
Scardigne, a loyal Farian general, manages to escape with her and, just when it seems like the Magi will capture both of them, Leonard, Yulie, the player’s avatar and Eldore show up. To start, he goes after Faria, having his agent there cause civil unrest and attempt to kidnap Miu, the deceased Archduke’s granddaughter. His goal is to take over the entire world. White Knight Chronicles II begins with Grazel rebuilding Yshrenia and is acting as its king. The game gives players an option to skip through WKC and go straight to WKC II.

Leonard, with the help of the player character, Yulie, Eldore, Kara and Caesar, end up saving Cisna and temporarily stalling Grazel’s plans. It turns out Grazel, the Magi’s leader, wants to reunite the knights, get the Sun King’s power, restart the Dogma Wars and eventually resurrect the Yshrenian Empire with himself as king. Cisna gets kidnapped by Magi because of her unique connection to the ancient Queen Mureas. Below Balandor’s castle, Leonard found a gigantic White Knight which he was able to make a pact with, allowing him to transform into it. Balandor’s princess, Cisna, was saved by a young man named Leonard and his friends. Before that happened, Balandor was attacked and Faria’s and Balandor’s leaders were killed by Magi. In the original game, the kingdoms of Balandor and Faria were going to sign a peace treaty. In case you don’t feel like playing through first game, which is included on the WKC II disc, here’s a brief refresher. It picks up shortly after first game left off. White Knight Chronicles II continues the rather typical "save the kingdom" story that began with the original White Knight Chronicles. The single player mode can be rather dry and feels more like a supplemental feature for when you can’t get online or want to work to the point where you earn your avatar’s own knight. As with the original, the sequel is a game best enjoyed online with other players. Thanks to D3 Publisher, White Knight Chronicles returns to North America with White Knight Chronicles II.
