. If you like a certain unit, whether it's because of their art, personality, or whatever. Then by all means level that one up. For example, I really liked Moira, so I leveled her up. If you want to level your units even more, just reset and go the LEVELING option. The same goes if you're running low on items or you want more items. ---------------------------- Scene 3 [SCN3.] ---------------------------- ::Deep Forest - Northeast The northeastern region of Valde Forest is a marshy area, where the streams that feed into Noir Lake emerge. Fungi from this area are a valuable food source for the inhabitants of this locale. KEY ITEMS in scene: {Crochet Needle} {Teapot} {Sake Bottle} {Upora Statue} KEY ITEMS usable in scene: {Indigo Orcarina} >> Michel {Slim Darts} >> Mardin {Leather Wallet} >> Norton ADVICE: -Pay attention to the VIT of your characters, since if it reaches 0, that unit will disappear! This happened to my Michel, which made me restart the map. -Set the {Leather Wallet} and {Slim Darts}. Giving them to their respective owners. -Set a {Halberd} and a {Slasher} -Beat down the log with the {Halberd} skill and open the crate with the {Slasher} skill. -After you get the Items from the log and the crate, switch to chaos mode, and start normal attacking with your L.Knight upwards. Stop him right next to the grass. -The L.Knight will only advance the highlighted squares. If you don't charge his normal attack, he will only advance 1 square instead of 2. Make use of this. -Set the {Indigo Ocarina} in the next turn so we can recruit Michel. -Hack the grass away and finish! Setup Screen: Level up your favorite units. Another thing to note is that, leveling a unit recovers some of their VIT. Though I personally wouldn't recommend leveling Michel since his VIT is much to low. ---------------------------- Scene 4 [SCN4.] ---------------------------- ::Deep Forest - South The Southern part of Valde Forest was close to more civilized areas, and this region saw lots of traffic from cities. The flowers blooming here are telling reminders of spring's approach. KEY ITEMS in scene: {Spear Replica} {Fountain Pen} {Quill Pen} {Crimson Brooch} KEY ITEMS used in scene: {Letter Opener} >> Jorgen {Sake Bottle} >> Firenz {Upora Statue} >> Dreyuss Boss Time! 2 more units. The Archer Dreyuss and the Warrior Firenz, along with a non-knight NPC. Now we have 3 grasses and a chest. BOSS INFO: Werewolf Jamie - Lv.60 | 10400 HP | NOTES: The Werewolf has 3 attacks. The most common one is when he slashes, and after some delay, 3 gigantic gashes flash across the screen from where he was standing. It's easy enough to avoid. The second attack is when he claws into the air. This brings out several mini bullets that fan out. The third and final attack is when he summons a giant moon and begins slashing it. After 3 intervals of slashing, the moon shatters and all the pieces break off and fly around the map. When you see the moon, move the wisp as far away as possible! If you're too close you'll lose all your time before even reacting. MINI-NOTE: If you put your stylus on a Boss, it will give you it's information. Among that information, the NOTICE: , gives you a hint as to what to watch out for, for his super move! In this case, when the wolf howls, he will summon the moon. ADVICE: -First recruit the 2 knights with the {Sake Bottle} and the {Upora Statue}. -The grass on the left is on a elevated surface so the warrior can't hit it use a {Handmade Bow} to get the grass and the chest. -Use a {Slasher} for the grass on the right. -Don't worry about hitting the wolf, it has a lot of HP. -On the next turn, set the letter opener to get the item from Jorgen the non-knight. -I would switch out Dreyuss for Moira, to get that last grass at the top with {Searing Edges}. -Afterwards focus on the wolf. -All he does is walk in a circle, so just charge and ready your skills and unleash when he's in range, so you can focus on dodging. ---------------------------- Scene 5 [SCN5.] ---------------------------- ::Northern Gate of Regnieburg This place marked the boundary between the forest and the town to the south the roads here were paved with stone to allow horses to travel through Valde Forest to the church further north. KEY ITEMS in scene: {Talisman} {Bent Coin} {Secret Box} {Holy Water} {Holy Necklace} KEY ITEMS usable in scene: {Crochet Needle} >> Nadia {Quill Pen} >> Bailey {Crimson Brooch} >> Frances {Teapot} >> Erica Random thought: That little witch monster is really cute. Big surprise here! 3 new units this time. We have the hermit Frances, the Duelist Erica Val Eh Sokolov (that's an awesome name) and Bailey (a guy who looks like a stereotypical evil guy who WILL betray you, though he probably won't, I still don't use him). Oh and the non-knights Melfi, Monk, and Nadia. Nadia is the only non-knight that gives you an item, though. Anyway, for my sake, set the Quill Pen so you can replace Bailey in the next turn. ADVICE: -I would only set 2 key items per turn at the max, to guarantee some weapon diversity in case the situation calls for it. -Be careful with the barrels and make sure you get them open. -I would switch the positions of Erica and Bailey for the first turn. Then you can advance Erica left in Chaos Phase to set up for a {Slasher} next turn. Similarily, you can use a {Slasher} for Bailey to get rid of the sign. -Get a {Searing Edges} to open the left-most Barrel. -Get Erica back into her starting position, so she can move Up one space, onto the ledge. Next turn switch her out for a warrior and bring a {Frozen Axe} to take care of the Barrel. ---------------------------- Scene 6 [SCN6.] ---------------------------- ::Regnieburg Bridge 7 This section of the city was the center of activity for the fishermen and other people who lived off the bounty of Noir Lake. This area is riddled with canals and bridges, making it all but a maze. KEY ITEMS in scene: {Tanned Scroll} {Paint} {Thin Watch} KEY ITEMS usable in scene: {Fountain Pen} >> Raphael {Holy Water} >> Isabel {Bent Coint} >> Rolenta {Spear Replica} >> Alonso {Talisman} >> Rolf We now have a Wizard who goes by Rolf! Along with another L.Knight, Alonso and a male Hermit, Rolenta! Alonso looks funny. Anyway, among the non-knights, Raphael and Isabel are the ones that give items. We have a crate and a barrel to open, and a small bridge made of pipes. ADVICE: -Hopefully you have gotten a Chaos Rod from some previous item drops. It will come in handy. -Since I prefer abusing the AoE on the Chaos Rod, I'll be opening the barrel and the breaking the bridge with it. If you don't like that, you can abuse Alonso's movement ability and get him beside the crate first, use the {Halberd} skill to open it. Then move him again and use the {Halberd on the Barrel}. You'll still need to bust open the bridge though, so either you keep moving Alonso or use the AoE, or come up with another solution. -You could also replace Rolenta with Dreyuss, and bomb the bridge. -Having a Lightning Element weapon like the {Jewel Rod} would be great here. ---------------------------- Scene 7 [SCN7.] ---------------------------- ::Regnieburg Bridge 4 This section of Regnieburg is where the docks and wharfs lay, making this the hub of trade for the city as goods came in and out by barge. The land here is fairly flat and easy to traverse. KEY ITEMS in scene: KEY ITEMS usable in scene: {Paint} >> Sven {Secret Box} >> Lillian {Tanned Scroll} >> Crozeph {Thin Watch} >> Simone Now we get the Priestess Simone, along with another Duelist, Lilian, and another L.Knight, Crozeph. Crozeph looks awesome! Very cool face. ADVICE: -Get a key item to Simone, and switch her out quickly. She's useless as she is right now. -You can abuse the {Halberd} Skill here, with Crozeph. -Moving Lilian in chaos mode is probably a good idea, so you can set her up next to the chest for another unit to deal with it. Unless you happen to have a rapier that works in Law. -Make use of the L.Knights you have to move around into favorable positions that let you use the class you want with the right elemental weapon. -It's probably a good idea to do the Leveling option to get some more items. ---------------------------- Scene 8 [SCN8.] ---------------------------- ::Regnieburg Right District The largest residential district in the lakeside town was in this area. Most of the stores and facilities were here, and an important amount of trade was done within the city. So a new Duelist, Wizard, and Priestess. Friebur looks incredibly French. Oh yes, and the non-knight Belinda is willing to give us a weapon for a sack of {flour}. ADVICE: -You should have gotten the hang of what you should be doing now. -Dreyuss with {Homemade Bow} is really useful here to get all the items. -If you don't have a Sanctity type weapon, use weapons like fire/ice to avoid elemental weakening. Since it's highly likely that you'll need to kill a Darkness type monster for the Finisher. It seems things are starting to pick up pace in the cutscenes as well. ---------------------------- Scene 9 [SCN9.] ---------------------------- ::Regnieburg Carlaine District This residential section of the town was built on an island in the harbor. While it was not spacious, many people made their homes here. Its many docks provided transport to the rest of the town. It looks like the monsters are quite angry at us for murdering their buddies. Should we feel accomplished or ashamed? Stupid jokes aside. We have yet another Duelist and L.Knight! But the real thing is that we finally have a new Archer! Though he really doesn't look like an archer. Our L.Knight has the strange name of Annalot. I wonder where they come up with these names. ADVICE: -If you're going to break the barrel with Annalot. Use a {Halberd}, {Darkish} does way too much damage. -{Frozen Axe} or a Chaos type axe would be very helpful to get the barrel to the left on the middle ledge. Make sure the barrel is in it's range. -Read the first Advice for this Scene. {Darkish} is rather overpowered. If you can aim the {Darkish} at a Sanctity type monster, it would do absolute wonders. -The enemy at the top (up) is more easily dealt with if you move the unit on the left closer. ------------------------------ Scene 10 [SCN10.] ------------------------------ ::Bridge - Regnieburg Side Dussel Bridge connects the town to the small island that held the fortress protecting the castle. The bridge has been damaged by war and natural wear, but shows signs of constant repair. Well, now we know you're true identity! and if you haven't figured it out, I'd advise you to start over and pay more attention. We now have Maria! Our Heroine. She has a horrible VIT. Bring your stylus over her and look in awe at her character art. ADVICE: -Anyway we're only allowed to use Maria. She can use any weapon and there are no objects, so just wing it and have fun. -Though Maria can use any weapon, the only thing that sticks with her is the attack damage and the element, she has her own attack range. -Maria can also move in Chaos phase. -Make sure she doesn't hit 0 VIT. It's okay if you get close though, since she regenerates it back to 7.77 at the end of each scene. Okay now you're quite blatantly told the identity of the wisp. Putting that aside, we now have our lovely heroine for the story. We must be getting into the meat of the story now. On that note, I wonder just how many unique character arts this game has? Nearly every unit in the cutscenes have a unique character design. ------------------------------ Scene 11 [SCN11.] ------------------------------ ::Fortress Gate A strategic area between Regnieburg and St. Celestina Island. It has seen a number of battles, and was rebuilt even stronger than before after each assault. I like this boss. It has an interesting style. BOSS INFO: This boss is pretty tough compared to the wolf. When she swings her hammer down, MOVE THE WISP. A pretty large blue stream flows down the screen. It takes off a heavy amount of time per hit so please be careful. When she swipes multiple times, she'll do something like the Wolf's moon. Only this time it's a ball packed with star shaped chunks. It has a much more extensive coverage of the screen, so when you see it, cease all activities and try to avoid it. When she starts charging (a red tag will come off her and say "Filling") she'll raise both her arms and stop attacking you for a short period of time. If you hit her during this charging time, she will counterattack. Her counterattack is 4 segments of a circle come flying into the center of the screen (usually around you) and form up in a circle. DON'T hide in the middle of it, since a giant compass-like thing grows in the middle until it fill the circle. Then the entire thing shatters sending all the bits around the screen. NOTE: When she's damaged enough, she will start casting the blue compass death attack even if she isn't hit while charging. ADVICE: -There's only one object, take care of it with your new archer Walder. -The empty spot is in a bad position. Consider placing a L.Knight or a Duelist there to move it into a better spot, or closer to the Boss. If you want to be right next to the boss, use a Duelist because Jump Attack lets you climb ledges. -Don't focus on attacking, focus on dodging. Time doesn't run out if you do nothing, so take it easy. -Using the L or R button, lets you hide, reducing damage done to your time. -Try to use higher damaging weapons to end this more quickly. ================================= --------------------------------- VI. Key Items [KEY.] --------------------------------- ================================= After browsing the message boards a bit, I found that there were several requests for a Key Items list, along with a FAQ/Guide. The walkthrough will have a list of key items per scene. So this is more of a summary | Name | SCN | SCN | Owner | | | Found | Used | | 1. {Knitted Scarf} 1 1 Johann Elliott 2. {Wedding Ring} 1 2 Moira Chateletze 3. {Favorite Jug} 1 2 Bonn Clavell 4. {Letter Opener} 1 4 Jorgen B. Druten 5. {Indigo Ocarina} 2 3 Michel Kareem Levine 6. {Leather Wallet} 2 3 Norton Noah Gardener 7. {Slim Darts} 2 3 Mardin Scott 8. {Crochet Needle} 3 5 Nadia Elliot 9. {Teapot} 3 5 Erica Val Eh Sokolov 10. {Sake Bottle} 3 4 Firenz Hanover 11. {Upora Statue} 3 4 Dreyuss Koubelka 12. {Spear Replica} 4 6 Alonso Updike 13. {Fountain Pen} 4 6 Raphael Krishner 14. {Quill Pen} 4 5 Bailey Y. Fender 15. {Crimson Brooch} 4 5 Frances Mervyl 16. {Bent Coin} 5 6 Rolenta Ellenhart 17. {Talisman} 5 6 Rolf Rolinger 18. {Secret Box} 5 7 Lillian I. Amnoble 19. {Holy Water} 5 6 Isabel Irena Ragford 20. {Holy Necklace} 5 21. {Tanned Scroll} 6 7 Crozeph Ross Arlay 22. {Paint} 6 7 Sven K. Brewer 23. {Thin Watch} 6 7 Simone Alexei 24. 25. 26. ================================= --------------------------------- VII. Contact Me [CME.] --------------------------------- ================================= You can contact me at my email This email is already pretty spammed, so I absolutely require that: -The subject of the email be Knights in the Nightmare -Use at least semi-proper language and grammar -If you're asking a question, make sure that it isn't already explained in the guide ================================= --------------------------------- VIII. Version History [VER.] --------------------------------- ================================= [July 01, 2009 Version: .1 Submitting what I have already written to GameFAQs.]