The Sting Thread + Knights in the Nightmare - A Guide
The Sting Thread + Knights in the Nightmare - A Guide
Knights in the Nightmare (henceforth abbreviated as KitN) is, in my opinion, an extremely innovative and fun game. Best described as a "turn-based Strategy RPG with shooting game elements", it revolves around the ghost of a dead king and his legions of phantasmal knights in their quest for revenge. KitN is developed by Sting. Sting is best known for it's series "Dept. Heaven". KitN is the fourth game in said series, but do not worry. No prior knowledge of the series is needed to enjoy this game. While Sting is known for having innovative designs to their games, they are also infamous for having a complete clusterf*ck of a UI in many of their games. Which brings me to the point of this post...
It has come to my attention that this game is extremely inaccessible, and that this problem is compounded by a tutorial that is extremely confusing and drawn out over several hundred seemingly-unrelated topics. Having gone though this tutorial myself, I feel there is useful information hidden away in it, but it is drawn out and the topics it presents don't flow together well. I feel that this game is both fun and worth playing (and indeed, one of the reasons to own a Nintendo DS) so I have therefore written this guide in an attempt to explain how this game is played in a clear and concise manner, expressing game concepts in a way that flows more intuitively.
I may update this guide periodically as I better understand the metagame - I am writing this guide partially to help myself better understand it. I love playing this game, so I hope you read this game and want to try it as well! Once you wrap your head around it, it's actually a really exciting, fast-paced game!
Oh, and one last note - I'm writing this guide based around the DS version of the game, which is the version I have. You may need to adapt a bit to apply the concepts to the PSP version if you have it. Sorry!
1. Controlling your avatar
Your player avatar takes the form of the wisp, the disembodied spirit of the dead king. You move it around by moving the stylus around the touch screen (bottom screen) of the DS. While playing, enemies will shoot at you. Move the wisp to avoid bullets, or you will take damage in the form of lost time. You can hover over enemies, allies, NPCs, and objects to observe their status.
2. Attacking
If you hover the wisp over an allied Knight, it will begin to charge the attack gauge. After the charge begins, you can move the wisp to change the direction of the attack, within the attacking Knight's class restrictions (more on this later). The longer you hold down the stylus, the larger the attack area becomes, until the attack gauge is filled. Filling the gauge consumes time, so only make an attack as large as you need to hit all the enemies you can.
Basic attacks in this manner do very little damage. However, they generate mana gems, and do not deplete the mana fog (more on these later) by very much (if at all).
Monsters can and will move around. Be careful to time your attack well so that the monster doesn't walk out of your attack range, taking reduced or no damage.
3. Mana Gems and Skill Attacks
In order to damage and destroy enemies effectively, you must use Skill Attacks. In order to activate a Skill Attack, you must first equip a Weapon to your Knight. You must equip the appropriate weapon for your Knight's class. Warriors use Axes, Lance Knights use Spears/Lances, Duelists use Swords, Archers use Bows, Wizards use Staves, Priestesses use Maces, and Hermits use Daggers. To equip a Weapon to a Knight, first hover the Wisp over the Weapon you want to use. You will see your available Weapons on the right side of the screen. This picks up the Weapon. Then, drag it to the appropriate Knight and hover over it. This initiates a Skill Attack. Skill Attacks work just like normal attacks - your attack gauge charges up and consumes time. However, Skill Attacks do -much-, much more damage. A normal attack only inflicts damage equal to your Knight's level (Between 1 and 99). Even a minimal level Skill Attack does 2000+ damage. As you can see, it is far and away more efficient to use Skill Attacks to destroy enemies.
The longer you charge, the greater the attack area and the more damage you do. At maximum charge, you inflict up to 100% damage, but you can release the attack early to do less damage and consume less time. This is useful if you need to use a skill, but do only a little damage (such as finishing off damaged objects or downed skeletons).
Additionally, whenever you make a Skill Attack, you consume 1 unit of Mana. Mana is visible as a gauge at the top of the screen. Collecting gems by hitting enemies fills the gauge. Each time the gauge fills, a unit of Mana is generated. You can have up to 9 Mana at a time.
4. Turns
Each turn encompasses 60 "seconds" of in-game time. Each attack and Skill Attack you make consumes time. Enemies will continually shoot at you while the turn is in progress. Getting hit by enemy bullets damages you and penalizes time. Therefore, you will ideally spend all of your time making successful attacks that connect with your intended targets and wasting no time getting hit.
5. Attack Element
Each Weapon has an associated element. They are Neutral/Physical, Lightning, Fire, Water, Darkness, and Holy. Hitting an enemy with an element opposed to it doubles the amount of damage inflicted - up to 200%. Obviously, this is ideal and the absolute best way to clear out regular enemies. Hit them with Skill Attacks of the opposing element whenever possible.
The opposed pairs are:
Lightning - Neutral
Fire - Ice
Darkness - Holy.
It is also possible to attack with a weak element, inflicting at most only 50% damage. As a general rule, attacking with the same element as the enemy penalizes damage.
6. Phases
There are two "states" or attack modes that you can alternate between. This is called the player's "Phase". There are two Phases: Law and Chaos. Phase determines a lot of things, but the most important are the area of tiles your units can attack, the mana generated when you attack, and the weapons you can use.
The area that your Knights can attack is different depending on which Phase you are in. You can observe this by hovering over a Knight after you have placed it on the battlefield preparations screen. Note that you can change the Phase in the battle preparations screen. This way, you can check each class' attack area in each mode.
Each time you make a Skill Attack, the "Mana density" of the current Phase is reduced. This is visible both as a reduced fog over the screen and as the Phase state icon becomes increasingly white instead of colored red/blue. Enemies will drop fewer Mana gems when hit when the mana density is reduced and the fog is cleared. What does this mean? Basically, it means that you cannot attack in the same Phase endlessly. Attacking a few times in one Phase restores the fog in the other Phase; you can then switch back to the other phase, with the fog fully renewed, and again generate as much Mana as needed.
Almost all Weapons have an associated Phase. This is visible as a small "L" or "C" next to the weapon. Weapons may only be used in the appropriate Phase. By extension, this means certain weapons can only attack a certain area, governed by the class and phase restrictions. Keep this in mind.
Putting these ideas together, it is best to have a variety of Weapons in your readied inventory so that you can attack effectively in both phases. Alternate between Law and Chaos so that you can continue to attack as long as possible without resorting to normal attacks (which, if you will recall, do minimal damage), and attack with different-phased weapons each time.
7. HI Skill Attacks
Finally, the strongest attacks you can perform are Hi Skill attacks. Hi Skill attacks are basically super versions of Skill Attacks - they do more damage, but take longer (and consume more time) to charge. In order to perform a Hi Skill attack, the element of the Knight performing the attack must match that of the weapon. Additionally, only certain weapons can execute a Hi Skill attack. You can tell which ones have a Hi Skill by a directional arrow next to the weapon in the equipment screen or readied weapons sidebar. As you can see, Hi Skills have strict requirements for use, so it may be a little while into the campaign before you have a knight of the appropriate level matched to the same element as a Hi Skill weapon.
HI Skill attacks do a ton of damage but also consume a lot of Vitality. In Normal mode, they are totally overkill against most enemies. Check the inflicted damage before using a Hi Skill. Bosses, however, are ideal targets for Hi Skills, because they have lots of HP. Hi Skills are the most efficient way to destroy bosses, once you can use them.
8. Vitality
Each Knight has a certain amount of Vitality. You can observe this in the battle preparations screen or by hovering over them. Every time you attack with that Knight, you consume Vitality.
A normal attack consumes 0.1 Vit.
A Skill Attack consumes 0.5 Vit.
Finally, a HI Skill Attack consumes 1.0 Vit.
When Vit is exhausted, the Knight dies. Be wary of overkilling enemies with excessively powerful attacks (Hi Skills against normal enemies in lower difficulties).
You can recover some Vit by leveling up a Knight. You can also recover some Vit by sacrificing one Knight to another using Transoul.
In rare cases, some monsters can attack your Knight's Vit directly. Be wary of this, but it's not very common. One monster type and a few bosses, if I recall correctly.
9. Killing Monsters/Victory Conditions
We've already discussed how you should destroy monsters by hitting them with Skill or Hi Skill attacks, preferably of the opposed element for 200% damage. On the bottom of the battle preperations screen (seen between turns), you will see a series of multicolored tiles. Each tile corresponds to a monster. When you kill a monster, it's tile is marked with a "kill" indicator. To win a map, you will need to line up "kill" indicators in a straight line across, diagonally, or vertically before you run out of turns/time.
Every played Tic Tac Toe? Just like that. Only with monster kills. In Hard mode, you will need to line up two rows of kills.
10. Destroying Objects and Key Items
In addition to monsters, you will also see objects on the battlefield. These objects can be damaged and destroyed to yield Key Items. Key Items are extremely important! They are the aptly-named "keys" to recruiting new Knights and, potentially, unlocking secret areas of the game. If you miss a Key Item by completing the map and saving afterwards, it is gone forever. So don't miss them! You can also gain new weapons from damaging/destroying objects, too.
Items have four states. They are Intact - Opened/Damaged - Fragile/Destroyed - and Removed/Completely Destroyed.
Most Objects drop their Key Items when reduced to Fragile status. Fragile status occurs when an Object has been destroyed - reduced to 0% health. However, some Objects must be Opened first to yield their Key Items, before being destroyed/reduced to 0% health. Prime offenders in this regard are objects like Chests and Pots. When in doubt, check each object on the Battle Preparations screen by hovering over it and pressing pause (any directional button). This reveals the conditions for the object to drop it's item. If you inflict heavy damage on an Object that needs to be Opened and send it directly to Fragile, it's Key Item will not be dropped, so be very careful of this! Instead, inflict only moderate damage, using weaker weapons and minimally charged attacks if you need to. Frustratingly, Objects do not tell you exactly how many HP they have, so you will have to experiment by trial and error.
Although Objects can be destroyed and reduced to fragile by any class, Objects can only be completely removed from the battlefield by the Warrior class. To do this, hit an Object in the Fragile state with a Warrior's Skill attack. The Object will be destroyed and yield Orbs. More importantly, destroying an Object begins it's respawn timer. Objects that respawn typically reappear several turns later (between 3-5 turns). Many maps require that you destroy Objects, wait for them to respawn, then open/destroy/fragile them again to obtain all the Key Items. Ensure that you get the Key Items you need and then open/destroy Objects quickly so that they respawn before you run out of turns to collect the next set of items.
There's no shame in following a guide to make sure you don't miss anything. Here's a good one on gamefaqs. http://www.gamefaqs.com/ds/945018-knigh ... faqs/57114
11. Recruiting New Units/Knights
As I mentioned above, you use Key Items to recruit Knights. To recruit a Knight, simply equip the relevant Key Item to the Knight in the exactly same way you would a weapon. Add Key Items to the readied items bar in the Battle Preparations screen. You can also see which Key Items correspond to which Knights in this screen.
12. Talking
It is extremely easy to overlook this element of the game, I didn't even realize you could Talk until after my first playthrough was over!
You can talk to allied Knights, NPCs, Bosses, and other characters by hovering over them and pausing the game. You can pause by pressing any directional pad button.
Talking is important and can reveal additional information about the plot, advance character development, reveal the relationships between characters (so you can see which pairs might make good Transoul combinations), or provide hints on item locations.
Be aware that hovering over a Knight for more than a few frames may cause it to charge a normal attack, though.
It is best to talk to a Knight as you begin to charge an attack that you were going to make anyway for this reason. Alternatively, equip a Weapon that the Knight can't use to prevent it from attacking when you talk to it.
13. Gaining and Using Experience
You can gain experience in several ways. First, you gain experience by destroying monsters and bosses. Simple enough. Second, you can gain bonus EXP by grazing bullets. Ever played Touhou? Just like that. Hover your Wisp just out of reach of a bullet and it will pulse blue, indicating that you are gaining bonus EXP. Third, you can sometimes make your Knights level up by sacrificing other Knights to them with Transoul. Of course, this means you have to sacrifice a unit =/. Fourth, you can trade the remaining Time in a turn for EXP. This can be useful, especially if you don't want to kill the remaining monsters for some reason. Finally, you can gain EXP by using the leveling mode on the main menu. More on that at the end of this guide.
Now that you have EXP, you can distribute it between chapters to level up the Knights of your choice. In deciding who to give the EXP to, consider your available weapons and your Knight's Vit. Leveling up a Knight restores a bit of it's Vitality, so you can "heal" your Knights somewhat by leveling them. Also keep in mind that you may need to meet a level requirement to use a weapon, so leveling up to meet that requirement is also a good idea.
14. The Classes
Warriors - Warriors attack towards the upper left and right of the battlefield. Warriors wield Axes. Warriors are the only class that can completely destroy Objects - converting them into valuable Orbs.
Duelists - Duelists attack towards the upper left and right of the battlefield. Duelists wield Swords. In the Chaos phase, the Duelist's attack moves her 1 tile forward in the direction she's attacking. During this attack, she makes a jump, so you can also leap to higher ground this way. There is a bit of attack delay for this leap attack though, it can be hard to hit with compared to other attacks. The Law phase attack pierces forward several tiles, reaching distant targets.
Use Duelists to reposition other classes - leap into an ideal position, then replace the Duelist with a different class at the beginning of the next turn.
Lance Knights - Lance Knights can attack in any direction. This makes them friendlier to newer players. Lance Knights wield Spears. In the Chaos phase, the Lance Knight moves forward 1 to 2 tiles in the direction he's facing, depending on hold long you charge the attack. However, you must move across level ground during this move. You must use a Duelist if you want to climb. The Law phase attack pierces forward several tiles, reaching distant targets, although you remain stationary.
Lance Knights are easy to use and versatile because they can attack and move in any direction. However, don't overuse them, or you'll run out of vitality =P. Use Lance Knights to reposition other classes - move into an ideal position, then replace the Lance Knight with a different class at the beginning of the next turn.
Archers - Archers attack towards the bottom left and right of the battlefield. Archers wield Bows. The Archer's attack pins a monster in place when it's released - it can be very useful for stopping/hitting faster monsters than run around a lot if you time it well. The Archer's Chaos phase attack covers a wide area, as well. The Archer's charge rate increases very rapidly on high ground. In Law phase, the Archer's attack temporarily Stuns enemies. I believe the Archer also inflicts bonus damage against Giant enemies, too (Bosses?). For all of these reasons, Archers are great units to dispatch Bosses with.
Hermit - Hermits attack towards the bottom left and right of the battlefield. Hermits wield Daggers. The Hermit is the only class in the game that inflicts Status Effects. To Inflict a Status Effect, attack with a Skill or Hi Skill Attack in the Law Phase. Inflicting a Status Effect changes a monster's element to the element of the attack you hit it with. You can keep a nasty combo going if you equip two elements and then cycle between them. Status effects also inflict other penalties... check the in game tutorial to see what else happens. Bosses, however, cannot be the victim of Status effects. Hermits charge fairly quickly in general. Use them to attack.
Priestess - Priestesses attack towards the bottom left and right of the battlefield. Priestesses wield "Maces". Maces being a loose term, here, because this also seems to include a few swords, bells, and other weird items. The preparations screen will show which items are Maces. The Priestess has a very wide range of attack in the Law phase, allowing her to potentially hit many enemies at once. In the Chaos Phase, she plants a "Gram". Grams are basically magical landmines - if an enemy that walks on the ground steps on it, it explodes automatically.
Wizard - Wizards attack towards the bottom left and right of the battlefield. Wizards wield Staves/Rods. The Wizard has a very wide range of attack in the Chaos phase, allowing him to potentially hit many enemies at once. In the Law Phase, he plants a "Gram". Grams are basically magical landmines - if an enemy that walks on the ground steps on it, it explodes automatically.
15. Basic Flow of the Game - Bringing It All Together
Let's bring it all together.
At the start of a battle, begin by placing Knights and equipping Weapons or Key Items to use.
First, place Knights. You can tell where you can place Knights because there will be a white border around the tiles that you can put Knights in. Make sure that your Knights can move around and/or hit Monsters and/or Objects from their locations. Remember that you can check the potential attack area of your Knights by cycling the Phase between Law and Chaos and then hovering over your Knights.
Think about your overall plan for the battle at this point. Are the starting positions ideal locations to attack from, or should you reposition your unit's locations by moving around with Lance Knights and/or Duelists?
Next, ready your items. These include Weapons and Key Items. It is best to divide your readied items slots between the two. Also remember that it is best, although not strictly necessary, to have at least one Weapon that works well in each Phase.
Remember that you must have the required level to use a Weapon, as well as the correct class. Ensure that you can actually use Weapons before readying them! Think about what elements the enemies have, and if you have any Weapons of the opposite alignment to inflict the best damage. Then look at your Knight's attack area with that weapon. If you can't reach, consider repositioning the Knight with a Lance Knight first so that it can attack with the preferred weapon.
Look at the Knights available in the battle, too. Some Knights will be marked as "Guests". These are recruitable Knights. Be sure to bring the relevant Key Items to recruit these Knights before the battle is over. You don't have to do it all at once or right away, so you can safely spread out your Key Items to one or two per turn.
Now that you have all your required equipment readed, your Knights placed, and a battle plan in mind, you can begin the battle.
Here, you have a few decision points. You can start by making several basic attacks to make enemies drop Mana Gems - recall that basic attacks don't reduce the fog, so you can safely attack until you have the full 9 Mana if you want to. This is particularly good for a new player, as it allows you to use Skill Attacks consecutively without worrying about changing Phases quite so often. However, it does deplete the Vit of your Knights somewhat. Alternatively, you can begin by immediately attacking a nearby monster with a Skill Attack, preferably a 200% damage one. Personally, I like to begin battle by eliminating one or two enemies to reduce the bullet spam. It's up to you which style you prefer - charge up mana and attack continuously, or eliminate a few enemies first.
During the first turn or two of the battle, put special effort into destroying all the Objects to get new Key Items. First reduce items to the Fragile state by using any Skill Attacks to reduce them to zero HP, then completely destroy them with Warriors. Remember that some Objects, particularly Chests and Pots, must be Opened first by inflicting only light damage. Watch out for this! It is important to destroy all Objects early, because Objects respawn and you must often make all the Objects respawn at least once to get all the Key Items for a stage. If you can, try to multitask a little and destroy one or two monsters while destroying the Objects.
If you run out of mana at any point, remember to check the Phase to see if the mana fog has dispersed. If need be, switch the phase and make basic attacks to regain some mana before continuing to destroy Objects.
After the enemies have been reduced, the next step is to talk to -everybody-. Your allied Knights, NPCs, even Bosses, if they are present. After you have talked to everyone, distribute Key Items to the associated targets, if you have any. Key Items recruit Guest Knights permanently to your side, and can be traded to NPCs for Weapons (which are usually pretty strong). Finally, you can reduce a bosses' Rage by giving it it's Key Item, delaying it's most devastating attacks if timed well.
Continue to talk to everyone each turn. They tend to have several things to say, and it changes each turn.
Once you have Talked to everyone, all your Key Items are used, and the Objects have all been destroyed, concentrate on destroying the monsters if you have any time left. Proceed with your attacks, remembering to alternate between Law and Chaos phases to keep your Mana high. Keep an eye on the victory conditions. It can be disadvantageous to win the battle early before the Objects have had a chance to respawn at least once. You may need to moderate your killing frenzy a bit if your attacks are especially effective. The game tells you exactly how many turns you have to win a battle, so there's no need to rush if you have a couple of turns left.
If you ever find that you cannot make any more effective attacks in a turn, or that you don't want to kill any monsters in a turn, press pause and instead trade your remaining time for MP or EXP, whichever you need more.
After the first turn is over and between each subsequent turn thereafter, you will have the opportunity to use the battle preparations screen again to change your readied items and redeploy your Knights. Take the opportunity to place your Knights in better attacking locations, equip more ideal weapons, and equip additional Key Items to use.
Enemies are going to shoot at you almost continuously. Stay focused and try to remember all of your goals. It gets easier as you practice the map and become familiar with the game. While you are getting everything accomplished, graze some bullets for some bonus EXP!
Boiling it all down even more to a basic cycle:
Place your Knights and equip weapons in battle preparation. Check the movement patterns of enemies, as well as conditions for Key Item drops. -> Open, then Destroy all Objects for Key Items. Simultaneously attack some monsters, alternating between Law and Chaos Phases to keep Mana gauge full. -> Talk to everyone and distribute Key Items. -> Finish off remaining monsters and end turn. -> Redeploy Knights at the beginning of the next turn. Equip new Weapons and Key Items to use, if needed. -> Repeat.
16. Stuck?
If you're having difficulty, don't forget to use the Leveling mode on the main menu. This mode basically allows you to farm experience and items (but not Key Items) for your current saved game. You can play any map you've completed in the campaign mode except the boss stages (for obvious reasons). After picking a map, you engage in what is essentially a mock battle. If you win, any items, weapons, orbs, experience, etc. can be saved to your current campaign. For this battle, you are granted "Nameless" Knights (basically expendable redshirts) and "Private" weapons that have unlimited uses. You can't use them in the main campaign, but you don't expend any limited resources from your campaign, either. Nifty, huh?
I like this mode a lot for casual play. You don't need to worry about missing Key Items or forgetting to talk to characters, so it makes for a more streamlined, pick-up-and-play experience. It takes only a few minutes to play a map, so you can get into it quickly, too.
If all else fails, PM me and I'll try to offer advice.
It has come to my attention that this game is extremely inaccessible, and that this problem is compounded by a tutorial that is extremely confusing and drawn out over several hundred seemingly-unrelated topics. Having gone though this tutorial myself, I feel there is useful information hidden away in it, but it is drawn out and the topics it presents don't flow together well. I feel that this game is both fun and worth playing (and indeed, one of the reasons to own a Nintendo DS) so I have therefore written this guide in an attempt to explain how this game is played in a clear and concise manner, expressing game concepts in a way that flows more intuitively.
I may update this guide periodically as I better understand the metagame - I am writing this guide partially to help myself better understand it. I love playing this game, so I hope you read this game and want to try it as well! Once you wrap your head around it, it's actually a really exciting, fast-paced game!
Oh, and one last note - I'm writing this guide based around the DS version of the game, which is the version I have. You may need to adapt a bit to apply the concepts to the PSP version if you have it. Sorry!
1. Controlling your avatar
Your player avatar takes the form of the wisp, the disembodied spirit of the dead king. You move it around by moving the stylus around the touch screen (bottom screen) of the DS. While playing, enemies will shoot at you. Move the wisp to avoid bullets, or you will take damage in the form of lost time. You can hover over enemies, allies, NPCs, and objects to observe their status.
2. Attacking
If you hover the wisp over an allied Knight, it will begin to charge the attack gauge. After the charge begins, you can move the wisp to change the direction of the attack, within the attacking Knight's class restrictions (more on this later). The longer you hold down the stylus, the larger the attack area becomes, until the attack gauge is filled. Filling the gauge consumes time, so only make an attack as large as you need to hit all the enemies you can.
Basic attacks in this manner do very little damage. However, they generate mana gems, and do not deplete the mana fog (more on these later) by very much (if at all).
Monsters can and will move around. Be careful to time your attack well so that the monster doesn't walk out of your attack range, taking reduced or no damage.
3. Mana Gems and Skill Attacks
In order to damage and destroy enemies effectively, you must use Skill Attacks. In order to activate a Skill Attack, you must first equip a Weapon to your Knight. You must equip the appropriate weapon for your Knight's class. Warriors use Axes, Lance Knights use Spears/Lances, Duelists use Swords, Archers use Bows, Wizards use Staves, Priestesses use Maces, and Hermits use Daggers. To equip a Weapon to a Knight, first hover the Wisp over the Weapon you want to use. You will see your available Weapons on the right side of the screen. This picks up the Weapon. Then, drag it to the appropriate Knight and hover over it. This initiates a Skill Attack. Skill Attacks work just like normal attacks - your attack gauge charges up and consumes time. However, Skill Attacks do -much-, much more damage. A normal attack only inflicts damage equal to your Knight's level (Between 1 and 99). Even a minimal level Skill Attack does 2000+ damage. As you can see, it is far and away more efficient to use Skill Attacks to destroy enemies.
The longer you charge, the greater the attack area and the more damage you do. At maximum charge, you inflict up to 100% damage, but you can release the attack early to do less damage and consume less time. This is useful if you need to use a skill, but do only a little damage (such as finishing off damaged objects or downed skeletons).
Additionally, whenever you make a Skill Attack, you consume 1 unit of Mana. Mana is visible as a gauge at the top of the screen. Collecting gems by hitting enemies fills the gauge. Each time the gauge fills, a unit of Mana is generated. You can have up to 9 Mana at a time.
4. Turns
Each turn encompasses 60 "seconds" of in-game time. Each attack and Skill Attack you make consumes time. Enemies will continually shoot at you while the turn is in progress. Getting hit by enemy bullets damages you and penalizes time. Therefore, you will ideally spend all of your time making successful attacks that connect with your intended targets and wasting no time getting hit.
5. Attack Element
Each Weapon has an associated element. They are Neutral/Physical, Lightning, Fire, Water, Darkness, and Holy. Hitting an enemy with an element opposed to it doubles the amount of damage inflicted - up to 200%. Obviously, this is ideal and the absolute best way to clear out regular enemies. Hit them with Skill Attacks of the opposing element whenever possible.
The opposed pairs are:
Lightning - Neutral
Fire - Ice
Darkness - Holy.
It is also possible to attack with a weak element, inflicting at most only 50% damage. As a general rule, attacking with the same element as the enemy penalizes damage.
6. Phases
There are two "states" or attack modes that you can alternate between. This is called the player's "Phase". There are two Phases: Law and Chaos. Phase determines a lot of things, but the most important are the area of tiles your units can attack, the mana generated when you attack, and the weapons you can use.
The area that your Knights can attack is different depending on which Phase you are in. You can observe this by hovering over a Knight after you have placed it on the battlefield preparations screen. Note that you can change the Phase in the battle preparations screen. This way, you can check each class' attack area in each mode.
Each time you make a Skill Attack, the "Mana density" of the current Phase is reduced. This is visible both as a reduced fog over the screen and as the Phase state icon becomes increasingly white instead of colored red/blue. Enemies will drop fewer Mana gems when hit when the mana density is reduced and the fog is cleared. What does this mean? Basically, it means that you cannot attack in the same Phase endlessly. Attacking a few times in one Phase restores the fog in the other Phase; you can then switch back to the other phase, with the fog fully renewed, and again generate as much Mana as needed.
Almost all Weapons have an associated Phase. This is visible as a small "L" or "C" next to the weapon. Weapons may only be used in the appropriate Phase. By extension, this means certain weapons can only attack a certain area, governed by the class and phase restrictions. Keep this in mind.
Putting these ideas together, it is best to have a variety of Weapons in your readied inventory so that you can attack effectively in both phases. Alternate between Law and Chaos so that you can continue to attack as long as possible without resorting to normal attacks (which, if you will recall, do minimal damage), and attack with different-phased weapons each time.
7. HI Skill Attacks
Finally, the strongest attacks you can perform are Hi Skill attacks. Hi Skill attacks are basically super versions of Skill Attacks - they do more damage, but take longer (and consume more time) to charge. In order to perform a Hi Skill attack, the element of the Knight performing the attack must match that of the weapon. Additionally, only certain weapons can execute a Hi Skill attack. You can tell which ones have a Hi Skill by a directional arrow next to the weapon in the equipment screen or readied weapons sidebar. As you can see, Hi Skills have strict requirements for use, so it may be a little while into the campaign before you have a knight of the appropriate level matched to the same element as a Hi Skill weapon.
HI Skill attacks do a ton of damage but also consume a lot of Vitality. In Normal mode, they are totally overkill against most enemies. Check the inflicted damage before using a Hi Skill. Bosses, however, are ideal targets for Hi Skills, because they have lots of HP. Hi Skills are the most efficient way to destroy bosses, once you can use them.
8. Vitality
Each Knight has a certain amount of Vitality. You can observe this in the battle preparations screen or by hovering over them. Every time you attack with that Knight, you consume Vitality.
A normal attack consumes 0.1 Vit.
A Skill Attack consumes 0.5 Vit.
Finally, a HI Skill Attack consumes 1.0 Vit.
When Vit is exhausted, the Knight dies. Be wary of overkilling enemies with excessively powerful attacks (Hi Skills against normal enemies in lower difficulties).
You can recover some Vit by leveling up a Knight. You can also recover some Vit by sacrificing one Knight to another using Transoul.
In rare cases, some monsters can attack your Knight's Vit directly. Be wary of this, but it's not very common. One monster type and a few bosses, if I recall correctly.
9. Killing Monsters/Victory Conditions
We've already discussed how you should destroy monsters by hitting them with Skill or Hi Skill attacks, preferably of the opposed element for 200% damage. On the bottom of the battle preperations screen (seen between turns), you will see a series of multicolored tiles. Each tile corresponds to a monster. When you kill a monster, it's tile is marked with a "kill" indicator. To win a map, you will need to line up "kill" indicators in a straight line across, diagonally, or vertically before you run out of turns/time.
Every played Tic Tac Toe? Just like that. Only with monster kills. In Hard mode, you will need to line up two rows of kills.
10. Destroying Objects and Key Items
In addition to monsters, you will also see objects on the battlefield. These objects can be damaged and destroyed to yield Key Items. Key Items are extremely important! They are the aptly-named "keys" to recruiting new Knights and, potentially, unlocking secret areas of the game. If you miss a Key Item by completing the map and saving afterwards, it is gone forever. So don't miss them! You can also gain new weapons from damaging/destroying objects, too.
Items have four states. They are Intact - Opened/Damaged - Fragile/Destroyed - and Removed/Completely Destroyed.
Most Objects drop their Key Items when reduced to Fragile status. Fragile status occurs when an Object has been destroyed - reduced to 0% health. However, some Objects must be Opened first to yield their Key Items, before being destroyed/reduced to 0% health. Prime offenders in this regard are objects like Chests and Pots. When in doubt, check each object on the Battle Preparations screen by hovering over it and pressing pause (any directional button). This reveals the conditions for the object to drop it's item. If you inflict heavy damage on an Object that needs to be Opened and send it directly to Fragile, it's Key Item will not be dropped, so be very careful of this! Instead, inflict only moderate damage, using weaker weapons and minimally charged attacks if you need to. Frustratingly, Objects do not tell you exactly how many HP they have, so you will have to experiment by trial and error.
Although Objects can be destroyed and reduced to fragile by any class, Objects can only be completely removed from the battlefield by the Warrior class. To do this, hit an Object in the Fragile state with a Warrior's Skill attack. The Object will be destroyed and yield Orbs. More importantly, destroying an Object begins it's respawn timer. Objects that respawn typically reappear several turns later (between 3-5 turns). Many maps require that you destroy Objects, wait for them to respawn, then open/destroy/fragile them again to obtain all the Key Items. Ensure that you get the Key Items you need and then open/destroy Objects quickly so that they respawn before you run out of turns to collect the next set of items.
There's no shame in following a guide to make sure you don't miss anything. Here's a good one on gamefaqs. http://www.gamefaqs.com/ds/945018-knigh ... faqs/57114
11. Recruiting New Units/Knights
As I mentioned above, you use Key Items to recruit Knights. To recruit a Knight, simply equip the relevant Key Item to the Knight in the exactly same way you would a weapon. Add Key Items to the readied items bar in the Battle Preparations screen. You can also see which Key Items correspond to which Knights in this screen.
12. Talking
It is extremely easy to overlook this element of the game, I didn't even realize you could Talk until after my first playthrough was over!
You can talk to allied Knights, NPCs, Bosses, and other characters by hovering over them and pausing the game. You can pause by pressing any directional pad button.
Talking is important and can reveal additional information about the plot, advance character development, reveal the relationships between characters (so you can see which pairs might make good Transoul combinations), or provide hints on item locations.
Be aware that hovering over a Knight for more than a few frames may cause it to charge a normal attack, though.
It is best to talk to a Knight as you begin to charge an attack that you were going to make anyway for this reason. Alternatively, equip a Weapon that the Knight can't use to prevent it from attacking when you talk to it.
13. Gaining and Using Experience
You can gain experience in several ways. First, you gain experience by destroying monsters and bosses. Simple enough. Second, you can gain bonus EXP by grazing bullets. Ever played Touhou? Just like that. Hover your Wisp just out of reach of a bullet and it will pulse blue, indicating that you are gaining bonus EXP. Third, you can sometimes make your Knights level up by sacrificing other Knights to them with Transoul. Of course, this means you have to sacrifice a unit =/. Fourth, you can trade the remaining Time in a turn for EXP. This can be useful, especially if you don't want to kill the remaining monsters for some reason. Finally, you can gain EXP by using the leveling mode on the main menu. More on that at the end of this guide.
Now that you have EXP, you can distribute it between chapters to level up the Knights of your choice. In deciding who to give the EXP to, consider your available weapons and your Knight's Vit. Leveling up a Knight restores a bit of it's Vitality, so you can "heal" your Knights somewhat by leveling them. Also keep in mind that you may need to meet a level requirement to use a weapon, so leveling up to meet that requirement is also a good idea.
14. The Classes
Warriors - Warriors attack towards the upper left and right of the battlefield. Warriors wield Axes. Warriors are the only class that can completely destroy Objects - converting them into valuable Orbs.
Duelists - Duelists attack towards the upper left and right of the battlefield. Duelists wield Swords. In the Chaos phase, the Duelist's attack moves her 1 tile forward in the direction she's attacking. During this attack, she makes a jump, so you can also leap to higher ground this way. There is a bit of attack delay for this leap attack though, it can be hard to hit with compared to other attacks. The Law phase attack pierces forward several tiles, reaching distant targets.
Use Duelists to reposition other classes - leap into an ideal position, then replace the Duelist with a different class at the beginning of the next turn.
Lance Knights - Lance Knights can attack in any direction. This makes them friendlier to newer players. Lance Knights wield Spears. In the Chaos phase, the Lance Knight moves forward 1 to 2 tiles in the direction he's facing, depending on hold long you charge the attack. However, you must move across level ground during this move. You must use a Duelist if you want to climb. The Law phase attack pierces forward several tiles, reaching distant targets, although you remain stationary.
Lance Knights are easy to use and versatile because they can attack and move in any direction. However, don't overuse them, or you'll run out of vitality =P. Use Lance Knights to reposition other classes - move into an ideal position, then replace the Lance Knight with a different class at the beginning of the next turn.
Archers - Archers attack towards the bottom left and right of the battlefield. Archers wield Bows. The Archer's attack pins a monster in place when it's released - it can be very useful for stopping/hitting faster monsters than run around a lot if you time it well. The Archer's Chaos phase attack covers a wide area, as well. The Archer's charge rate increases very rapidly on high ground. In Law phase, the Archer's attack temporarily Stuns enemies. I believe the Archer also inflicts bonus damage against Giant enemies, too (Bosses?). For all of these reasons, Archers are great units to dispatch Bosses with.
Hermit - Hermits attack towards the bottom left and right of the battlefield. Hermits wield Daggers. The Hermit is the only class in the game that inflicts Status Effects. To Inflict a Status Effect, attack with a Skill or Hi Skill Attack in the Law Phase. Inflicting a Status Effect changes a monster's element to the element of the attack you hit it with. You can keep a nasty combo going if you equip two elements and then cycle between them. Status effects also inflict other penalties... check the in game tutorial to see what else happens. Bosses, however, cannot be the victim of Status effects. Hermits charge fairly quickly in general. Use them to attack.
Priestess - Priestesses attack towards the bottom left and right of the battlefield. Priestesses wield "Maces". Maces being a loose term, here, because this also seems to include a few swords, bells, and other weird items. The preparations screen will show which items are Maces. The Priestess has a very wide range of attack in the Law phase, allowing her to potentially hit many enemies at once. In the Chaos Phase, she plants a "Gram". Grams are basically magical landmines - if an enemy that walks on the ground steps on it, it explodes automatically.
Wizard - Wizards attack towards the bottom left and right of the battlefield. Wizards wield Staves/Rods. The Wizard has a very wide range of attack in the Chaos phase, allowing him to potentially hit many enemies at once. In the Law Phase, he plants a "Gram". Grams are basically magical landmines - if an enemy that walks on the ground steps on it, it explodes automatically.
15. Basic Flow of the Game - Bringing It All Together
Let's bring it all together.
At the start of a battle, begin by placing Knights and equipping Weapons or Key Items to use.
First, place Knights. You can tell where you can place Knights because there will be a white border around the tiles that you can put Knights in. Make sure that your Knights can move around and/or hit Monsters and/or Objects from their locations. Remember that you can check the potential attack area of your Knights by cycling the Phase between Law and Chaos and then hovering over your Knights.
Think about your overall plan for the battle at this point. Are the starting positions ideal locations to attack from, or should you reposition your unit's locations by moving around with Lance Knights and/or Duelists?
Next, ready your items. These include Weapons and Key Items. It is best to divide your readied items slots between the two. Also remember that it is best, although not strictly necessary, to have at least one Weapon that works well in each Phase.
Remember that you must have the required level to use a Weapon, as well as the correct class. Ensure that you can actually use Weapons before readying them! Think about what elements the enemies have, and if you have any Weapons of the opposite alignment to inflict the best damage. Then look at your Knight's attack area with that weapon. If you can't reach, consider repositioning the Knight with a Lance Knight first so that it can attack with the preferred weapon.
Look at the Knights available in the battle, too. Some Knights will be marked as "Guests". These are recruitable Knights. Be sure to bring the relevant Key Items to recruit these Knights before the battle is over. You don't have to do it all at once or right away, so you can safely spread out your Key Items to one or two per turn.
Now that you have all your required equipment readed, your Knights placed, and a battle plan in mind, you can begin the battle.
Here, you have a few decision points. You can start by making several basic attacks to make enemies drop Mana Gems - recall that basic attacks don't reduce the fog, so you can safely attack until you have the full 9 Mana if you want to. This is particularly good for a new player, as it allows you to use Skill Attacks consecutively without worrying about changing Phases quite so often. However, it does deplete the Vit of your Knights somewhat. Alternatively, you can begin by immediately attacking a nearby monster with a Skill Attack, preferably a 200% damage one. Personally, I like to begin battle by eliminating one or two enemies to reduce the bullet spam. It's up to you which style you prefer - charge up mana and attack continuously, or eliminate a few enemies first.
During the first turn or two of the battle, put special effort into destroying all the Objects to get new Key Items. First reduce items to the Fragile state by using any Skill Attacks to reduce them to zero HP, then completely destroy them with Warriors. Remember that some Objects, particularly Chests and Pots, must be Opened first by inflicting only light damage. Watch out for this! It is important to destroy all Objects early, because Objects respawn and you must often make all the Objects respawn at least once to get all the Key Items for a stage. If you can, try to multitask a little and destroy one or two monsters while destroying the Objects.
If you run out of mana at any point, remember to check the Phase to see if the mana fog has dispersed. If need be, switch the phase and make basic attacks to regain some mana before continuing to destroy Objects.
After the enemies have been reduced, the next step is to talk to -everybody-. Your allied Knights, NPCs, even Bosses, if they are present. After you have talked to everyone, distribute Key Items to the associated targets, if you have any. Key Items recruit Guest Knights permanently to your side, and can be traded to NPCs for Weapons (which are usually pretty strong). Finally, you can reduce a bosses' Rage by giving it it's Key Item, delaying it's most devastating attacks if timed well.
Continue to talk to everyone each turn. They tend to have several things to say, and it changes each turn.
Once you have Talked to everyone, all your Key Items are used, and the Objects have all been destroyed, concentrate on destroying the monsters if you have any time left. Proceed with your attacks, remembering to alternate between Law and Chaos phases to keep your Mana high. Keep an eye on the victory conditions. It can be disadvantageous to win the battle early before the Objects have had a chance to respawn at least once. You may need to moderate your killing frenzy a bit if your attacks are especially effective. The game tells you exactly how many turns you have to win a battle, so there's no need to rush if you have a couple of turns left.
If you ever find that you cannot make any more effective attacks in a turn, or that you don't want to kill any monsters in a turn, press pause and instead trade your remaining time for MP or EXP, whichever you need more.
After the first turn is over and between each subsequent turn thereafter, you will have the opportunity to use the battle preparations screen again to change your readied items and redeploy your Knights. Take the opportunity to place your Knights in better attacking locations, equip more ideal weapons, and equip additional Key Items to use.
Enemies are going to shoot at you almost continuously. Stay focused and try to remember all of your goals. It gets easier as you practice the map and become familiar with the game. While you are getting everything accomplished, graze some bullets for some bonus EXP!
Boiling it all down even more to a basic cycle:
Place your Knights and equip weapons in battle preparation. Check the movement patterns of enemies, as well as conditions for Key Item drops. -> Open, then Destroy all Objects for Key Items. Simultaneously attack some monsters, alternating between Law and Chaos Phases to keep Mana gauge full. -> Talk to everyone and distribute Key Items. -> Finish off remaining monsters and end turn. -> Redeploy Knights at the beginning of the next turn. Equip new Weapons and Key Items to use, if needed. -> Repeat.
16. Stuck?
If you're having difficulty, don't forget to use the Leveling mode on the main menu. This mode basically allows you to farm experience and items (but not Key Items) for your current saved game. You can play any map you've completed in the campaign mode except the boss stages (for obvious reasons). After picking a map, you engage in what is essentially a mock battle. If you win, any items, weapons, orbs, experience, etc. can be saved to your current campaign. For this battle, you are granted "Nameless" Knights (basically expendable redshirts) and "Private" weapons that have unlimited uses. You can't use them in the main campaign, but you don't expend any limited resources from your campaign, either. Nifty, huh?
I like this mode a lot for casual play. You don't need to worry about missing Key Items or forgetting to talk to characters, so it makes for a more streamlined, pick-up-and-play experience. It takes only a few minutes to play a map, so you can get into it quickly, too.
If all else fails, PM me and I'll try to offer advice.
Last edited by Blackbird on Wed Feb 23, 2011 9:47 pm, edited 1 time in total.
Re: Knights in the Nightmare - A Guide
Nice info! I've owned this game for a while, but I still haven't gotten around to playing it yet. I'm currently playing Disgaea and Super Robot Taisen W on the DS. I want to start Sting's Yggdra Union next.
I fell in love with Sting when I played Riviera.
I fell in love with Sting when I played Riviera.

Undamned is the leading English-speaking expert on the consolized UD-CPS2 because he's the one who made it.
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Mischief Maker
- Posts: 4803
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Re: Knights in the Nightmare - A Guide
Riviera was pretty, but KitN is a zillion times better. It's the best game on the DS, in my opinion.
Two working class dudes, one black one white, just baked a tray of ten cookies together.
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
Re: Knights in the Nightmare - A Guide
I love Sting's games. They usually have quite a few flaws, but are innovative and fun enough otherwise to make me like them despite that.
If you want to try Yggdra Union, I recommend picking up Knights in the Nightmare for the PSP... I seem to recall it comes with Yggdra Union PSP for free, and the PSP version of Yggdra Union is better than the GBA version, to boot!
http://www.atlus.com/fullknights/purchase.html
Hmmm, looks like it's only a downloadable copy, but that might not matter to some. (I'm a grognard, I prefer to have hard copies of every game I own).
I have the GBA version myself, and going without quicksave is pretty ball-busting at times.
@MM: I'm not sure I would compare KitN to Riviera... completely different games. Apples to oranges, as they say. Riviera does a lot of things really well for a JRPG.
If you want to try Yggdra Union, I recommend picking up Knights in the Nightmare for the PSP... I seem to recall it comes with Yggdra Union PSP for free, and the PSP version of Yggdra Union is better than the GBA version, to boot!
http://www.atlus.com/fullknights/purchase.html
Hmmm, looks like it's only a downloadable copy, but that might not matter to some. (I'm a grognard, I prefer to have hard copies of every game I own).
I have the GBA version myself, and going without quicksave is pretty ball-busting at times.
@MM: I'm not sure I would compare KitN to Riviera... completely different games. Apples to oranges, as they say. Riviera does a lot of things really well for a JRPG.
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BulletMagnet
- Posts: 14152
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- Location: Wherever.
- Contact:
Re: Knights in the Nightmare - A Guide
Not to turn this into "The Sting Thread", but according to this their next title will be a relatively "traditional" SRPG - to echo one of the commenters over there, Hexyz Force also took the traditional route, and ended up as my least favorite title of theirs. Hopefully they're not going soft on us...
Re: Knights in the Nightmare - A Guide
I don't mind if this becomes the Sting thread.... if there isn't one already, we need one =P.
This particular line fills me with confidence:
"Shinichi Ito designer of Yggdra Union, Riviera, and Knights in the Nightmare is designing the game. Satoko Kiyuduki returns as the PSP game’s character designer."
I hold Ito in fairly high regard for his ability to design games, and I like Satoko's art style. I'll tentatively look forward to this. This assuming, of course, that Atlus decides to localize it (I'm looking at you, Blaze Union).
This particular line fills me with confidence:
"Shinichi Ito designer of Yggdra Union, Riviera, and Knights in the Nightmare is designing the game. Satoko Kiyuduki returns as the PSP game’s character designer."
I hold Ito in fairly high regard for his ability to design games, and I like Satoko's art style. I'll tentatively look forward to this. This assuming, of course, that Atlus decides to localize it (I'm looking at you, Blaze Union).
Re: The Sting Thread + Knights in the Nightmare - A Guide
Found a trailer of Sting's new game, Gungnir!
Gungnir Trailer
It looks like a Sting game, haha! I love them so. Nothing new about the gameplay, but the characters look pretty cool.
New Sting games really excite me because, with each major game released, they keep getting better and better. I really think they are going to make a masterpiece sooner than later. Will it be this title? We'll see =D!
Reading the website a bit with my crappy Japanese:
The four characters listed, from left to right, are:
Arissa - Wields Lance and Stake(?).
Julio Raguel - Fencer Class. Wields Swords and Gungnir.
Elize - Valkyrie Class. Wields Rapiers and Bows.
Ragnas Raguel - Gladiator Class. Wields Axes and Swords.
Gungnir Trailer
It looks like a Sting game, haha! I love them so. Nothing new about the gameplay, but the characters look pretty cool.
New Sting games really excite me because, with each major game released, they keep getting better and better. I really think they are going to make a masterpiece sooner than later. Will it be this title? We'll see =D!
Reading the website a bit with my crappy Japanese:
The four characters listed, from left to right, are:
Arissa - Wields Lance and Stake(?).
Julio Raguel - Fencer Class. Wields Swords and Gungnir.
Elize - Valkyrie Class. Wields Rapiers and Bows.
Ragnas Raguel - Gladiator Class. Wields Axes and Swords.
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DJ Incompetent
- Posts: 2374
- Joined: Tue Jun 13, 2006 10:28 pm
- Location: Murda Mitten, USA
Re: The Sting Thread + Knights in the Nightmare - A Guide
I also wrote a startup guide to this game for lazy people.
http://www.robotpanic.com/2009/07/scien ... s-startup/
http://www.robotpanic.com/2009/07/scien ... s-startup/
@shmups | superplaymixes Reworked Game Soundtracks | livestreamin'
______________________
Re: The Sting Thread + Knights in the Nightmare - A Guide
Not too much into SRPGs(with a few exceptions), but Knighs in the knightmare is different enough to be enjoyable for non-strategy nuts.
However, speaking of Sting, there's one game they developed that I hold in very high regard: Baroque.
I played that game to death. First on the Saturn, then, after the remake released, all again but in 3rd person. The game mechanics, atmosphere and the crazy story hooked me already after playing the first few minutes. That game really was a master stroke from them.
However, speaking of Sting, there's one game they developed that I hold in very high regard: Baroque.
I played that game to death. First on the Saturn, then, after the remake released, all again but in 3rd person. The game mechanics, atmosphere and the crazy story hooked me already after playing the first few minutes. That game really was a master stroke from them.
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Re: The Sting Thread + Knights in the Nightmare - A Guide
Man, Sting is really on a roll. Another game announced within a month of the last. It's entitled
"Gloria Union: Twin Fates in Blue Ocean".
My Japanese is not good, so I couldn't say if it were directly related plotwise to other games in the Dept. Heaven universe like Yggdra Union or Blaze Union. It looks like this will be a nautically-themed rpg/adventure though, so hey, it could be cool =).
There is more information on the Gungnir site now, too.
"Gloria Union: Twin Fates in Blue Ocean".
My Japanese is not good, so I couldn't say if it were directly related plotwise to other games in the Dept. Heaven universe like Yggdra Union or Blaze Union. It looks like this will be a nautically-themed rpg/adventure though, so hey, it could be cool =).
There is more information on the Gungnir site now, too.
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Square King
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Re: The Sting Thread + Knights in the Nightmare - A Guide
I need to spend more time with KitN. I'm through most of the tutorial. :l Thanks for the in-depth info. 

Re: The Sting Thread + Knights in the Nightmare - A Guide
Bump for the benefit of those interested in checking out/playing this game.
Last edited by Blackbird on Wed May 11, 2011 5:20 am, edited 1 time in total.
Re: The Sting Thread + Knights in the Nightmare - A Guide
Thanks Blackbird. It sounds really intimidating, but maybe this weekend I will give it a serious try and I will most certainly be referring to this guide here.
Re: The Sting Thread + Knights in the Nightmare - A Guide
Bump for YESSSSSS.
Atlus localization of Gungnir is official:
http://www.atlus.com/gungnir/
I literally pumped my fists in the air when I saw this, I love Sting's stuff and I've been really looking forward to this game particularly.
Now, if only we could get them to localize Blaze Union and Gloria Union, too...
I guess I could always import, but it's nice to enjoy reading the story, too =).
Atlus localization of Gungnir is official:
http://www.atlus.com/gungnir/
I literally pumped my fists in the air when I saw this, I love Sting's stuff and I've been really looking forward to this game particularly.
Now, if only we could get them to localize Blaze Union and Gloria Union, too...
I guess I could always import, but it's nice to enjoy reading the story, too =).