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Found that one note page on the bookshelf, alluding to the Knight Witches’ past, and wondering where to find more? Read on for more information…
The Knight Witch Secret Story Notes
Howdy everyone! Jakebob here with another one of my lovely guides! I know I’ve not written many lately, though in my defence the last decent one I did had some troubles related to the game it aided in that compelled me to scrap the whole thing after release. Not a fun scenario to catch oneself in, I tell ya that much. And then there was the stuff with university that made it difficult to really focus on new games or writing. I sure did try, but that Maths degree wasn’t gonna earn itself. But enough rambling about myself, lemme get back to the game at hand.
The Knight Witch has recently hit Steam, and with it are a whole host of fun things and secrets to discover. One such detail that has no ties to achievements are the secret notes, dotted around Dungeonidas. A couple of hints here and there are dropped regarding their existence, as well as who initially wrote them, and you might easily find one of them on your own, poking around someone’s house for Shards or Cards. The others are more deviously hidden, and have no indicator on where they are, save for the big button-prompt when you’re close enough to read them. Without guidance, you’d need to comb the levels to try and find their locations; from what I’ve seen and learnt, there seems to be no real pattern as to their locations, which makes finding these notes akin to finding needles in a haystack.
To the best of my knowledge, there are nine notes scattered around Dungeonidas, bolted to walls for the sole reason of smearing someone. Rayne, the star of the show, never feels compelled to try and pull them away, thinking this’ll tear the page. Which to me always felt a bit strange; tearing the page won’t make the whole thing illegible. Though, maybe they’re laminated? Pulling those pages off WOULD be more troublesome…
Regardless, if others have notes they’ve found that aren’t on here, I’ll update the guide to show where to find those other notes, along with their contents, and a credit to the folks who found ’em when I did not.
For now, let’s get to the important part, in my mind at the least: the locations of the notes!
Note Locations
As mentioned previously, these notes have no visual tell on where they’ll be. My initial thought was they’d be close to important landmarks, but in retrospect there doesn’t seem to be any realistic pattern to where they appear… The locations, rough order of when you could expect to find them on a first run, as well as how to access them are as follows:
- Hall of Giants, inside a small building next to a skull sign (all enemies need to be cleared to open the door!)
- Giga Tree, next to a house beneath the Skeleton Baker (needs Flash Dash to access!)
- Mirror Lake, to the right of a large metallic sphere held in place by ice (en-route during the mission – no pre-requisites to read!)
- Forge Fields, in the bottom-right of the room housing Sykra’s statue (needs Runedge to access!)
- Town Market, in the room above a Skeleton Baker’s house (needs Runedge to access!)
- Forge Fields, in the L-shaped room behind the “War Spirit” spell-card (needs the Runedge and 2x Bomb Fuses to access!)
- Hall of Giants, in the top-right of the room housing Robyn’s statue (needs Spell Kitty to access!)
- Catacombs, in the room west of the small Ambush room (requires a special key to access!)
- Town Market, in the latticed elbow of the bottom of the tunnel leading up from the Catacombs (requires access to the Catacombs!)
(notes 7 and 8 depend entirely on how you might choose to backtrack, given how close to each other they are!)
I shall also provide map visuals of these locations, shown below.

Note Contents (Backstory Spoilers Start Here!)
Now, if you’re like me, you’ll wanna see the story in the flesh (or on the li’l scraps of bolted-down pieces of paper), so I’ve already provided the info needed to find these notes in-game, in the order you’ll be best able to discover them during the progression of the game.
However, if you’re the sort who needs back-story prior to entering the game, don’t want to go and find the notes again, or don’t have the game installed after beating it, I’ve gotcha covered! Ahead are the contents of the six secret notes, detailing information regarding the Knight Witches.
#1
Originally posted by “Mysterious Notebook Page”:
The TurboWizards and the Gaia Defenders were absolute failures. People didn’t take them seriously – the superhero approach is clearly missing something.
The only team in training that seems to be doing well is the Knight Witches. I knew it, of course. That’s why we have market studies!
We have to make sure we stick to the Knight Witch concept, though. Once we give them Gaia’s Tears, there’s no going back!
#2
Originally posted by “Mysterious Notebook Page”:
Faruru. Previous occupation: Doctor/Nutritionist.
She has basic healing abilities, even at her current Link levels. If we can make her popular enough, she might be key to keeping the other KWs alive and healthy. Her personality and looks are quite boring, though. We’ll have to make her stand out.
Recommendation: Play the Gaia card. Make her look natural, shamanistic. We obviously appeal to the environmentalist community. Let’s exploit that.
Alias: The Shaman. The Druid. The Wild. Not wild.
#3
Originally posted by “Mysterious Notebook Page”:
Irine. Previous occupation: Witch.
Only KW with experience in spellcasting. Can help the others in that area.
Selling point: her beauty. We need one KW with classic beauty, at least.
Possible Alias: Irene the Beautiful. The Enchantress. The Mystic.
She keeps rejecting every alias. She liked the Trickster because it appeals to her intelligence. Not the best choice… but it’s not bad.
#4
Originally posted by “Mysterious Notebook Page”:
Sykra. Previous occupation: Firefighter.
She and Robyn are the only ones with real experience in life-threatening scenarios. She’s also the only one that scores really highly in Body Type on our diversity chart. Not too high on Ability, though… she needs something that only she can do.
We’ll make a cool weapon for her – that should be enough. It’ll also complement her sturdy looks. She won’t stand out as much as Robyn or Irine, but she’ll do fine.
#5
Originally posted by “Mysterious Notebook Page”:
Robyn. Previous occupation: Soldier.
She’s the only one in the team with a military background.
Recommendation: Make her the captain. She’s trained to follow orders without hesitation. With her as captain, the other KWs will fall in line.
Alias: The Goddess? The Angel? We need to make her look good and gracious. Calling her The Angel and giving her shiny golden armour should be enough to draw attention away from her aggressive personality.
#6
Originally posted by “Mysterious Notebook Page”:
We are going to stop promoting the Knight Witches to Infernal communities. For some reason, they don’t generate much Link, it’s definitely not worth it. We are aware that this will make them more likely to be influenced by Daigadai’s propaganda…
But it’s okay – I don’t think we need them in our side to win this war anyway.
#7
Originally posted by “Mysterious Notebook Page”:
Contract Amendment between Robyn and The Underground City of Dungeonidas.
Per Robyn’s petition, the other KWs will be allowed to live outside the Castle. They won’t have any regular public obligations, though they must still make appearances on special occasions.
In return, Robyn agrees to the following:
She must live in the Castle at all times.
She has to make at least three public appearances per month, as decided by Dungeonidas.
She must never stain The Venerable’s reputation.
She is not allowed to have romantic or strong personal relationships that might influence her behaviour.
Failure to comply with any of these points will result in the Unchained Protocol being activated, and the removal of Robyn’s Link.
#8
Originally posted by “Mysterious Notebook Page”:
I’m personally worried about using the Gaia’s Tears. It’s too risky. If we give them the tears and they don’t get famous fast, as we predicted…
They’ll realize that the tears don’t do anything at all.
I get it. We can’t have people knowing that they can give their Link to anyone. Can you imagine? A world where fame turns into power? What a nightmare. People would do unspeakable things just to build a strong base of followers. Individuality would be erased, precisely because everyone would want to be unique…
No, we can’t have that. But giving them dirty water and saying that it’s magical sounds super risky. I sincerely hope this doesn’t backfire.
#9
Originally posted by “Mysterious Notebook Page”:
Rayne. Previous occupation: Farmer.
We weren’t looking to have a fifth member, but her Link levels, even before recruiting, were off the charts. Maybe she has a great compatibility with the Link? Maybe she’s just naturally heroic?
Unfortunately, it’s not going to work. Robyn and Rayne, they just sound too similar. It creates confusion, and we can’t risk Robyn not being the strongest one.
Recommendation: Stop promoting Rayne and eventually remove her from the team. Spreading the Link too thin between five Knight Witches was a bad idea anyway.
A somewhat-stark view into the inception of the Knight Witches, providing a contrast to how you meet them in the present day, as well as giving some insight to part of the chatter during the final assault.
Outro
A nice and simple guide to start rounding out the Guides section for The Knight Witch in a way that might appeal to people here and beyond. Hopefully this doesn’t get filched by content-farm websites; I won’t keep a sharp eye out, I can’t be arsed with that… ond gallwn i newid o Saesneg i Gymraeg i ‘neud e’n hawddach i dangos pwy di’r lladron mas ‘na! Anyway… apologies for that sudden swap of languages, my mind wanders when I get a project done. Thank you for reading, and I hope you guys have fun playing The Knight Witch too!
(with thanks to user FaithInNoms for pointing out two of the notes I’d missed before, and boz for pointing out the second Forge Fields note!)
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