-
-
This page contains a walkthrough for Lunar Knights, and contains information on 100% completion, as well as where to acquire hidden weapons and shields, a list of side quests, and more. It also contains a large collection of Lunar Knights Walkthroughs. Lunar Knights is a fantasy action-adventure game for the DS.
-
Fast Facts:
- Developer: Kojima Productions
- Platform: DS
- Genre: Action-Adventure
- Release Date: Feb 6, 2007
-
Basics
Contents
Controls
- There are three different configurations for the controls depending on what you're doing in Lunar Knights. They are outlined below.
Menu Controls
- Directional Pad(D-Pad): Highlight selection
- A Button: Confirm selection
- B Button: Cancel selection
- X Button: No use
- Y Button: No use
- Left Shoulder(L): Cycle sub-menus
- Right Shoulder(R): Cycle sub-menus
- Select Button: Display Life/Energy value instead of bars; fast-forward descriptions
- Start Button: Close menu
- NOTE: You can also use the touch-screen to select a sub-menu, and switch between characters by selecting their portraits
Dungeon Controls
- Directional Pad(D-Pad): Move character; tap twice to run or hop
- A Button: Gather energy while under skylight; call Terra Bugs; activate Hint Panels and switches
- B Button: Guard against attacks; use Quick Guard; tap d-pad twice while holding to hop
- X Button: When held, using d-pad lets you look around with the camera
- Y Button: Wield weapon; perform combo; activate switches via attack
- Left Shoulder(L): Display equipped Terrenials and weapons
- Right Shoulder(R): Lock-on to nearest enemy; cycle between available enemies
- Select Button: Switch characters
- Start Button: Open menu
Shooting Battle Controls
- Directional Pad(D-Pad): No use
- A Button: No use
- B Button: No use
- X Button: No use
- Y Button: No use
- Left Shoulder(L): Show available Terrenials
- Right Shoulder(R): Show available Terrenials
- Select Button: Fast-forward Terrenial descriptions
- Start Button: Pause
- NOTE: Shooting Battles are controls via the touch-screen - tap the screen where an enemy is to fire at it, and drag the stylus to move the ship around. You can also tap to advance the dialogue.
Basics of Lunar Knights
- Below is some information on the basics and game mechanics of Lunar Knights.
Characters
- You control two characters in Lunar Knights - Lucian, and Aaron.
- Lucian: Lucian uses only close-range weapons, and can attack without a Terrenial equipped, which conserves energy. You'll need to learn how to guard and counter to be able to use him efficiently, whether you use his sword for combos or his scythe for hit-and-run tactics.
- Aaron: Aaron uses a plethora of guns, making him your ranged fighter. Some of the guns he uses(like the Bomber) have a shorter range, but he's best at range. He requires a Terrenial to fire his guns.
Terrenials
- There are six Terrenials in Lunar Knights, each corrosponding to an element, and each with an opposite. Attacks of an element are strong against its opposite, and weak against itself - while a fire attack against ice-element enemies will do devastating damage, using one against a fire-element enemy is near useless.
- Elemental attacks, even against the same type, are still stronger than non-elemental attacks when attacking enemies that have no element, or are neutral. That isn't to say you need to use an elemental attack all the time - if you need to conserve energy, for example.
- Each character has an exclusive Terrenial that only they can use - Aaron has Toasty, the solar Terrenial, and Lucian has Nero, the dark Terrenial.
Trance Mode
- Every Terrenial has a unique super attack that is unleashed by tapping the "TRC" button, which puts you in Trance Mode. All Terrenials share the Trance Meter, and attacking with any Terrenial equipped will fill the Trance Meter at the cost of Energy. When the meter is completely depleted, you will come out of Trance Mode.
- Nero, the Dark Terrenial: Sends Lucian into a vampire-like state, allowing him to drain enemies of their life and unleash a powerful spiral attack. Draining enemies restores Lucian's HP, so it's a good tactic to replenish HP if you get low and have a full Trance Meter.
- Toasty, the Solar Terrenial: Similar to Nero's trance, but it doesn't offer as much damage. Aaron can replenish his Energy bar by attacking enemies while in Trance Mode, giving him the needed ammunition for his attacks.
- Ursula, the Flame Terrenial: While in this Trance Mode, you can draw circles on the screen to cast large meteors in that area. It's a difficult Trance to master, and isn't as useful as some of the others.
- Ezra, the Frost Terrenial: This Trance requires you to blow into the DS microphone, located in the middle between the two screens, to deal Frost damage to on-screen enemies. You can move around to keep enemies on the screen as you perform this attack.
- Alexander, the Cloud Terrenial: By repeatedly drawing circles on the touch-screen, you can create a large tornado to deal damage to on-screen enemies. You can control the movement of the tornado, as well as pan the screen a little, to deal more damage.
- Tove, the Earth Terrenial: By sliding the stylus back and forth on the touch-screen, you can create a powerful earthquake. This has a chance of making it rain, which has some useful properties at times.
Weather/Climate
- The vampires in Lunar Knights use a weather-controlling technology known as paraSOL. As you collect Terrenials, you'll unlock new climates that can be created by talking to the Professor, and having him hack the paraSOL.
- Many areas in the game that are designated by a Weather Statue are impossible to pass with their current climate - hack the paraSOL and alter the climate to the correct one, and the Weather Statues cracks glow red, as well as making the area possible to traverse. For example, pools of acid, when frozen solid, are not an obstacle.
- Some of the Trance attacks you use can influence the weather by making it rain, or making it windy, but these are not enough to help you with the climate-change areas.
Weapon Upgrading
- You can upgrade your weapons using several materials that you can find in dungeons, as drops from enemies, or purchased from the two General Stores you'll encounter during the game. The General Stores don't have everything you need, however, so when a rare material arises, speak to the Info Broker and find which enemy drops the needed material.
- Lucian has three weapons, and Aaron has five. Each of these eight weapons have three levels - after enough upgrades, the weapon's name will change, with a Roman numeral following it. All upgrades increase the damage done by the weapon, but when the Roman numeral level changes, the weapon will gain new properties, such as a faster firing rate, an extended combo, more range, etc.
-
-
Lunar Knights Walkthrough
- This walkthrough is broken down into Chapters, with a further break down of each chapter by area.
Contents
Chapter I: The Dark Swordsman
- NOTE: Lunar Knights is done in an isometric view, also known as the three-quarters view. As such, the four cardinal directions - North, South, East, and West - apply to diagonals. For this walkthrough, north is upper-right, east is lower-right, south is lower-left, and west is upper-left.
Haunting Mansion Forecourt
- Follow the path to the north, then west. Grab the Cure Drop, and keep heading down the path as it turns back to the north.
- You'll find a Suspicious Woman, who identifies herself as Bea. After the encounter, follow the path until you reach a fork where it splits three ways - the paths to either side lead to a Solar Fruit and an Earth Fruit.
- After collecting the items, take the center path to reach the next room. You'll find some destructible crates that hide a Solar Fruit and a Healing Potion. Follow the path around to collect the items, then take the exit to the west.
- Nero will appear to explain about how to use a shield. Keep moving, and collect the Earth Fruit from the chest in plain view. Go through the southern exit to find Magic Drops and various fruits, then head north.
- In the next room, you'll be trapped. Defeat the Skeletons to continue, and follow the path as it remains linear. You'll eventually reach a door to the north that can only be opened via a switch - attack it to flip the switch, then enter.
- Move to the right and down the center of the path to avoid the fireballs from the Lion Statues, then take the northern exit. In this room, you'll find a Solar Crystal and Leather Armor. Save here.
- BOSS FIGHT: The Antlion
- You'll need to attack the Antlion's tail to cause damage. He turns slowly, so you just need to dodge to the side of him and attack the tail a few times, then get away.
- The Antlion will perform a forward pounce attack - when you see him charging to perform this, dodge to the side, and attack his tail. If he catches you, block.
- After you defeat the Antlion, Lucian decides he isn't ready to fight the vampire lord of this chapter, Rymer, just yet, and continues to a new area.
Haunting Mansion Interior
- NOTE: Once you talk to the Professor and learn about powering your weapon up, head to the shops and stock up on whatever you need. Then, enter the Mansion Enterior.
- You can either go north, east, or west from the main hall. Head to the western exit first, and keep moving west - in the next room, you'll find a skylight that lets you replenish your energy.
- Head around the outer wall and take the stairs on the north side. In the next room, move clockwise around the room, then take the eastern exit.
- Bea's in here, as well as some prisoners that you can chat with, but that's about it. Head out the north exit, and use the machine there to recharge your energy, as well as a Solar Crystal.
- Make sure you have a full Trance Meter before continuing - you're about to find yourself in another boss fight.
- BOSS FIGHT: Rymer
- After the cutscene, Rymer transforms. Equip Nero, and go into Trance Mode. Get in close, tap Y, and watch the results.
- After three Trance attacks, Rymer will blast off, and you'll be in a Shooting Battle - just remember, use the touch-screen to avoid enemy attacks and tap the enemy to shoot him until you win.
Chapter II: The Apprentice Gunslinger
- NOTE: Lunar Knights is done in an isometric view, also known as the three-quarters view. As such, the four cardinal directions - North, South, East, and West - apply to diagonals. For this walkthrough, north is upper-right, east is lower-right, south is lower-left, and west is upper-left.
13th St. Hideout
- You'll begin this chapter with Aaron, who uses a solar gun - unfortunately, you also begin this chapter without the ability to use the solar gun. You'll need to rescue the rest of the guild members without it.
- Head west to find the first guild member - talk to him to save him. Run away from the Hound, and head up the stairs. There are Hounds here as well, and some chests that contain fruit - without a weapon, however, it's not really worth the trouble.
- Head down the stairs to the south, and then to the west. You'll find another guild member to save, and an exit to the north. First, however, take the northeast staircase to find the last guild member, who'll teach you how to whistle to distract enemies.
- Head downstairs and take the northern exit, then sit back and enjoy the cutscene until you finally have a working gun.
- You have to have Toasty or another Terrenial equipped to fire your gun - Toasty is the only one you have right now, so make sure he's equipped, and practice your marksmanship on the Crows before heading north.
- Follow the path, then take the western exit. If you want to collect a junk part(useful in upgrading your weapons), take the stairs, and go through the northern exit to find a dead end with a chest containing it. Otherwise, take the northeast exit.
- You'll head norht, then west, and eventually find a set of railroad tracks - don't worry, the path is linear until you get to them. Follow the tracks, and you'll watch another cutscene before moving to the next area.
13th St. Main Road
- This area is also a basic rescue mission, so head west and enter the door to find the first person needing to be rescued. Head back outside, then up the northern stairs, then keep heading north through the exit.
- There's a Power Fruit in the northwest of this room. Grab it, then head west, then south, and keep moving south until you find the guild member. Talk to him, then head north, going east down the long set of stairs.
- You'll be back outside, so find your way to the next set of stairs, which take you to the roof. On the eastern side of the roof is another guild member to rescue - you can also inspire her to rescue herself by talking to her, if you wish.
- Head back down the stairs to the outdoor section of this area, then through the eastern exit. There's a fork in the road, and the southern path is a dead end, so take the east path and head through the door to find some fruits and Hounds to fight.
- Follow the railroad tracks north past the black Slimes to continue, and kep moving until you find the room with the Solar Crystal - this is the room that usually appears right before bosses, so be prepared. Save your game, then continue on.
- BOSS FIGHT: Goat Chimera
- You should have a full Trance Meter - if you do, go into Trance Mode and attack. The Goat Chimera is a lot like the Antlion, but you'll need to change your tactics slightly to fight effectively with Aaron.
- Avoid the Goat Chimera's attacks, and every now and then, he'll be knocked senseless. Use it to your advantage and attack until he's defeated.
Chapter III: With Sword and Gun
- NOTE: Lunar Knights is done in an isometric view, also known as the three-quarters view. As such, the four cardinal directions - North, South, East, and West - apply to diagonals. For this walkthrough, north is upper-right, east is lower-right, south is lower-left, and west is upper-left.
Old Culiacan: Sewers
- After you heal up and restock any supplies you need, enter the Old Culiacan sewer system. You can switch characters now whenever you like by pressing Select.
- Aaron has a Rocket Launcher now, which makes things a bit easier. The first area is split in two halves, connected by bridges. Near the north end of the eastern side, you'll find a skylight to recharge your energy in - Aaron can only use it in the daytime, and Lucian can only use it at nighttime.
- At the south end of the western side is an Elixir, and to the north end of the western side is a road to continue on. The next room contains four platforms, but the bridge to the north is drawn, making it impossible to get across. Head east instead, and use the skylight if you need to.
- Head north as far as you can, pass the statue, and then head west. Use the switch there to lower the bridge leading back, and head through the exit to the west. Move through this area until you find an elemental switch - these can only be opened by using a Terrenial of an opposing element.
- If you haven't already, equip Ursula, the Flame Terrenial, to Lucian, and whack the switch. A door to the north will open, and the room past it contains a Key and an Earth Fruit.
- Head back to the room with four platforms, and head to the northeastern platform. Take the eastern exit, and use the skylight to the east if you need to. Head south, pass the cannon and the raised bridge, then go west to find a chest containing Adamant.
- There's a switch surrounded by water in this area - shoot it from the north to lower the bridge if you want. Keep moving down to the southeast, then north, and use the Key to open the door there.
- To the north is a switch on the other side of a gap. Equip Aaron with the Knight and shoot it to activate a nearby bridge. Head north and use the platform to cross the gap, collecting the two Earth Fruit from the chests as you do.
- Head toward the northern exit to spring a trap - the enemies are difficult to get in close to, so use Aaron to finish them off, then head north and destroy the blocks in your path by using the Flame Terrenial.
- To the northwest you'll find some Mythril. Head east to find the exit, and the next area is rather linear. Ignore the Weather Statues for now, and go south, then take the eastern path back north - you should pass another Weather Statue.
- Use the platforms, and on the second one, use Aaron to take out the cannons as you work your way to the northern exit. Make sure your Trance Meter is full, save your game, and proceed to the next boss fight.
- BOSS FIGHT: Viscount Edgar and Viscount Virginia
- Concentrate on one of the two enemies, and use Nero's Trance - two attacks like this will take one of them out. You'll then be transported to the next stage of battle, where they combine.
- This battle is in open moonlight, making it easier to use Lucian. Be careful to avoid the attacks or you'll get caught in a devastating combo.
- After his attack, hit the boss with a combo, then run. After you defeat him, you'll have another Shooting Battle to contend with before completing the chapter.
Chapter IV: A Reason to Fight
- NOTE: Lunar Knights is done in an isometric view, also known as the three-quarters view. As such, the four cardinal directions - North, South, East, and West - apply to diagonals. For this walkthrough, north is upper-right, east is lower-right, south is lower-left, and west is upper-left.
Santa Cecelia Station
- You have a choice of doing this level more aggressively with Lucian, or relying on Aaron for a more evasive approach. Golems will give you some problems, as they can soak up damage - time your blocks just right to stun them, then combo them for an easier kill.
- Head up the northwest stairs and continue west, grabbing the Cure Bulb in the jail cell near the southern wall. Head north, then east, then north through the door to enter a room containing descending stairs.
- Head down the stairs and watch out for the ghosts - they'll pickpocket you. Hit the nearby switch, then head north. Use the skylight to recharge if needed, then go upstairs and listen to Lucian. Just past this room is a trap - you'll need to spring it.
- There's a skylight in the corner, so depending on the in-game time, charge whichever character can be charged. If it's daytime, switch to Aaron, and have him blast away at the enemies. When you defeat them all, you'll get the Ninja, a new solar gun.
- There's an energy charger in the next room, so use it to replenish yourself. Head down the stairs to track 2, and fight the Slimes you'll encounter. There are purple blocks that can be destroyed with attacks after you equip the Earth Terrenial.
- Leave the Earth Terrenial equipped and hit the elemental switch at the base of the stairs to the south. There's a train car you can enter here - if the climate is set to Tropical Rainforest, the newspapers in the car will instead be large boxes. They have a high chance of dropping Portraits of the Duke, which nets 3,000 Sol at the General Store, and you can reset them by exiting and re-entering.
- Head up the stairs and out of the small room to enter a new area of a room you've already visited. Head west to find spikes blocking your path - use Aaron to shoot the switch past them, then head across and through the door, then down the stairs to track 3.
- The ghosts are here as well, with cannons for backup. Head north, use the skylight, then go upstairs and out of the door. Keep an eye out for the golems and head west, using the exit on the southern wall.
- You're now at track 4, which is a sneak-sequence. There are robot guards patrolling, but unless you stand right in front of them you should be okay. Head south, ignoring the chests, and hit the switch to shut down the robots. Loot the chests, then head upstairs.
- You'll hear an announcement about the armed train Irving, and watch a cutscene. When that's over, head out of the door, equip the Cloud Terrenial, and smash the green blocks. Hit the elemental switch on the other side to turn it purple, then flip the non-elemental switch to open the path back.
- Head west and use the moving platform to cross the gap. Use Aaron to shoot the elemental switch with the Flame Terrenial as you cross, and hop to the next platform that should meet with yours.
- OPTIONAL: You can get some good armor by ydoing the following. Get on the platform that moves south, and destroy the purple block. If it's not raining, fill your Trance Meter by killing enemies, then equip the Earth Terrenial. Leave the room, activate Trance Mode, then re-enter to make it rain - the weeds form a staircase that you can climb to find fruits and a Battle Suit. To exit, get on the platform that goes east.
- Go out of the door to the north, which leads to track 5. Dumas is down here, and will trade words with you until he runs off. You'll need to fight a timed battle that is tougher without a Trance, so backtrack if you need to to build up the meter. The boss here is just three Lizard Men, nothing special - activate Trance and wipe them out.
Armed Train - Interior
- Once you get on the train, you can't return, so be prepared beforehand. Inside the entrance is a merchant who sells things you'll need to stock up on at this point, as well as a chest containing Gunpowder.
- After you restock your inventory, save your game in a new save slot for the rest of this level - it's a series of trap fights, and the game only saves at the point where you enter the room, so backtrack after each fight one room and save the game.
- There are crystals between the rows of seats in the cars before the trap fights, and after three of these fights, you'll find a car with a platform that takes you to the roof. In the northeast corner of this car are some green crystals to recover your HP.
- The roof is easier, since you have open sky to recharge your Energy Meter, so run if needed. It's windy, so you'll need to dash to maintain your control. You'll come to a platform back down into the pit-stop room before the boss fight, so be sure to charge your Energy Meter and save.
- BOSS FIGHT: Baron Stoker
- After a cutscene with the Baron, he'll transform into a giant crab-like enemy. The large yellow arm can only be damaged by Lucian equipped with Nero, the Dark Terrenial; his large purple arm can only be damaged by Aaron equipped with Toasty, the Solar Terrenial.
- Which character you'll favor during the fight depends on what time it is - if it's daytime in-game, favor Aaron, since he'll be able to recharge his Energy Meter easily. If it's nighttime, then favor Lucian, for the same reason. Don't bother too much with Trance attacks since they aren't as effective against this boss.
- This is most likely the longest boss fight in the game so far, so be patient. When his HP meter is about half empty, he changes his attacks up to include a fire attack that is easily dodged, and a rushing attack that does massive damage. To avoid the rush attack, run to a far corner while he charges it.
- After you defeat him, you'll fight another Shooting Battle - finish him off for good to earn the Frost Terrenial.
Chapter V: Ruler of the Planet
- NOTE: Lunar Knights is done in an isometric view, also known as the three-quarters view. As such, the four cardinal directions - North, South, East, and West - apply to diagonals. For this walkthrough, north is upper-right, east is lower-right, south is lower-left, and west is upper-left.
New Culiacan
- Now that you have the four Greater Terrenials, the Gate of Binding is now open. This lets you enter New Culiacan, so stock up and be prepared - the enemies here are more powerful.
- If you change the climate to Arctic, you can go east from the first courtyard and grab the Garmr Arms. North of the entrance is a room with five exits - take the eastern exit, and you'll pass a pressure switch. Use a counter by pressing the block button right before taking an attack to stun a Golem on the pressure switch, then run across the path to grab the Snake Eyes Shield.
- Head east and take the northern exit - there should be a fountain spewing red liquid in the middle. Smash the elemental blocks with the appropriate Terrenial equipped, then head north. Talk to the woman to receive the Paper Bag.
- East of the fountain room is a chest containing a Converter. Head back to the room with five exits, and take the southwestern exit to talk to the man wearing green. Head back to the woman who gave you the Paper Bag and she'll give you the Letter to the Gatekeeper.
- Return to the five-exit room again and go north, then use your shield to block the cannon fire and head down the path. Ascend the stairs and talk to the man at the top of them - he'll open one of the doors for you, but it locks behind you after you enter.
- This is a stealth mission - work your way around the corner and hide behind the crates near the Golem, then whistle by blowing in the DS microphone to get his attention. The Golem will move, letting you run around the other side of the crates to get at the chest. The guard will then open the door for you.
- Through the door and up a hill you'll see the castle. Head east, and use the platform - select Aaron and equip the Cloud Terrenial to trigger the switch as you ride past it. Grab the Magic Potion and various crystals, then hop back onto the platform.
- You'll go south this ride, so get off at the destination and head through the door. Avoid the Hounds unless you like trouble, and go east. Whistle to lure a Golem onto the pressure switch, then stun him with a counter as described earlier - while he's stunned, run through to the next area.
- You'll be on a path leading to the castle. Head north, and you'll stumble across a trap; the beginning of this fight is against two Hounds. Keep up your shield and take them on one at a time, and when you defeat them, Slimes appear. Switch to Aaron and pick them off from a distance.
- The last trap enemy wave are Vorns, so use Lucian to get close and cut them down fast. You'll come to a Solar Crystal after this trap, which is a good place to save your game. The bos fight here is against a lot of Porks, ending with two waves of Orcs - when you win, you'll return to the map.
Dark Castle Auguste - Level 1
- The Dark Castle Auguste is a series of small levels connected in a hub. It's a long level, but you'll be returning to the main hall a lot, making it easy to leave if needed.
- The second room from the entrance has two exits, and each exit requires a certain climate. Start with the exit in the southwest, which requires the Arid Desert climate to dry up the pool by the entrance.
- There is a pressure switch puzzle here, but unlike the previous ones, no Golems, which means you'll need to use the Fire Dog. To do so, stand at the top of the stairs to the left of the switch, and when the Fire Dog readies itself to leap up the stairs, counter with your shield and run for the door.
- The next hallway is riddled with trapdoors. Fall down one of them once to collect a chest containing Battle Boots, then return to the hall and sprint to get across. You'll be in a room containing walls of coffins - head south of the first wall to find a hidden trapdoor.
- Fall down the hidden trapdoor to land on a gray walkway surrounding a black orb - attack the orb with the Frost Terrenial to activate it. You should see a hoogram of a scorpion appear upstairs, as well as a teleporter to the left that takes you back upstairs.
- Leave the castle and change the climate to Tropical Rainforest. Head back to the hub room in the castle and enter the northwest door. Head past the jets of gas, up the hill, and shoot at the switch with Aaron.
- Head back down and out the north exit. You'll need to work your way across the platforms to the middle area. For the next part use Aaron to shoot the switches with the Cloud Terrennial - there are three of them. You should be carried safely to the exit on the other side if you got them all.
- The next room is more platform riding. Use your shield to protect yourself from cannon fire on the first ride, and whittle the enemies with Lucian when the second ride stops. The third platform ride is a combination of the two, but you don't have to worry about fighting the enemies - just guard.
- You'll arrive at another black orb - attack it with the Cloud Terrenial to activate it, then teleport out of the room. Talk to Sheridan to change the climate to Arctic, then re-enter the hub room in the castle and take the northeast exit.
- The water here should be frozen, so just walk to the switch and flip it to open the door. You can also collect hte Ressurective here before heading into the next room, which is full of enemies. Head west.
- This room is an ice puzzle. Collect the Warrior's Ethic from the chest first. To get to the exit, head all the way north from the entrance, then slide norhteast. You'll hit the wall and slide east a bit. When you stop, slide south, where you'll bump two destructible blocks. Break the closest one, then slide south into the other one.
- Slide west, and you will hit another destructible block. Destroy the one blocking the switch and slide in, then activate the switch. Don't break any of the other blocks.
- Head back to the entrance, then go all the way to the southern end of the edge, and slide diagonally northeast across the ice. Slide south, and you'll bump into a block. From there, slide diagonally southeast to land between two walls, then take the exit.
- Activate the black orb here with the Flame Terrennial, then teleport back to the hub room. Set the climate to Humid Continental, and return to the castle hub room and enter the southeast door. Go up the stairs and take the glider across, then head south to the next room. You'll need to run to maintain control due to the strong wind here.
- The next area has a bridge with broken rails to either side - dash to avoid falling off, and when you reach the end, activate the black orb with the Earth Terrennial equipped, then teleport out.
- The center door of the hub room is now open. Enter to find Perrault, who'll summon a Dragon Chimera.
- BOSS FIGHT: Dragon Chimera
- The weak point of this boss is its face, so if you use Lucian, make sure you've mastered blocking. If you have Aaron's Witch leveled a bit, this fight isn't as hard - just stand back and blast away.
- The Dragon Chimera will periodically summon forth a hail of ice or a sheet of fire, and switch his elemental alignment. Keep using the opposite element of his alignment to finish him off quickly.
Dark Castle Auguste - Level 2
- You'll come across some stairs that lead to the second floor. This floor is similar to the first - a hub that forks off in multiple paths that you need to take to unlock the road leading forward.
- Start with the western section, where you'll need to fight Porks and Orcs. The next room has two closed exits and an open one to the west - fight the Skeletons to build up your Trance Meter, then take the open exit.
- Use Aaron to destroy the Serpent Statues in the hallway, and smash the elemental blocks to get to the switch - activate it with the Flame Terrennial, then continue down the hall and hit the next switch with the Earth Terrennial.
- Destroy the elemental blocks, then check the chest for a Fang. Use Aaron to shoot around the corners with Witch at the Ice Serpents, and you'll come to another sneak-sequence. After you finish it(it's simple enough), go south and then east.
- Grab the Yellow Key, flip the switch, and head through the now-open door. You'll be in a room with Skeletons - go north and use the Yellow Key to open the door to the north. You'll need to activate the black orb here with the Flame Terrennial and use the teleporter.
- Take the southern exit from the hub room and defeat the Porks and Orcs here. Head south through the open exit, and you'll be in a dark hallway. Use Aaron to shoot the elemental switch with the Solar Terrennial to turn on the lights for a few seconds.
- When you find the next switch, flip it and take the southern route. Head around the edge of the room, pass the exit, and you'll find a chest containing the Red Key. Follow the path in the next area, also dark, and walk along the ducts. When you get to the end you'll be in the room with the locked door again.
- Use the Red Key to open the western exit, and activate the black orb with either the Solar or Dark Terrenial, then use the teleporter.
- Take the eastern exit, go over the bridge, through the southern exit, and you'll find yourself in a maze. Work your way through to the east, and you'll be at another sneak-sequence. Follow the outer path, flip the elemental switches as you reach them, and hit the big switch near the western wall.
- Grab the Blue Key on your way out, then head north to the blue door and unlock it. Hit the black orb with either the Earth or Clout Terrennial and take the teleporter to exit.
- The door should now be open, and Perrault is waiting for you again. This time, you'll need to fight the Manticore.
- BOSS FIGHT: Manticore
- The weak point of the Manticore is the tail, and he's weak against Lucian's Trance attack with Nero, so use the same method as you did for the first Chimera and he'll fall flat in no time.
Dark Castle Auguste - Level 3
- Prepare yourself, then head to the thrid floor. Your characters will split up - the first part of this will follow Lucian. Take the platform up a floor, and you'll come to a blue/purple room. There's a long path with lots of enemies of various elements to defeat, so just keep moving to find the exit and an elevator.
- Now you're in control of Aaron. It's similar to Lucian's part, only with more flying enemies and Hounds in a narrow passage. Use the Witch to fire around the corner at them, run until you're out of their view, then repeat when they resume their patrol. When you finish, take the elevator.
- Again, you're in control of Lucian. You're basically going to do the same thing, just reversed. Check the chests to obtain a Wind Amulet and some Lunasteel, then take the lift to the next floor. There's lots of Urchins here, but no real enemies. The elemental switches here restore the elemental blocks.
- You'll be back in control of Aaron again. Keep your distance and this part is a breeze. When you reach the Pork Cannons, ease in until you have a clean shot, but stay out of their range - Pork Cannons can't aim. When you reach the end, go up a floor, and dash across the pressure switches to avoid taking damage.
- When you see the first of the pressure switches, look for a nearby switch, and shoot it. There's also a chest here containing a Midnight Sun Fruit. Dash around the two Orcs that appear when you trigger the trap to escape.
- Eventually you'll come across Lucian and switch off to control him again. The next area has Golems and Lizard Men, so just run through without fighting. You'll reach the SOlar Crystal soon after, with an exit to the west.
- You'll switch back to Aaron for an almost-identical bit, only Aaron is more-suited to fighting the Lizard Men and GOlems. Lucian and Aaron will eventually end up in the same room.
- You now have a puzzle. Each switch can only be used once, so if you mess up you'll need to reset it to continue.
- Switch to Lucian and find the switch to toggle the platforms, then go the southern area of the room and stand by the two switches. Change to Aaron and flip the switch in the southwest corner, then walk east until you're blocked by a lowered platform.
- Switch to Lucian and hit one of the switches he's near, then change back to Aaron and move him further along the path. Switch to Lucian, hit the other switch, and then move Aaron across the next pass.
- Use Aaron to hit the switch in the northwest corner, then move Lucian to the place near the switch by the pressure pad in the northwest area. Move Aaron down to the pressure pad in the northeast area, then change to Lucian, hit the switch, and walk across to the pad to complete the puzzle.
- You'll continue on as Lucian - head up to the next floor and defeat the Goat Chimera the same way you did before. Aaron has to fight the Antlion, so keep the Clout Terrennial equipped to reduce the fight's length.
- You'll be fighting Dumas next, so be prepared. Stock up on everything you need, and charge up Lucian's Trance Meter as much as possible. Equip Aaron with the Witch and the Solar Terrennial to deal the most damage.
- BOSS FIGHT: Dumas
- Dumas uses mostly close-range moves, meaning Aaron is the better choice for the fight. A sphere will periodically form around Dumas as an indicator that he's charging a powerful elemental attack - the color of the sphere indicates what element.
- Attack with the opposite element of Dumas' sphere to interrupt him and deal easy damage. If you don't, three lines will flash across the screen to indicate his direction of attack. Dash perpendicular to the lines and change direction after the attack. For example, if the lines go north three times, run west, then east, then west to avoid them.
- Dumas has another move where he turns into a swarm of bats. Run from this, since they can siphon your HP. Lucian's Trance with Nero deals decent damage, but isn't as effective as it usually is here.
- When you have him almost defeated, you'll discover who your true enemy is.
Chapter VI: East of the Sun, West of the Moon
- NOTE: Lunar Knights is done in an isometric view, also known as the three-quarters view. As such, the four cardinal directions - North, South, East, and West - apply to diagonals. For this walkthrough, north is upper-right, east is lower-right, south is lower-left, and west is upper-left.
Planet Eater Byron
- Make sure you're stocked before you go to face off against Polidori. You'll have to run a gauntlet, and won't be able to save, so before you do this is a wonderful time to level up weapons, do side quests, stock your inventory, buy accessories, etc.
- When you arrive, the first room contains chests for easy loot. The next room has a trap - use Aaron to kill the Vorns, then then cannons. The next area has a lot of narrow walkways flooded with Dogs and Skeleton Archers. Move slowly, and lure enemies by whistling to take them out one by one.
- Past the second trap room you'll find a switch to lower the bridge. When you cross you'll be trapped, again. Equip the Dark Terrennial to Lucian and go to town on the enemies here. Past this is an elevator to the next floor.
- You'll be in another trap room soon enough with Lizard Men and Pork Cannons. Use Aaron to dish out the damage, then head west. There are some supplies here you're probably hurting for, so grab them, then head back and take the east exit.
- You'll be trapped - again - with Golems and a path that winds. Block the Golems with your shield, and hope that they knock themselves into a stun. The path takes you to yet another trap, which is a room full of Lizard Men.
- After you defeat the Lizard Men, you can either go north or west - head west first to find a Ressurective, then head north. There's a bridge trap like the one you've already been in, complete with several waves of Skeletons. Soon, you'll be rescued and can continue.
- Welcome to the boss pit-stop room. Save your game, charge up, take a break if you need to.
- BOSS FIGHT: Polidori
- Keep an eye on Polidori during the cutscene - when he looks like that is when he's at his weakest. He'll summon bosses you've previously fought - when he does, run. Eventually he'll change shapes to look like a four-point flower. Block his shots, and shoot him with Aaron.
- Run from the majority of Polidori's attacks. You'll be able to see where he'll attack by watching the shadows. After a while, the battle will continue in space.
- Use the Solar Terrennial for this fight to cause massive damage. When he fires the rings of lasers, stay in the middle of them to avoid taking damage. You can still attack while he's doing this, so take advantage.
- Eventually, Polidori will form a star - when he does, shoot the eyes on each arm before they get the chance to do the same to you. You'll need to fight him three times before you have the chance to finish him off. When you fly inside of his body, hold the stylus over his head and hope you have the energy to finish him before he finishes you.
- Congratulations! You've just completed Lunar Knights for the Nintendo DS!
Extras
- This section of the walkthrough contains information on the side quests and weapons of Lunar Knights.
Contents
Side Quests
- All of the side quests are found by talking to certain characters multiple times. Find the contact and talk to them until you receive the mission. When you go to the level, you'll have an option to select any active missions for that level to try it. You can gain various rewards by completing these, even different rewards for completing the same mission multiple times.
- Side quests fall into a few basic types - Time Trial, Monster Hunt, Ghost Hunt, Solo Hunt, and Battle Trial. The missions with names besides those listed are variations of the Time Trial type.
- Time Trial: The Time Trial is a race to get to the exit or entrance of the level before the timer at the top of the screen counts down to zero. Enemy layouts will be different from regular play through, and there are trap fights to slow you down. Run, and don't fight anything you don't have to.
- Monster Hunt: There will be a number in the upper-right of the screen that tells you how many enemies are in the level. Defeat enemies until that number reaches zero.
- Ghost Hunt: Ghosts possess enemies in the level, and sometimes you won't see the ghost and will be forced to kill enemies at random. Once you find and defeat the three enemies possessed by Ghosts, you'll win.
- Solo Hunt: Similar to Monster Hunt, but with only Aaron or Lucian, not both.
- Battle Trial: You'll be in an enclosed area, and will face waves of enemies. Defeat them all to win.
- The following is a list of the side quests by level, followed by the name of the contact who assigns the side quest and their location.
Hunting Mansion - Forecourt
- Transport the Herbs!: Old-Fashioned Shopkeeper, Acuna General Store
- Ghost Hunt: Soothing Guildswoman, Guild Hideout
Hunting Mansion - Interior
- Time Trial: Hopeful Man, Acuna Pub
- Ghost Hunt: Soothing Guildswoman, Guild Hideout
Old Culiacan - 13th St.
- Monster Hunt: Quiet Pubmaster, Old Culiacan Pub
- Time Trial: Hot-Headed Guildsman, Guild Hideout
Old Culiacan - Sewers
- Battle Trial: Hot-Headed Guildsman, Guild Hideout
- Get the Mushrooms!: Old-Fashioned Shopkeeper, Acuna General Store
Santa Cecilia Station
- Monster Hunt: Quiet Pubmaster, Old Culiacan Pub
- Ghost Hunt: Soothing Guilsdwoman, Guild Hideout
Armed Train Irving
- Solo Hunt 1: Hot-Headed Guildsman, Guild Hideout
- Solo Hunt 2: Hot-Headed Guildsman, Guild Hideout
New Culiacan
- Monster Hunt: Hot-Headed Guildsman, Guild Hideout
- Ghost Hunt: Soothing Guildswoman, Guild Hideout
Weapons/Shields
- You can find new weapons by returning to old levels and exploring the new areas unlockable by changing the climate, or various other means.
Weapons
- Dark Lance Jormungandr: Return to the Haunting Mansion - Interior, and to the room where you fought Rymer. On the far side of the room is an exit, beyond which are lots of elemental blocks. Destroy them using the Earth Terrennial, which leads to a pretty linear path with only one room where you'll actually have to remember where the trapdoors are. Past that room is an entrance to the Underground Ruins - the puzzles here are of the basic switch-flipping variety. At the end of it all is the Dark Lance, Jormungandr.
- Dark Scythe Hel: Once you complete Chapter Three, return to the Old Culiacan Sewers. You'll find you way to an elemental block that's blocking an exit to the west. Destroy it, and the next area has a platform riding section that passes by three elemental switches. Have Aaron shoot the middle switch with the Frost Terrennial, and the door to the next area will open. There, ride the platforms to get to the western exit on the north wall. Keep moving north until you reach an elevator to the Ice Cave. This area has a lot of ice-sliding puzzles. At the end is a room with a chest containing the Dark Scythe, Hel.
- Solar Gun Bomber: Most of Aaron's weapons are obtained from the regular play through, but this one is worth the extra effort. Head to the Armed Train Irving level, and return to the boss pit-stop room before the fight with Stoker. You can now go north and south of here. To the south is a Ninja Suit and Warrior's Ethic that are worth grabbing, and to the north is the Solar Gun, Bomber.
Shields
- Red Cross: Return to Old Culiacan - 13th St., and to the beginning of the level to the room with the practice dummies. Head west and you'll find Red Cross, a shield that restores a portion of your HP for every successful block and attack.
- Snake Eyes: In New Culiacan, east of the room with five exits near the beginning of the level, is a pressure switch puzzle. Stun a Golem on the switch and head across the path of spikes to find Snake Eyes.
- Blue Spine: This is only available on your second play through. In the Dark Castle Auguste, at the part where Aaron and Lucian split up, take Aaron's path to find it. It will damage enemies when you successfully counter attacks.
Vambery Tower
- This is a bonus level that acts as an epilogue to the game's storyline. It's a loop of ten levels, looped ten times, for a total of 100 levels. Each loop is ended by a boss fight, and while the layout of the loop remains the same, the enemies change as you get to the higher levels. If you die, you'll be sent back to the beginning of the loop you're on(1, 11, 21, 31, etc.).
- Below is information on the loops, with what boss you'll fight at the end and what you'll gain by defeating them.
- Loop 1: Pigs, Porks, Orcs - Training Boots
- Loop 2: Antlion - Winter Boots
- Loop 3: Goat Chimera - Sound Data
- Loop 4: Dragon Chimera - Sound Data
- Loop 5: Manticore - Sound Data
- Loop 6: Rymer - Cursed Boots
- Loop 7: Poe Twins/Poefighter - Cursed Scarf
- Loop 8: Baron Stoker - Cursed Helmet
- Loop 9: Dumas - Eclipse Eye
- Loop 10: Polidori - Eclipse Goggles