Cute Knight – Endings Guide (walkthrough)


Cute Knight - Endings Guide

The following is a guide to all the endings in Cute Knight ~ Kishi Kawaii. 
Spoilers, obviously, abound.

Special Event Endings

1. "The Royal Family"
2. "False Princess"
3. "Fairytale Wedding"
4. "Royal Knight"
5. "Family Magic"
6. "Warrior Wife"
7. "Partners"
8. "Dragonslayer"
9. "Oops"
10. "Slacker"

Adventuring Endings:

11. "Hero"
12. "Fighter"
13, "Martial Artist"
14. "Thug"
15. "Witch"
16. "Sage"
17. "Sorceress"
18. "Druid"
19. "Assassin"

Academic Endings

20. "Professor"
21. "Student"
22. "Strategist"
23. "Inventor"
24. "Philosopher"

Social Endings

25. "Advisor"
26. "Bodybuilder"
27. "Banker"
28. "Socialite"
29. "Bride"
30. "Writer"
31. "Dancer"	
32. "Street Dancer"

Religious Endings

33. "Church Leader"
34. "Nun"

Thief Endings

35. "Queen of Thieves"
36. "Beggar"
	
Career Endings

37. "Innkeeper"
38. "Maid"
39. "Chef"
40. "Assistant Chef"
41. "Waitress"
42. "Bouncer"
43. "Shop Owner"
44. "Shop Worker"
45. "Dressmaker"
46. "Assistant Dressmaker"
47. "Doctor"
48. "Nurse"	
49. "Vet"
50. "Equestrian"
51. "Stable Worker"
52. "Librarian"
53. "Library Worker"
54: "Children's Entertainer"


---

General tips: 

Most good endings require you to have a Dream score of at least 50 and 
possibly 100. Don't end the game with bad Dream!

The formulas involved in reaching endings are tricky. There are certain 
hard requirements that you MUST have in order to get a certain ending, 
but it's not that easy to say exactly what will give you which result if you 
meet the hard requirements for several possibilities. The description of the 
ending will give you suggestions about what to focus your attention on 
while you play, but you may not always get the ending you think you will.

---

Special Event Endings

Most endings only appear when the character turns 21 or runs out of 
Dream. These endings can happen at any time when the events around 
them are reached.


1. "The Royal Family"

	This is the 'true ending', the only one that answers the questions 
about your identity. Therefore, it takes some extra work to reach. It's a 
good idea to get ending 2 before ending 1.
	
	Take a job reading to children at the library and continue doing this 
so that you meet the old woman. After you've met her a few times, ask her 
about Princess Alexandra, and you will find out about the birthmark.
	
	Visit the slums and fight in the dungeon to raise your Sin over 50 
so that you are unable to leave the slums and meet the gang of thieves. 
Pick through the trash until you meet a girl with pink hair. Now alternate 
between picking through the trash and volunteering at the doctor's until 
you find out who that girl is and convince her to go home.
	
	Go back to town and train to raise your Mind, Luck, and Charm, 
until you are able to win the Flower Queen contest at the spring festival. 
Show your birthmark to the Queen.
	
	Variants: Either the PC or Kirelan may be selected as the eventual 
heir. If you were also pursuing a romance with him, you may end up 
ruling together.

2. "False Princess"

	To reach this ending, you need to prove to the Queen that you are 
the missing Princess Alexandra. If you defeat the wizard in the third level 
of the dungeon, you will find Alex's signet ring. Also, if you work at the 
library reading to children long enough, you will meet the nursemaid. Ask 
her about the princess to learn about the birthmark.
	
	Now raise your Mind, Luck, and Charm so that you can win the 
Flower Queen contest at the spring festival. Show the ring or the 
birthmark to the Queen. You can also meet the Prince at the stables, raise 
your Charm enough to talk to him, claim to be his sister, and show him 
your birthmark or ring.
	
3. "Fairytale Wedding"

	To reach this ending you must meet and marry Prince Kirelan. He 
can usually be found at the stables at the end of the month, so keep 
working there. However, working at the stables lowers your Charm. You 
need a Charm of at least 50 to get over being tongue-tied, so you'll have to 
find other ways to keep your Charm up.
	
	If you try to pursue the romance, eventually the Prince will ask you 
to meet him on a certain date. Visit the Church on the map at that time and 
make sure you have a Taming skill > 70, Charm > 70, Dream > 50, and 
Sin < 50. If you meet the requirements, he will ask you to marry him. 
Otherwise, you will just be friends. 


4. "Royal Knight"

	To reach this ending, defeat the Black Knight at the Midsummer 
Festival.
	
	Variants: If you have enough Charm and Mind, you will become a 
diplomat, otherwise you will be just a festival champion.

5. "Family Magic"

	Train in Magic at the university and make friends with Rose. 
Agree to be her "sister". After she teaches you the Rain charm, then 
sometime when you go to class during the first half of the year, she will 
mention the Wizard's Challenge. After she does this, the magic teacher 
will be angry with you and bar you from the class, so you may want to 
take classes only in the second half of the year for a while to be sure you 
can get your skill high enough before you are barred.
	
	After you have been barred from the class, win the Wizard's 
Challenge at the Midsummer Festival. Orchid will apologise and offer to 
adopt you.

6. "Warrior Wife"

	Work as a Bouncer at the Inn until you have to help carry 'Shane' 
home. This is the weapons instructor - take his class again after this and 
he'll give you a bonus.
	
	Raise your Charm over 40, your Weapons skill over 40, and your 
XP over 200, then work as a Bouncer again. Shane will ask you out. (If 
your XP is under 200, the date ends badly.) After the date, return to 
Combat class to marry him.
	
7. "Partners"

	Work at the library a lot while also adventuring in the dungeon and 
raising your XP. The Librarian will take an interest in you and eventually 
ask you to train her. You will have to find a plain wooden staff for her 
(either craft one or wait until they are available in the store), and then she 
will give you a magical necklace. Keep going like this and she will ask to 
become your sidekick. 

8. "Dragonslayer"

	This ending is received if you defeat the dragon at the bottom of 
the dungeon. It's a good idea to take out the four elemental guardians 
around the outside of the lowest level first. If your skills are high enough 
and your items and potions are good enough, this could turn out to be an 
easy fight.
	
	Variants: If you haven't already found Alex, she 'mysteriously' 
reappears after the dragon is defeated and the barrier around the slums is 
removed.

9. "Oops"

	This is one of the last endings in the gallery, but it falls into this 
category. If you assist the Crafting Teacher with all of his special projects, 
finding him all the components he asks for, raising your magic to at least 
50, and volunteering for his final experiment, it will Go Boom.
	
10. "Slacker"

	To reach this ending, start the game by resting in the Town Square, 
and continue to do absolutely nothing else. After a while, the game will 
end. 
	
---


Adventuring Endings:

These endings generally rely on combat, magic, and XP.

11. "Hero"

	You need to be talented in both weapons and magic and to have 
reached a high XP.
	
	Official requirements: Weapons  > 90, Magic > 90, Dream > 50, 
Sins < 25, XP > 800

12. "Fighter"

	High combat skills and good XP. Strength also adds a bonus.
	
	Official requirements: Weapons > 50, Sins < 50, Dream > 50, XP 
> 800

13, "Martial Artist"

	Maxed-out weapons skill. Luck and Strength add bonuses.
	
	Official requirements: Weapons >= 180.
	
	Variants: With high Charm, you are a performer, otherwise you 
travel to compete.
	
14. "Thug"
	
	Strong and tough, but mean and not very bright. Mind and Charm 
subtract from this ending.
	
	Official requirements: Strength > 75, Weapons > 50, Sins > 25.

	Variants: If you do manage to reach this ending with some Mind 
and Charm, you can become a warlord. 
	
15. "Witch"
	
	Strong talent in magic. Mind helps.
	
	Official requirements: Magic > 50, Dream > 50, XP > 550.
	
16. "Sage"

	A very talented mage who has learned every charm in the game. 
(One you get from Rose, one can be found reading the books in the 
library, and one is taught by the nun at the church if you meditate there.)
	
	Official requirements: All Charms, Mind > 125, Dream > 100
	
17. "Sorceress"

	A sexy and slightly wicked magic user!
	
	Official requirements: Magic > 50, Charm > 50, Sin > 0, Dream > 
50
	
18. "Druid"

	A magic-user who is also very fond of nature and animals.
	
	Official requirements: Sin < 50, Taming > 100, lots of Charm and 
Magic.
	
19. "Assassin"

	A fighter who is also a thief. Good weapons skills and having done 
thief tasks a lot helps.
	
	Official requirements: Luck > 100, Sin > 50, Dream > 50
	
---

Academic Endings



For these you will generally need a lot of Mind.

20. "Professor"

	Spend most of your time taking classes, and be sure to take every 
class at least once.
	
	Official Requirements: Mind > 150, Dream > 100
	
21. "Student"

	Same as the Professor, but with lower requirements.
	
	Official Requirements: Mind > 60. 
	
	Variants: With good Charm, you will marry a professor.
	
22. "Strategist"

	Good Mind and Weapons skills, but not a lot of XP. You know 
how to fight, but you haven't done it much.
	
	Official Requirements: Mind > 75, Weapons > 50, Dream > 100
	
23. "Inventor"

	Master both Crafting and Brewing skills.
	
	Official Requirements: Crafting > 100, Brewing > 100, Dream > 
100.
	
	Variants: What you invent and whom/if you marry. With enough 
Mind you decide to build the perfect man yourself!

24. "Philosopher"
	
	Study all the various kinds of mental disciplines - math, magic, the 
church, and the library.
	
	Official Requirements: Mind > 100, Magic > 30, Dream > 100
	
---

Social Endings


For these you will generally need a lot of Charm.

25. "Advisor"

	Spend time meeting people (dancing at the festival, socialising) 
and taking classes that are NOT combat. 
	
	Official Requirements: Charm > 180, Mind > 100, Dream > 100, 
Sin < 25.
	
26. "Bodybuilder"

	Strong and charming, but not very bright or very good with 
weapons. High stamina also helps.
	
	Official Requirements: Strength > 100.
	
27. "Banker"

	Do social things, take math class, and end the game with a lot of 
gold.
	
	Official Requirements: Charm > 100, Mind > 75, Dream > 100, 
Gold > 500
	
	Variants: If you have high Sin, you may become a loan shark.
	
28. "Socialite"

	Do lots and lots of social things.
	
	Official Requirements: Charm > 100, Dream > 100, Sin < 60
	
29. "Bride"

	Same as Socialite but less successful.
	
	Official Requirements: Charm > 50, Sin < 60
	
	Variants: Several slightly different husbands possible.
	
30. "Writer"

	Take dance class and perform as a bard a lot.
	
	Official Requirements: Mind > 125, Charm > 100, Dream < 110
	
	Variants: If sinful, may also become a spymaster.
	
31. "Dancer"

	Same as writer, but with less mind.
	
	Official Requirements: Charm > 100, Dream > 100, Sin < 50
	
	Variants: Success in your career depends on Strength, Stamina, 
and Luck.
	
32. "Street Dancer"
	
	Same as dancer, but even less mind, and possibly some sin. Having 
partied for money adds to this ending.
	
	Official Requirements: Charm > 50
	
	Variants: Will marry a bard if not sinful.
	
---

Religious Endings

33. "Church Leader"

	Spend lots of time visiting the church.
	
	Official Requirements: Mind > 100, Charm > 100, Dream > 100, 
Sin < 25
	
34. "Nun"

	Spend a lot of time meditating at the church.
	
	Official Requirements: Sin = 0
	
---

Thief Endings

35. "Queen of Thieves"

	Visit Jareth and his gang a lot, pickpocket and steal. Luck and lots 
of Gold help.
	
	Official Requirements: Dream > 100, Sin > 0
	
	Variants: Solo burglar, leader of a criminal network, or hanging on 
to whoever's in charge.
	
36. "Beggar"

	Steal occasionally, but be no good at anything and run out of 
Dream.
	
	Official Requirements: Dream < 50, Sin > 0
	
---

Career Endings

These will depend on what job you did most often. Most jobs have a Good 
(high dream) and a Bad (low dream) result.

37. "Innkeeper"
	
	All inn jobs. Mind > 100, Dream > 100.
	
	Variants: Charm and Cooking skill affect your success.

38. "Maid"

	Cleaning the Inn. Dream < 100.
	
	Variants: Steal if sinful, marry if charming.
	
39. "Chef"
	
	Cooking at the Inn and the class.

	Cooking > 150, Dream > 100.
	
	Variants: May hire Abby if you made friends with her. May open a 
candy shop if charming.
	
40. "Assistant Chef"

	Failed Chef.
	
41. "Waitress"

	Waitress and barmaid. No requirements, but charm helps.
	
	Variants: Low stamina gives you a bad ending. If sinful and 
charming, may decide to take up a different line of work.
	
42. "Bouncer"

	Strength > 100.
	
43. "Shop Owner"

	Both moving boxes and salesgirl count. Mind > 75, Dream > 100
	
	Variants: Who you marry, how well your business does.

44. "Shop Worker"

	Failed Shop Owner. Also the job you will probably get if you fail 
everything but are not sinful enough to be a Beggar.
	
45. "Dressmaker"

	Crafting and Seamstress job. Crafting > 100, Dream > 50
	
	Variants: Charm and Mind affect your success.
	
46. "Assistant Dressmaker"
	
	Failed Dressmaker.
	
47. "Doctor"

	Assist the slum doctor. Mind > 100, Dream > 100, Sin < 60
	
48. "Nurse"

	Failed Doctor. Mind > 50, Sin < 30
	
49. "Vet"
	
	A doctor who also tends animals at the stables. Mind > 50, Taming 
> 50, Dream > 100, Sin < 50
	
50. "Equestrian"

	Good with animals and also wealthy. Taming > 75, Dream > 100, 
Sin < 60, Gold > 200
	
	Variants: Breeding stables or racing.
	
51. "Stable Worker"

	Failed Equestrian. Sin = 0.
	
52. "Librarian"

	All library jobs. Mind > 100, Dream > 100
	
	Variants: Study magic, discover secrets, running an entertainment 
service, possible marriage

53. "Library Worker"

	Failed Librarian
	
	Variants: Different mishaps for different bad skills.
	
54: "Children's Entertainer"

	Read stories to kids. Taming > 50, Dream > 50, Sin = 0;
	
	
	
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