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Cyber Knight New Player’s Guide
~By tankMage (January 2017)
This guide is designed to aid new players in understanding the basic mechanics of Cyber Knight for the SNES. As such, it is not a full walkthrough and is only intended to supplement the knowledge gaps in current guides. The topics covered in this work include a brief explanation of skills, stats, weapons systems, and combat as well as some tips on defeating the final boss.
1. Equipment and Stats
a. Character Skills
d. Weapons, Options, and Fields
2. The Swordfish (Spaceship)
a. The Bridge
b. The Lounge
a. Neoparts and How to Farm Them
b. Avoiding Random Battles
c.Surviving Dangerous Areas
d. The Berserker Queen
1. Equipment and Stats
Cyber Knight features six playable characters and an assortment of equipment configurations. Learning the strengths and limitations of each character as well as the properties of your arsenal of weapons is key to success in this game. The following sections describe the various properties of the characters, weapons, items, and modules you will encounter in Cyber Knight.
a. Character Skills
Every character has two skills that affect how he or she performs certain tasks and in many cases determines what tasks he/she can perform. Each playable character has two skills: a primary skill and a secondary skill. The primary skill is usually roughly three times higher than the secondary skill, so a character that specializes in the Science skill will have a bonus of two for Fight if her Science skill is six. All playable characters possess the Fight skill and only vary in regards to their primary skill. A character’s class indicates his specialty, so a character who is described as a Soldier specializes in Fight as a primary skill.*
The player can choose to take any two characters into the field along with the main character. Keep in mind that it is sometimes necessary to bring a specific character with you in order to complete an objective, so try to keep everyone at a decent level. The max level for any playable character is sixteen and requires 40,000 experience to reach. Characters that perform actions like defeating enemies, fixing mechs, or completing a mission objective will gain bonus experience upon returning to the Swordfish alive (except Soldiers, who receive extra experience from battles) The following is a brief explanation of each skill**:
Fight: This skill is checked during battles and appears to affect the character’s ability to evade incoming attacks as well as hit enemies. Characters with high Fight scores are valuable in battle and are more likely to survive. The Commander and the soldier classes (Klein and Kiri) excel in combat, so players would be wise to bring a couple of soldiers to a boss fight.
Mecha: The Mecha skill allows characters to repair Mechs using a repair kit. The higher the skill, the more points are restored to damaged mechs. Mecha can be a very helpful skill, because the game only allows players to carry a maximum of ten repair kits. Vynd specializes in Mecha and must accompany the Commander in order to complete some missions.
Medic: Nehjena’s specialty, Medic allows a character to use medkits to heal wounded allies. As with Mecha, a higher Medic skill level makes the limited number of medkits you can carry stretch further.
Science: This skill is needed to complete a mission at one point in the game. Science also makes it more likely that the party will recover a neopart from defeated enemies. Shine is Cyber Knight’s dedicated Scientist.
*The Commander class (main character) is an exception to this rule, since he can use every skill.
**This information has not been heavily tested and some of the observations stated in this guide may not be fully accurate.
Each playable character has stats that determine how he or she performs in battle and certain other tasks. The following is a brief explanation of each stat. At the beginning of the game, the player will be asked to allocate stat points for the commander, so knowing how each stat will affect his performance is very beneficial. Character stats remain fixed throughout the game.
Power: This stat determines a pilot’s max Life Points (LP). The formula for LP is: power/2*10. So a character with 10 power will have a max of 50 LP. Players should make sure the Commander starts with at least 8 power to ensure that he will have enough LP to survive combat.
IQ: Indicates a character’s intelligence. Seems to have an impact on the outcome of repair, heal, and Neopart drops.
Quick: Measure of a character’s speed. This stat determines when a character acts in combat. Characters with high Quick are more likely to move and attack before the enemy.
LP: Life Points represent how much damage a character can take before dying. Characters will often lose a few LP every time their module takes damage. Once a character’s LP reaches zero, he/she will be considered dead and unable to participate in battle or perform any actions. Visiting medical in the Swordfish will revive fallen allies. Having a character with the medic skill use medkits to heal the party can help prevent death.
EP: Possibly stands for “Energy Points”, this stat represents a module’s durability. Enemy attacks can damage a module and eventually destroy the unit. Just like with LP, a module is considered destroyed once it’s EP hits zero and cannot act until repaired. Having a character with the mecha skill use repair kits to replenish EP can prevent a mech’s destruction. Visit the hangar and select the fix command to repair modules completely.
Modules are the term used by Cyber Knight to describe the combat mechs piloted by the playable characters. Players can outfit their modules in the hangar aboard the Swordfish. There are several different models to choose from, each with its own strengths and weaknesses. Some modules have high armor and can equip heavy weapons, while others focus on speed. Players should experiment with module combinations in order to build a party that matches their play style. There is only one of each type of module available in the hangar and characters with high Fight skills will get the most out of their mechs, so keep this in mind when putting a team together.
Stats for each module can be viewed in the hangar. The useable weapon size, how many weapons can be carried, the quantity and type of optional weapons that can be equipped as well as how many fields can be carried are all indicated in the hangar status screen. The armor rating, movement speed, and several other stats can also be viewed on the module status screen in the hangar. Take some time to familiarize yourself with the capabilities of each module and equip it accordingly before taking it into battle.
d. Weapons, Options, and Fields
Weapons: Players can choose from a number of different armaments, both for ranged and close combat. Arms are split into different damage types that can be viewed under the “Arms” option in the hangar. Damage types include laser, beam, heat, impact, and special. Players can get an idea of how much damage a weapon can deal by referring to the numerical value listed under the power stat in the Arms list.
Weapons also target foes in different ways. Weapons like the masher claw or ray sword are considered melee weapons and can only hit targets adjacent to the player’s mech. Laser pistols, plasma cannons, and many other weapons are able to strike a single target from a distance. Finally, weapons like pulse lasers and machine guns are able to hit the entire group of enemies.
Weapons are also categorized by size and the number of hands required to operate them. Some modules are limited to using only small weapons, while others can use larger arms and two handed weapons preclude the use of shields. Modules are also limited to using certain damage types and can only carry four or five weapons at once.
Players should take time to view the Arms list and equip their modules (mechs) with a variety of weapons to ensure that they can deal with unexpected combat scenarios. All modules should have at least one melee weapon and two types of damage if possible. Be sure to equip the most powerful weapons you have, since even modest increases in damage can sway the tide of battle considerably.
Options: These are powerful weapons that have a limited amount of ammo. Options function nearly identically to normal weapons aside from the fact that their are no melee type options and they occupy a different equipment slot on the module. In addition to having damage type, targeting method (single or all foes), power and size stats, Options are also placed on specific parts of the module such as the arms or shoulders. Many modules are limited to carrying only a few heavy options or many lighter special weapons.
While optional weapons are limited in terms of ammo, the player can equip multiple copies of an option given that the module has slots available. Options are generally best saved for boss fights and tough enemies due to their ammo restrictions. Like normal weapons, it’s best to avoid relying on a single damage type, because enemies can resist options as well. Don’t be afraid to unload all your options in a battle if you find the enemies in a new area to be too difficult, because you can restock them by returning to the Swordfish.
Fields: Each module can carry a number of single use defensive items known as “fields”. Fields fortify the user’s mech against a specific damage type for the duration of the battle in which they are activated. The only restriction placed on fields is the number that can be carried by a particular module and players can choose any combination they wish. Like options, fields can be replenished upon returning to the Swordfish.
Fields are an asset in boss fights, so be sure to activate the appropriate one in the beginning of battle. Doing so will sacrifice a turn for each character, but cut down incoming damage considerably; making it possible for weaker pilots and modules to survive furious onslaughts. It’s wise to always carry as many different field types as possible unless you know exactly what you will need for the boss. Unfortunately, it’s difficult to ascertain what type of damage a boss inflicts and you will have to observe the boss’s attacks in order to choose the correct field.
It is highly important to understand how damage type resistance works for enemies and player modules. Modules appear to lack innate resistances, relying on their pilot fight skill, evade, and defense to mitigate damage (note: fields allow modules to resist damage for a limited time). Modules using a field or those that have powerful defense stats will sometimes completely shrug off an enemy attack. This is indicated by a graphic that resembles a projectile bouncing off of an invisible barrier surrounding the module. While player defenses are very helpful, enemies can resist attacks as well. It is not at all uncommon for enemies to be almost completely resistant to one or more damage types and the game will communicate this by displaying the shield graphic after the player attempts to damage the foe. Be sure to experiment with a number of damage types and use modules suited to operating in the area you are exploring.
2. The Swordfish
While most RPGs have players traveling from town to town on foot, Cyber Knight’s heroes use a spaceship called the Swordfish as their base of operations. The Swordfish not only ferries players from one planet to another, but also serves as an inn, shop, and save point among other things. The party is restricted to moving around only in the ship while in space and can exit the vessel after landing on a planet. The Swordfish is visible on a planet’s overworld map and can be accessed at any time by the player if he or she steps onto the ship’s sprite. Remember that you can always revisit the Swordfish to heal and replenish your weapons as well as save any time you wish.
Note: Each location in the Swordfish has a “move” option that brings up a map of the vessel that allows players to choose any room they wish to visit. This feature is not included in the following descriptions for the sake of brevity.
a. The Bridge
The Bridge serves as the ship’s navigation center and players can choose from a number of options that allow them to move around the galaxy. The Bridge commands are as follows:
World info: The Swordfish will scan down the planet (if it happens to be parked near one) and provide an analysis of the target. This is an important command that is needed to advance the story in many cases. It will also point out any points of interest on the planet that the Swordfish can land on.
Land: As the name implies, this command makes the Swordfish enter a planet’s atmosphere and touch down on the surface given that it has an area suitable for landing. In some cases you can choose from multiple landing sites on a single planet. It’s a good idea to check this command even if the world info function did not reveal a landing point; sometimes worlds have hidden places to land. The party can exit the craft after landing by moving to the hangar and selecting the deploy command.
Takeoff: The spaceship will leave the planet’s surface upon selecting this option (it will do nothing if you happen to be in space already). It is necessary to takeoff in order to use the jump commands.
Short Jump: This function will move the Swordfish from one planet in a star system to another almost instantaneously. A chart with each planet in the star system you currently occupy will appear once you select the short jump command. Move the cursor to the planet you wish to visit and hit the “A” button to initiate the jump drive. You can skip the animation by hitting “A” a second time.
Long Jump: This feature allows you to move from one star system to another in the same manner as the short jump command. A map of the portion of the galaxy you currently occupy will appear after selecting the long jump function. The Swordfish will only be able to jump to star systems that are adjacent to it at first, but you will receive upgrades that allow for longer jumps as the game progresses.
b. The Lounge
The player can visit the lounge to view data on the playable characters and switch party members here. The commands for the lounge are as follows:
Data: Displays info on each playable character. This information includes their experience level, power, IQ, speed, and skill values. A character’s sex, name, class are also displayed on the data screen.
Party: This option allows you to choose two crewmembers to accompany the Commander on excursions. You can choose from five playable characters, each with their own stats that can be viewed in data.
This room only has one function aside from the move command. Be sure to visit the lab after acquiring neoparts to ensure that your modules are operating at peak efficiency.
Analyze: You will sometimes be awarded an item called “neoparts” after defeating enemies. Use the analyze function in the lab to extract data from the neoparts and get upgrades for your modules. For more info see the “Neoparts and How to Farm Them” section of this guide.
The medical lab features two highly important functions that allow you to heal your pilots and save your progress. Visit this area regularly to avoid losing progress you have made in the game.
Medical Care: This command fully restores your pilots’ life points and resurrects any dead team mates. You should always use this after returning to the Swordfish to avoid needlessly losing allies in battle.
Clone Code: This allows the player to save the current state of his/her game session for later use. There are four save slots labeled DNA1 through 4. Be sure to create at least two saves for the game you are playing in case you make a mistake. Also save often so you can avoid back tracking through large portions of the game if you die in battle.
The party’s modules are housed here. The player can view data on equipment/modules, repair modules, restock supplies, change modules/equipment, and set out on an expedition via the hangar. You’ll also start out in the hangar upon reentering the Swordfish. Here’s a brief description each hangar command:
Fix: Repairs your modules and restocks ammo as well as medkits and repair kits.
Arms: Allows you to view info on the weapons, options, and fields you have acquired. For more information see part d under Combat and Stats section.
Equip: Use this function to select the weapons, options, and fields you want to use with your current modules.
Module: This command allows you to choose modules for each pilot and view their stats. See part e under the Combat and Stats section to learn more about modules.
Deploy: Selecting “Deploy” will cause your party to exit the Swordfish in their modules if the craft is currently located on an explorable world.
This section is a compilation of miscellaneous information about the game that players may find helpful. Cyber Knight can be difficult at times and these tips should help players deal with some of the hazards they will encounter on their journey.
a. Neoparts and How to Farm Them
Neoparts are valuable loot dropped by some enemies…in fact they are the only thing you will receive from enemies aside from experience and pain. Once analyzed in the lab aboard the Swordfish, a neopart will award the player a bonus. These bonuses include new pieces of equipment, damage boosts to certain weapon types, and increased module stats, which makes them essential to a successful quest. Most neoparts only yield one or two bonuses, but it may take some light grinding in order to get them to drop.
Players who wish to speed up the neopart collection process can take the pilot Shine along with them. Shine is the only character besides the Commander who has the science skill, which increases the likelihood of a neopart dropping. Since Shine is a scientist, his science skill is also the highest in the game, which means you will find neoparts very quickly. A high science skill can be helpful in dangerous areas that have many mechanical foes (most of the neoparts available in Cyber Knight are dropped by machines), because the increased drop rates will allow you to collect neoparts and upgrade your modules more quickly, reducing the risk involved with fighting powerful foes.
b. Avoiding Random Battles
Cyber Knight had a high random battle rate even for a Japanese RPG. This can make exploration tedious and dangerous. Fortunately there is an easy trick to reducing the rate of random encounters: the encounter rate drops off dramatically if you stand still for a few seconds after taking a step. There seems to be a correlation between how many steps you take and the likelihood of a battle occurring, with the odds of getting into a random battle rising with each step you take. Standing still seems to reduce these odds and the longer the player waits, the less likely he or she is to get in a fight.
This method seems to work best if you take about five steps, stop for three seconds, then take five more steps. It’s also possible to wait longer periods of time and walk further, but it’s more of a gamble since the odds must have a cap on how much they can diminish over time. Keep in mind that this trick is not a guarantee that you will not be attacked, but it will make exploration more bearable.
c. Surviving Dangerous Areas
There are several points in Cyber Knight where the difficulty amps up considerably. Knowing who to bring and how to fight efficiently is key to survival. Cultivating the habits described in the following list will help you survive tough spots in this title.
Pay Attention to Enemy Resistances
Stay near the Swordfish and see how enemies react to your equipment set up when you first visit a planet. It’s generally wise to make sure each party member has more than one type of weapon to ensure that they can damage attackers. Knowing what types of damage are most effective against denizens of a particular planet can make life much easier, so be sure to return to the ship and change out your gear accordingly if necessary.
Bring the Appropriate Fields
Some bosses and regular enemies can be lethal, so make sure you have as many fields as possible in each character’s inventory. Knowing what type of damage an enemy inflicts is particularly helpful, so take time to observe what kind of weapon your enemy uses before activating a field.
Kiri and Kleine are Your Friends
The fight skill has a subtle yet significant impact on how a character performs in battle. Kiri and Kleine are both of the soldier class and consequently have the highest fighting skill out of all the playable characters. Always take them with you if you are not searching for neoparts or doing a mission that requires another character like Vynd or Nehjena to complete. You may want to use Kiri and Kliene to clear an area boss out even if you need another character for the objective.
The Swordfish only has one of each type of module, so be sure to give the modules that can field the most powerful weapons available to the soldiers in order to maximize their effectiveness. The Commander is a decent fighter as well, so he is the next in line to use the most lethal modules if you need Shine or another character in your party.
Keep Track of Your Medkit and Repair Kit Supply
You can only hold a maximum of ten healing items, so be sure to use them wisely. Do not be afraid to return to the Swordfish and restock them if you start to run low on kits and still have a lot of ground to cover. Always select the “fix” command in the hangar upon returning to the ship to ensure that your modules will have full HP, ammo, and med/repair kits.
Level Up Your Crew
While you will almost always want Kiri and Kliene in your party, it is sometimes necessary to take one of the other characters on a mission. Be sure to set reasonable experience goals for the other characters and spend a few minutes grinding to reach the level you want. You will want to keep your soldiers at high levels and rotating Kiri and Kliene in and out of your party as you level other characters can make the process more efficient. Remember the max level for everyone is 16 and most party members will be able to survive later stages at level 10-12 if you are careful.
Shine, Vynd, and Nehjana gain extra experience for using their skills, which can help facilitate building up their levels. Shine will gain experience passively by collecting neoparts. Vynd will get extra experience by using repair kits to fix modules on the field. Nehjena gets bonus exp for using medkits to heal herself and other pilots. Players also get bonus experience for completing objectives, which can help the leveling process along as well.
Experiment with Modules and Gear
There are a surprising number of possible pilot/module/equipment combinations in this game. Take some time to explore these possibilities and find setups that work for you.
c. The Berserker Queen
The Berserker Queen is the final and most deadly boss in Cyber Knight. She fields mighty weapons, has high defense, and starts the battle with three dullahan berserkers in her party. The following tips will help make the final battle more manageable.
Recommended Level: Make sure everyone in your party is level 16. If you have been using Kliene and Kiri regularly they should be nearly fully levelled up. The Commander will probably be at or near max level as well, since you must always have him in your party. The enemies in the final stage generally yield high experience, so take some time to level up if need be in order to save yourself future grief.
Recommended Party: Kiri and Kliene are the best choices to bring to this battle thanks their high Fight skill. Other characters will struggle to survive the enemy bombardment and deal damage, so avoid bringing them.
Recommended Weapons/Modules: Titan, Sheriff, and Saurus are the best modules to field against the Queen, because to their strong defenses and/or ability to equip powerful weapons. Be sure to put one of the soldiers in Sheriff, because it has low defense and only characters with a high Fight skill can make the best of its abilities. Equip the most powerful melee weapons you have along with powerful ranged weapons. The Negaball is a great choice for this fight since it can do upwards of 100 damage to the Queen. Titan cannot equip the Negaball, so equip it with the Masher Claw. The Black Globe field is also a big help in this battle and each character should have at least one prepared to fight the Queen.
Strategy: Activate each party member’s Black Globe field in the first turn, since it will drastically reduce incoming damage from the Berserker Queen and her guards. This will mostly be a melee battle after the Dullahans are defeated, so don’t be afraid to move your entire party forward a bit. Have Titan spray the enemy with the Pulse Laser and use the others to beat down the three Dullahans as quickly as possible. Do not hesitate to use any Option weapons you have on hand, like Disintegrators and Rockets to pummel the Dullahans.
Once the Dullahans are destroyed, have everyone advance on the Queen and pound her with melee attacks. Many of your attacks will fail, because she has very high defense, but the Negaball can do a massive 150 damage to her if you get lucky. If you do not possess the Negaball, then you’ll have to rely on the weaker Masher Claw, which will cause the fight to drag out.
Things to Watch Out For: The first moments of this fight are crucial, because the Dullahans alone can do significant damage to your party. Depending upon how you allocated the Commander’s stats, everyone should be fast enough to activate their fields before the enemy can attack if you use them in the first turn. The Queen uses a sonic weapon that presumably does impact damage to all party members in conjunction with a powerful single target laser. Fortunately, these weapons seem to miss frequently against characters with a high Fight skill, but the constant barrage of attacks may penetrate your defenses, so remain aggressive and press her into a corner if possible.
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