A lone knight holds a ruined courtyard against ten waves of the risen dead. Every blow is telegraphed on the ground before it lands - orange you can block, red you cannot - so the fight is about reading the floor, raising your shield a heartbeat before impact, and punishing whatever you parried.
One knight, one ruined courtyard, ten waves of the dead. Survive until dawn and two bosses stand between you and it: the Black Knight at wave five and the Lich King at wave ten.
Every enemy attack draws its reach on the ground before it swings. Orange means the blow can be blocked. Red means it cannot, and the only answer is to be somewhere else when it lands.
Raise your shield just as an orange blow connects and it becomes a parry: the attacker staggers, and anything you hit while it recovers takes double damage. Parry a crossbow bolt and it flies back the way it came.
Hollow Footmen press in close, Spearmen keep you at the end of a long thrust, Arbalests shoot from range, and the Grave Brute brings a maul that no shield will stop. They share their turns, so a crowd attacks in rhythm rather than all at once.
The Black Knight fights the way you do, with combos, lunges and shockwaves, and turns savage at half health. The Lich King blinks around the yard, raises the ground under you and calls in reinforcements.
The fallen drop souls. Between waves you take a free boon, then spend souls in the Reliquary on powers and traits.
There are eight powers, from a radiant crescent that flies off your sword to a hammer that falls from the sky, and each one ascends into a stronger form at its fifth level. Thirteen stacking traits sharpen the rest: more damage, faster swings, a steadier shield. Which ones you find decides what kind of knight finishes the run.