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M2aaaaa222SSSaaa22aZZZZZ88888ZZZZZZZaaaZ0M 2M22SS2S2222aaZZZZ8088ZZZZ888888888Z80000BM SBSSSS2SSSS2aZZZZZ8Z8888Z8888ZZZZZZ8000880M BMMMMMMMMMM@08BB00BBBBBBWBBB00BWWWWWMMMMMMM@ .i.,,,,,. W@WW@@@@WWWWWWMMMMMMMMMMMMZ ,S .r. . ; B7i;;;;iiiii;ii:::i:::::::iM; 2MMMMMMMMMMMMMMMMMMMMMMMMMMMMWMMM7 WMMBSZ8888BB008880r;;iiiir7XXS22B8BM8 ZM2ai,i::iiiiiiii:::iiiii::,,:;i,70Z0M MM2722 ..... .............. Sra0MS .MiiaWMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM@, ;M rMBWMW0888888880B00000000000000000000WMMB88 MMB08888888Z8BB0000000000000000000000BBB@MM M88888888880B0000000000000000000000000000WM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM Knight Rider Guide v1.0 ================= =Table of Contents= [TOC] ================= Table of Contents . . . . . . . . [TOC] List of sections of this guide. Use the find function of your browser or editor on the abbreviations in brackets to jump to a section. Notes . . . . . . . . . . . . [NOTE] A few quick notes about each of KITT's abilities and the game itself. Campaign . . . . . . . . . . . [CAM] A walkthrough for the main game(story mode). Mission: Training . . . . . . . [TRN] Five tests of your ability to use KITT. Mission 1: Badlands . . . . . . . [M1] Tail the bank robbers' getaway car. Mission 2: Camera Obscura . . . . . [M2] Check the security camera, stop the download, and fight a truck. Mission 3: Camera Obscura part II . . [M3] Stop the fleeing car. Mission 4: A Knight's Tale . . . . [M4] Scan buildings and escape the self-destruct sequence. Mission 5: Original Sin . . . . . [M5] Investigate a strange signal and beat KARR's time. Mission 6: Original Sin part II . . . [M6] Win a race against KARR on the test track. Mission 7: Original Sin part III . . [M7] Follow KARR as he escapes. Mission 8: Slingshot . . . . . . [M8] Fight Goliath. Mission 9: Chopper Chase . . . . . [M9] Pursue the helicopter along a dangerous path. Mission 10: Chopper Chase part II . . [M10] Track the helicopter to the end of the canyon. Mission 11: The Bad Son . . . . . [M11] Do some platforming as you look for Garth. Mission 12: Tunnel Vision . . . . . [M12] Investigate a warehouse and outrun an underground flood. Mission 13: Tunnel Vision part II . . [M13] Avoid more traps and continue to outrun the water. Mission 14: Last Knight Standing . . [M14] Fight KARR. Mission Mode . . . . . . . . . . [MIS] Replay levels from Mission Mode. Options . . . . . . . . . . . [OPT] A quick run-down of the options screen. Highscore . . . . . . . . . . . [HI] A very short description of this option. People, Vehicles, Organizations . . . [CHARS] A little extra background info. Tricks and Cheats . . . . . . . . [1337] Messing with the game for fun and profit. Only without the profit. Credits/Legal . . . . . . . . . [WHO] List of thanks, sources, and copyright info. ===== =Notes= [NOTE] ===== -Steering- Make sure to turn down the sensitivity in the options. At the max, an analog joystick acts like digital controls, and that just doesn't work in a driving game. -Ski Mode- This works even at a dead stop. -Turbo Boost- A.K.A. "jumping", this ALWAYS MOVES YOU FORWARD. Even when you're backing up or sitting still, jumping causes KITT to move forward. This is important for precise jumps. -Scanning- You need to be at a complete stop to use this. Also, you have to hold the scan button down until the scan is complete (the bar in the top-left of the screen shows the progress of the scan), then release the button when the scanning is complete. If you keep the button held, the game sits there until you release it. There are 2 types of scans: Medial, the regular building scanner, and Interstitial, used for computer access. Interstitial requires you to be closer to the objective, but is faster. You don't get to pick which one you want to use; the game is preprogrammed to require specific scans for each situation. -Super Pursuit Mode (SPM)- Ever seen the series? Or at least the intro to the game? This is when all those fins extend from KITT and super speed kicks in. You know you want it. Of course, you won't get it until 2/3 of the way through the game. Hold down the SPM button while driving forward to transform KITT and gain super speed. The view does a little fish-eye effect for emphasis. -Videos- While this game doesn't require the cd after the install, you won't see the videos without the cd in the drive. To enable the movies without requiring the cd, copy all the files in the video folder on the cd into [install folder]\Data\Video. You can probably skip the French and German ones unless you really want them. You could learn ever-so-useful factoids from them, like that the game is called "K2000" in France. -Saving Games and Configurations- The game automatically saves after a successful mission. All 8 save slots and all configuration info is saved to [install dir]\Data\Common\savegame.usr, which is only 1.3KB. ======== =Campaign= [CAM] ======== This mode has 3 difficulty levels. This guide was written during a playthrough on Medium difficulty. Mission: Training [TRN] Objective: Pass all tests ----- Drive over and into the semi nearby. Bonnie will tell you to do a speed run around the track. Test 1: Speed Run This is the hardest timed test. Why they made the first so hard, I don't know. It's not impossible, but you'd think the first test would give another 10 seconds leeway. Yeesh. Back out, then drive around the semi and along the track to the start point. Don't stop at the goal; buzz through at top speed so you won't waste time accelerating. A timer appears with about 1'50 on it. You have to make one lap around the track in that time. The only real obstacles are more of the triangle barriers you passed through on the way to the start, so just keep your speed up and try not to lose control. When Michael says "There's not much time left", you're down to 20 seconds. You should be in or just past the last set of triangular barriers (the ones you drove through on the way over from the semi) when he says it. If you aren't, you probably won't make it. You'll have 10 seconds or less on the clock when you finish this test. If you don't make it, keep going at top speed and try again. If you did make it, Bonnie will tell you to return to the semi. In that case, turn around (it's shorter than continuing around the track) and head back to the semi. Test 2: Ski Mode Back out and follow the arrow to the test area. Activate ski mode (I used the left side ski mode for this test) and drive across the narrow beams by keeping your two wheels centered on it. There are ramps to get you back up if you fall off. If you're having a lot of trouble, you may have to exit the campaign mode and adjust the control sensitvity in the options. When you get to the end, Bonnie again calls you back to the semi. Drive forward and through the gap in the left wall to get back to the race track, then turn left to get back to the semi. Or, you could drive back across the beams, if you're crazy/bored. Test 3: Turbo Boost Throw it in reverse and follow the arrow once again. The path is straightforward here. To make close jumps more easily, come to a complete stop in front of to the platform you're jumping onto. Just don't make it too close, or you'll hit the edge of the platform and bounce backward. Jump onto the left platform, then up to the second level. Back up a bit, then hit the gas and jump to the next platform. Do the same thing to reach the end. Pass the goal and Bonnie will tell you to return. Test 4: Scanning Bonnie tells you to scan for a computer. Drive over to the bridge where you started the speed run test. To the right is an area with a few buildings. In here you should see 3 boxes showing you important goals. One of the 3 (which the arrow is guiding you to) is a lighter shade of green. Stop near that building and scan it. The arrow changes to point to the next building to scan, so scan that one, then the third building. Now you're told to use interstitial scanning, which is the same except for requiring you to be closer to the scan target. Follow the arrow to the computer. Get within 20 feet of the target and scan it. The second computer is inside a nearby building. Drive around to the front of it (the side facing the track) and in the open door. Scan it from less than 10 feet away. Now return to the semi. Test 5: Obstacle course This is the last test. Drive back to the bridge again(she just had to make you drive all the way to the semi and all the way back, didn't she). This is like the first test, only you'll use ski mode and turbo boost during it. Dash through the start at top speed to receive 2'00 on the clock. KITT will suggest turbo for the barrier that soon pops up. Jump it and continue on. Soon KITT recommends ski mode. Drive on 2 wheels through the gap in the barrier ahead. You can cheat this part a bit by jumping into the grassy area to the left. This lets you cut a corner and skip the next jump. You shouldn't have a problem with time on this test, so it's hardly necessary. If you stick to the track, soon there's another obstacle to be jumped. Not a problem, I hope. After that, it's the same as the first speed test. You should have plenty of time to complete your lap. Mission 1: Badlands [M1] Objective: Stop the getaway car ----- The distance indicator shows the space between you and the robbers. They'll keep about 90-100 feet away most of the time. Back out and take off after the robbers. Watch out for the expanding red domes you'll see along the edges of the road. Those are the trigger areas for mines. You can take a few hits, but it's best to avoid them. All you have to really do is try to keep up with the thieves' car. Ignore the occasional explosions around you and keep the pedal floored. The thieves like to veer off the road sometimes, and may drive around the backside of buildings along the way. They'll be back on the main drag soon enough, so stick to the road as much as possible. Don't be afraid to jump cars along the way. There's a group of 4 vehicles partway through this that blocks your way. That's a particularly good group to jump. When you find a smoking rig lying in the road, jump it instead of driving around it like the robbers do. Soon there's a train crossing the tracks. I found that if you're driving too fast, you'll get there before the jumpable gap in the train is in the right place. If you miss it, quickly back up, then hit the gas and jump it. The train won't move out of the way, so you don't have a choice. After that is a truck with several crates on it parked in the road. The enemy car avoids it, but you don't have to. Jump through the crates and keep up the chase. Soon you'll reach a police blockade and the mission will end. Odd, the getaway car has something similar to KITT's molecular bonded shell (MBS). It seems somebody has access to it... Mission 2: Camera Obscura [M2] Objective: Investigate the crime scene and check the security camera ----- Devon tells you several banks have been robbed recently, where the thieves smash down the wall of the bank and take off in a fast getaway car. He wants you to check it out. Back out of the semi and face the opposite direction that the semi is facing. Follow the arrow and just enjoy the scenery as you cruise over to the bank. Take note of the walled off area you soon drive past on the left. You'll be back. Drive up to the bank and Michael will say it's time to scan for clues. Scan the security camera and you'll learn somebody is downloading the feed and replacing it with static. You have 1'40 to stop that download. Return to the walled-off area I said to note earlier, and drive through the opening along the road. Angle slightly to the right and you should see some gray boxes on the ground. You need to jump on the boxes with the red stripe on them, then onto the roof next to them. From there you can drive over as close as you can get to the Micro Jam and scan it. KITT traces the transmission to a car "back there", and Michael says to "deal with him later", and "first, these". I guess there are 2 vehicles, and "these" refers to the guys in the truck that comes after you here. Run into the enemy truck to damage it. Try to keep it away from your sides and just keep hitting it in the doors. Head-on collisions seem to hurt it quite a bit, too. Keep it up until the truck's damage meter is full. Mission complete. [If this glitches and the truck happens to spawn outside the little arena here, you'll have to restart the mission. I had it happen once, so just a warning.] Mission 3: Camera Obscura part II [M3] Objective: Stop the getaway car ----- Again, you're chasing a fleeing car. This time, however, you have to deal sufficient damage to stop it within 1'55. There aren't many tips I can give. Just keep up with it and hit it when you can. Use jumps along the straightaways to close the gap(the boost you get from a jump pushes your speed above 160 mph for a short time, which really helps here). Hitting the car from behind will hurt it, but that also makes it pop up and over you, which makes it hard to hit. Instead, try to sideswipe it for more damage. When the car's finally damaged, Michael suggests scanning for clues. You'll find out that the car was heading for a building owned by G-Industries. The place happens to be just a little ways down the road, so take off and investigate. When you arrive, scan it to find that they're applying the MBS to other cars, including something larger than a normal car... More immediate is the warning that a virus in the data is destroying it. You need to backtrack past your start location to the semi. Race back and watch for the green square indicator. The semi is behind a church. Mission 4: A Knight's Tale [M4] Objective: Investige G-Industries ----- [This is the same level as Mission 4. You'll be checking a different area of it though. The original area where you jumped on the boxes and fought the truck is to the right down the road, but that's not somewhere you need to go for this mission.] Follow the arrow to an area with several buildings and a wall surrounding them on the left. As you approach, but before you get to the wall, watch for some metal boxes on the left side. Jump on those to get over the wall. Scan the large building. Now drive past that building and head right to find the wall that runs along the road outside. Follow the wall to find a narrow gap. Use ski mode to get through that and a second one just beyond it. Scan the next 3 buildings as you're led to them, and Michael will discover there's a computer. Look around by the building you just scanned for a ramp that heads up and in the direction of the arrow. As you climb it, note the other ramp ahead and to the left. You'll need to remember about that one for later. Jump the box on the ramp and drive through the building. Jump to the rooftop. The guardrail will keep you from dropping off the back side. Look for the next white rooftop with another guardrail, and jump to it. Then turn and look for your destination. Jump over to the tower and scan it. Now drop down and drive back through the ski mode gaps. The door to a building you scanned before is now open. Drive in and scan the computer. There's just something about "Self destruct sequence initiated", isn't there? Only 30 seconds to get away, too. Anyway, back out quickly and head to the second ramp I said to take note of earlier (on the left, past the closer ramp). Drive up it and jump through the wall at the end. Mission 5: Original Sin [M5] Objective: Investigate the whereabouts of Garth Knight ----- So Michael's double, Garth Knight, is back. He has either repaired or rebuilt Goliath, too. As the mission starts, KITT notices a signal on the FLAG frequency, and says that it has to be checked out. You have 1'25 on the clock and an arrow pointing the way. Time to get moving. Follow the road and jump the truck parked across the road around 40 seconds in. Stop close to the antenna and scan it. You'll find out that the signal is from KARR, and that he's kidnapped Bonnie. Yes, a car kidnapped a person. Laugh later. You have to race back the way you came and beat the time KARR has given you (3'30) so he doesn't kill Bonnie. Head back and jump the truck again. Around 3500 feet left, a piece of the right lane is blocked off, so drive around it. Other than that, just avoid the traffic and the occasional parked truck and you won't have a problem. Supposedly you're racing KARR's time to complete this course, but if that's true, KARR must be slow. Unless you screw up royally, you'll have a whole minute left on the clock when you finish. Mission 6: Original Sin part II [M6] Objective: Beat KARR on the test track ----- Back to the speedway. Go as fast as you can around 2 laps to save Bonnie. Use turbo boosts (jumps) along the straight stretches for more speed. KARR slows down on some of the triangular barriers, which helps you. He speeds up if he falls behind, but slows down when you're trying to catch up. Weird. Anyway, keep your speed up, try not to wipe out too often, and jump when it's safe. If you're feeling adventurous, you can even cut across the grass on some of the corners. Whatever it takes, get to the finish line ahead of KARR. Mission 7: Original Sin part III [M7] Objective: Follow KARR ----- Drive after KARR. Avoid the rubble from the explosions in the tunnel(which are, I assume, triggered by KARR). When KARR swerves off to the right, he's avoiding a train. Go straight, jump the flatcar, and keep going. Soon you'll cross a bridge, and an explosion will erupt from the center. This causes a large piece of the bridge to fall out, so jump it. If you don't make it, you're taken back to the beginning of the bridge to try again. There will be a large chunk of debris in the way though, making it difficult. It's best if you make it the first time. Further on is a ramp on the right side leading up into a building. This is probably to help you avoid the truck that pulls out into the road below, but I didn't try it. Drive around the truck and continue your pursuit. Next up is a bomb that takes out a section of the roadway on the left. Drive between the boulders and the dropoff or jump the whole section. Continue on, and when you see KARR veer off and into a mineshaft, follow him to complete the mission. Mission 8: Slingshot [M8] Objective: Battle Goliath ----- Garth fires an EMP (electro-magnetic pulse - does nasty stuff to electronics) at KITT in the storyboards, and it temporarily disrupts his MBS. Until it restabilizes, you need to avoid Goliath. Drive around staying away from it, while listening to the pleasant music that in no way fits a dangerous battle. Yeah...anyway, avoid Goliath for 1 minute by driving around the perimeter of the arena. When the time's up the MBS is back, and KITT tells you to hit Goliath on his sides. Easier said than done, as Goliath is fast. KITT has a smaller turning radius, so use that to your advantage. Get past Goliath and drive in a circle. Keep turning toward it and eventually you'll be able to dash over and hit it in the side. Try this near a wall to get Goliath stuck for a couple seconds, during which you can get a free hit or two in. Do enough damage and it's Mission Successful. Mission 9: Chopper Chase [M9] Objective: Follow the helicopter ----- Take off through the gap and just go. It's okay if you're ahead of the helicopter. Avoid the mines scattered around the area and jump the rocks when necessary. Bombs explode along the way in several places, sometimes throwing debris in your path. Dodge as much as possible and keep driving. Use the map if you get confused in the little towns along the way. Drive on through 2 tunnels, jumping rockpiles in each one. After the second tunnel is the remains of a bridge where you'll have to jump to get across. Avoid a few more mines and drive off the next ledge to complete the mission. Mission 10: Chopper Chase part II [M10] Objective: Follow the helicopter ----- More of the same. Stay within 1000 feet of the helicopter the whole time to pass this mission. Dodge as much as you can and try to keep up with the chopper. KITT will warn you of a dangerous dropoff you'll need to jump. Once across, keep going until you see a fence in the distance. When you approach, the mission ends. Devon tells you they know where Garth landed, and that Bonnie can now install Super Pursuit Mode. Mission 11: The Bad Son [M11] Objective: "Get to the choppah!!!" ----- Sorry, little Predator moment there. Turn left and follow the road, passing the parking garage you jumped into at the end of Mission 4. Continue on until you're travelling between 2 walls. Drive through the opening in the left wall when it appears and bear right. Jump on the crates and from there onto the roof. Drive straight across and jump onto the next rooftop. Drive around to the bottom of the sloped roof and jump up on it. Jump over to the helipad, and, assuming you don't overshoot and fall off, scan the chopper to shut it off. Scan it again to learn that Garth is no longer aboard. Drop down and head back to the boxes you jumped on earlier. Get onto the roof by them, then turn toward the back of the compound (away from the road) and jump to the building with the railing and the 2 air conditioners on it. Turn around and look back toward the road, but angled to the right a bit. Jump to the rooftop and put your brakes on to keep from falling off. Use ski mode to cross the steaming pipe. Jump on the sloped roof, and from there jump over to the next building. Make sure you aim for the air conditioner, and not the open area of the roof. You won't be able to stop if you jump toward the gap. Use ski mode again to cross the pipe above the road. Once across, fall or jump down, find the targetted building, and scan it. Drive over and scan the second building, then return to the large blue crane by the building you scanned first. Jump on the crates by it, then onto the low roof nearby. Cross this roof and jump into the barred window of another building. Jump out through the other window and into the next area. Scan the 2 buildings, and KITT will discover magnetic shielding. Head toward the wall along the road, and look for some crates near a roof. Jump onto the lower crates, then the upper, then the roof. Jump to the raised section of the roof, then to the roof across the road. Turn a little to the left and drop down, then drive around to the back of the building. KITT will detect a person on the floor above. Drive down the ramp and underground to the other side. Get to the top crates, then turn left and jump into the wall. A section will break away, and the mission ends. Finally. Mission 12: Tunnel Vision [M12] Objective: Investigate the abandoned warehouse ----- Ever notice warehouses are never abandoned with bad guys around? Drive around the right side of the yellow-striped boxes ahead, and follow the maze around to the left. Use the mini map if you get lost. Find the target and scan it. The next target is inside a nearby building. Circle around and find the open door, then drive into the building and onto elevator inside. The elevator takes you underground, and KITT says it must lead out under the ocean bed. When the doors open, move forward until you hear from Garth. Water starts flowing in, and you have 1'15 to get to the flood gate before you drown. Time for some Super Pursuit Mode. Hold down the SPM button on the straight areas, and dodge the various obstacles and jumps along the way. When you get to the goal the timer resets to 1'40, in which you need to reach the next flood gate. If you're using SPM, get to the side of the passage when you see the blue electricity on the floor. If you're not a super speed when you see elecricity, jump it instead. There's a large hole in the floor under each bit of electricity. The path splits slightly too, with an upper route that presumably skips a few obstacles. It's no big deal if you don't take the upper road. Get to the gate and receive a new time of around 40 seconds. Don't use SPM in this little section. Dodge the columns and jump the 2 electrical gaps and pass under the gate for 45 seconds on the clock. Avoid another column or 2, then get ready for a long jump. Get to top speed (but not with SPM, since you can't jump in that mode) and don't jump too early, because you're jumping a longer gap this time. Pass through the gate to finish the mission. Mission 13: Tunnel Vision part II [M13] Objective: Avoid the traps and investigate the tunnel ----- Enter the elevator to be taken further underground. As soon as you exit you get 45 seconds on the clock. Get going. Avoid the obstacles and jump the electricity. The second leg of the trip gives you 28 seconds. This is quite easy, and is more of the same. Part 3 give you 1'40, and is mostly the same as the others. There's a double jump around 800 feet from the end that could be tricky, since you have to let your turbo meter charge a little before you can jump a second time. There's another pair of gaps just before the flood gate, but you're given more space between them, so it shouldn't be a problem. Next is a section to be done in 38 seconds or less. Keep driving and avoiding. Either you don't get a new time for the next gate, or it's the same as what I had when I passed under it (20 seconds), but you don't have time to waste. Dodge and jump, and you'll soon enter the next section with 30 seconds. The next gate won't add time again, so keep going until the timer disappears and KITT says you've reached the end of the tunnel. Mission 14: Last Knight Standing [M14] Objective: Stop KARR and Garth ----- This is like the first truck battle, way back at the end of Mission 2. KARR is supposed to be the same as KITT, but apparently Garth is a horrible driver. You have a much better turning radius, and KARR takes forever to reach full speed. What's more, he only does it when you've run away across the arena, and of course he's easy to dodge. Just get into the old circling routine, where you hold left or right all the way to keep turning toward KARR. When you have an opening, bump him in the side for damage. Fill up the damage meter (his, not yours) and you've beaten the game. Yup, that's it. KARR's down, and the oil refinery is blowing up around KITT and Michael. KITT dashes for the exit as the whole place explodes and KARR falls into the ocean and starts to sink. I'm sure both KARR and Garth are dead. After all, how often to bad guys come back?... ============ =Mission Mode= [MIS] ============ Here you can play any mission that has been successfully completed in campaign mode, and on any difficulty. High scores are recorded for the Highscore mode described below. ======= =Options= [OPT] ======= Controls Change the button layout. If you're using a joystick, the left and right steering actions are automatically mapped to left and right on the controller. No choice. Button 0 on the controller acts like Escape in the menus, so you can't assign a command to it. Ignore the Night Vision command, since oddly enough it's never used in the game. Video Choose the level of detail, resolution, video card, and color depth you want to run the game in. Use Low, 640x480, and 16 bit to speed the game up if it's choppy. Sound Adjust the music and sound effect volumes, pick 3d enhanced audio, and choose a speaker setup from stereo, 4-speaker surround, or headphones. For the enhanced audio, EAX is used in Sound Blaster audio cards, and A3D is used in Aureal and Diamond Monster cards. Sound Blaster cards can also use A3D, but have better support for EAX. Use Normal sound if you're having framerate problems and are trying to make the game run as fast as possible. ========= =Highscore= [HI] ========= Shows the highest scores for each level of the game, plus the 3 highest scores for the complete campaign mode. Random names fill up the empty slots on the charts. These are probably names of the staff, but without any kind of staff roll, there's no way to know. =============================== =People, Vehicles, Organizations= [CHARS] =============================== FLAG (Foundation for Law And Government) Organization Michael and KITT work for; the "good guys". Michael Knight Driver of KITT. Main character of the game, series, and movie. Works for FLAG. Also bears a strong resemblance to a certain Baywatch lifeguard. Must be a coincidence. KITT (Knight Industries Two Thousand) The main car, driven by Michael Knight. Can balance on 2 wheels, jump, use speed boosts. Basically, abilities that should come standard on every car. KARR (Knight Automated Roving Robot) The prototype for KITT. Has all KITT's abilities, but not his moral code. Basically like an evil twin. Speaking of which... Garth Knight Looks like Michael, but has a moustache and beard. That means he's evil. Seriously, don't trust people with facial hair. Goliath Garth's rig. Has a molecular bonded shell, and is seriously tough. ================= =Tricks and Cheats= [1337] ================= First off, there are no known cheats for this game. One trainer (an outside program that you run along with a game to cheat) is available that claims to give you infinite time, but it doesn't seem to work with the US release of the game. Game Text and Lost Levels Info ------------------------------ The files used by the game are installed in a Data directory, and many of them are raw text files with a different extension. You can find all sorts of neat bits of info in them. For example, it seems 3 levels were removed before the game was completed. In [install folder]\Data\Text\English\langstrings.ini is all the text for the game. Between The Bad Son and Tunnel Vision are titles for 3 levels that don't appear in the game, called The Knight Train. Perhaps this is where you were intended to use the Night Vision option. You can also look at the numerous spelling and grammatical errors in the game in that file. All the text from the cutscenes is there, plus some that wasn't used. The Knight Train seems to have involved Garth putting explosive chemicals on a train with the intent of blowing them up when the train passed by FLAG HQ. It seems you had to stop the train in part 1, then get ahead of the train in part 2 in order to get Michael on board. Was there an on-foot section planned? Another couple of amusing points of interest: Some of the strings in the 520's, as well as 902 and 903, quite clearly come from the PS2 version of this game. Debug Mode? ----------- The question mark is due to the fact that I have been unable to activate any debug mode, though there obviously was one before the game was released. The same langstrings.ini from the last section mentions it, and Application.ini (in the install directory) has options related to it, but switching them on doesn't seem to activate anything new in the game. Change KITT's Appearance ------------------------ Admittedly, I didn't try a lot with this one. The character models are stored in .NIF files, so by copying some of them and renaming them, you can change (for example) KITT into KARR. Other replacements are possible, though as I said I didn't experiment much with it myself. Alter KITT's Stats ------------------ Look through the following files in [install folder]\Data\Vehicle: kitt_0.ini kitt_0_graphics_high.ini kitt_0_graphics_low.ini kitt_0_graphics_medium.ini KITT_Data.ini kittphysics_0.ini Use a plain text editor (Notepad or Wordpad will do) to open any of them, and edit the variables inside. I tried upping the damage multiplier in kitt_0.ini, and KITT seemed to cause enemies vehicles more damage, though it's hard to tell. If you're looking for more to do after finishing this game, mess with the physics in the files listed and some of the other ini files in that directory. Misc Level Changes ------------------ In each directory inside Data\Tracks is a set of 4 ini files, one for each detail level. In those, you can do weird things like change the fog color (I haven't tried it, I don't know if it really works, but it should) or make the cars drive on the other side of the road. For that, look under [WaypointSystem] and change BritishMode to 1 instead of 0. More fun is under [Traffic], where you can change Enabled to 0 and remove the traffic from any level that had it before. Some vehicles that are programmed to sit in specific spots will still be there, but the random traffic disappers. Enabling Super Pursuit Mode Early --------------------------------- What's this, an actual useful cheat? Open up (install dir)\Data\MissionScripts. In here are the programmed events in the game, conveniently stored in basic text format. Open any ".ms" file that has a 1 at the end (eg.,, etc). One of the sections will be labeled "MONITORS". A few lines below that you'll find this: monitor entry { // only one chance to fire this monitor, so let's do it! condition( always() ) ; execute { enable_ski_mode() ; enable_turbo_boost() ; . . . along with some other stuff. (If you opened the first training script, you won't find the ski mode and turbo boost lines. Just note where they are in the other files.) Add the line "enable_spm() ;" after the turbo boost line to enable SPM in that level. Put it in the number 1 script for each mission up through 11 to use SPM early. (Missions 12 and later already have SPM enabled.) Thanks to for the trick. I can't read German, but the basic idea comes across anyway. ======= =Credits= [WHO] ======= - For the enable SPM early cheat Jonathan Mathews - For ASCII Generator, which made the text Knight logo CJayC - For ======================== =Contact and Legal issues= ======================== contact: jrwag, hotmail. I get more than enough spam, so you'll need to put it together. Please put "Knight" somewhere in the subject so your message isn't lost among the junk. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may only be reproduced for personal, private use. It may be used on any website, provided it is presented whole and unedited, and is not being used for profit. Contact me if you wish to use it for any other purpose. I doubt I'll say no, but get permission first. Copyright 2003 Jacob Wagner