Knack Walkthrough [Guide]

From PS4 architect Mark Cerny comes Knack, a combination brawler/platformer
that hopes to recapture the magic of past Sony platforming mascots such as
Spyro the Dragon and Crash Bandicoot.

Knack
Written by Dalton “HorrorSpooky” Cooper and Trade
Copyright 2013

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=TABLE OF CONTENTS=
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1. Introduction and Controls
2. Walkthrough

Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13

3. Collection
4. Knack’s Quest
5. Conclusion

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1. Introduction and Controls
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The hostile goblins have become more powerful thanks to their access to
advanced weaponry. It’s up to Knack and a group of expeditionists to find out
how the goblins have obtained this newfound power and put a stop to the
goblin threat.

LS – Move
RS – Dodge
Triangle – Change Parts/Stealth Knack
Square – Attack/Pick Up/Throw
O – Power Up/Super Move
X – Jump/Double Jump

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2. Walkthrough
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——————-
CHAPTER 1
——————-

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CHAPTER 1-1
His Greatest Invention
===========
This first section will go through all the basics when it comes to playing
as Knack. Complete the platforming challenges throughout the stage by dodging
the wheels of fire, avoiding the green laser balls, moving across the
electrified platforms fast enough so that they cannot shock you, and more.

There will be various robotic enemies to contend with along the way. These
include the blue enemies that will occasionally whirl spikes at Knack. To
defeat these enemies, wait for them to retract their spikes, and then attack.
It should only take a single punch to get rid of them.

Later on pink robots will be thrown in the mix as well. These robots shoot a
couple of green laser balls. Avoid the lasers and then attack them when they
stop.

Armored guards show up later and are a little tougher to defeat. The game will
go into slow motion when they go for attacks, giving you a chance to dodge
by moving the right stick in any direction.

As you move through this little obstacle course, collect the relics to build
Knack’s size. The relics can be found in breakable glass tubes and by
defeating enemies.

Enemies guarded by holographic shields will be up next, though they will be
the same enemies that you’ve encountered throughout the rest of this section.
A lever in the room can be hit to disable their shields. After that, just use
the same strategies with them as outlined above.

Sun Stones will be introduced shortly. Reserve up to three Sun Crystals by
smashing them. Press O to power up, and then O again to emit a shockwave to
destroy a group of enemies. You’ll also learn how to create a tornado of
Knack’s relics by pressing O to power up with the Sun Stone and then pressing
Square. Use that attack on enemies to try it out for yourself.

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===========
CHAPTER 1-2
Viktor’s Challenge
===========
Viktor is reluctant to let Knack go on the expedition until he has proven
himself against the security robots. These robots are considerably more
dangerous than the small fry robots encountered in the previous level.

The small ones have a bat that they can use to smack Knack. Avoid their
attempts at melee and then hit them with a homing attack. To perform a
homing attack, jump with X and then press square (the attack button) in mid-
air to land the move. Knack will use the homing attack on whatever enemy you
are pointing the left stick towards.

Crumbling platforms will be need to be platformed across. It’s easy to just
jump over them though, so don’t stress about that too much. Keep an eye out
in the level for cracked walls so that you can smash through them and
gather the collectibles inside the chests hidden behind them.

Smash the boxes in the level as much as possible. These will yield relics
which will heal Knack. These security robots will be able to kill you with
just a couple of attacks, so it’s prudent to smash as many boxes as possible
to ensure that Knack is in tip-top shape.

You’ll reach a section with enemies across a gap throwing boxes at Knack.
Smash the Sun Stones here and absorb their power. It’s time for Knack’s long-
range projectile attack. Press O to power up and then follow that up with
Triangle (after the enemies are highlighted in blue) to shoot them with the
projectile of relics. This is the last Super Move to learn for now.

Even stronger security robots are revealed when you reach the parking lot.
Wait for them to throw all of the green cars and keep using the right stick to
avoid the cars. Then engage the enemies. They will punch, then back up quickly
if they miss. If you are fast enough, you can hit them as they pull their
arm back for the punch, or chase after them when they back up and take them
out that way. The homing attack is also an effective strategy. Try to either
hit them both simultaneously or try to get one alone, though, to even the
odds a bit.

Shortly thereafter, range-based security robots will show up. These guys will
shoot green laser balls as well as laser beams. The beams are only for when
you’re up close, though. Get in close to them and then run around (the
opposite direction of the beam), and use a homing attack on their back to
knock them down. Then it’s just a matter of laying in with the attacks until
they have been destroyed.

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——————-
CHAPTER 2
——————-

===========
CHAPTER 2-1
The Adventure Begins
===========
You’re small Knack now, so you’re much more vulnerable. Beef yourself up a
bit by approaching the red ruins. Getting near them will cause relics to
fall out and go to Knack.

This level is filled with new enemies, the first of which will be the beetles
of two distinct flavors. The regular beetles have a typical charging attack.
Jump over them, and then quickly punch them to take them out. The other kind
of beetle is a bit more dangerous.

These beetles flash red and suicide rush Knack. Perform a double jump as soon
as they get close to avoid the explosion radius. If you punch these guys as
soon as they crawl out of the hole, you can take them out without worrying
about being damaged by the explosion.

In addition, there is a bird that shows up numerous times throughout the stage.
The bird send mini-tornadoes at Knack. Avoid these and use a homing attack to
most effectively take out this enemy.

Goblin traps will also be introduced. These traps fire arrows all around the
post where the traps are set up. To avoid taking damage from these, get in as
close to the trap as possible so the arrows just sail over Knack’s head.

Small blue goblins are up next, though they are very easily defeated. One
punch will do. Don’t try jumping over them because they will very quickly
swing their weapon behind themselves if Knack is behind them. Blue goblins
with bows and arrows are also around, and they have the added benefit of a
helmet on their head.

To get rid of these guys, you either have to do two homing attacks (one to
get rid of the helmet, one to kill the goblin) or land a punch. They fire
arrows fairly quickly, but do take breaks to taunt. The closer you are to
them, the more likely they will taunt and leave themselves wide open to an
attack.

As you scale the mountain, watch out for boulders that the goblins roll down
the hill. Also keep an eye out for sections of the cliffwall that are cracked,
once again indicating that the section can be knocked away for hidden goodies
on the side, which in this level mostly consists of Sun Stones.

The end of the level comes once you’ve reached and entered the mines.

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===========
CHAPTER 2-2
Old Crag Mine
===========
Inside the mine, be prepared for more new enemy types. There is a flying
beetle that shoots green laser balls and takes two hits to defeat. There is
a larger goblin with a club. This guy can be tough. He’ll swing his club
in a circle, and then after his flurry of attacks, he backs up far so it
gets hard to hit him. Three hits required for small Knack to take him out,
and these can be homing attacks.

The mine itself doesn’t have many secrets to watch out for, just a lot of
enemy encounters. When you get to goblin traps, my advice from earlier to
run into poles that hold them up won’t work here because Knack is slightly
bigger than before. To avoid the arrows this time, you’re just going to
have to jump.

Speaking of arrows, the bigger goblins will also be equipped with bows in
this level. They have two different possible attacks with their bows. They can
fire three arrows at once or one single arrow that has an extra powerful kick
to it. When the arrows are coming at Knack when Knack is in the air, the game
will slow down to give you a chance to use the right stick to avoid the arrow
fire. Be careful using this near gaps, or else Knack may fly off the edge and
die.

Oh, and speaking of dying, this level is where the game starts to get more
challenging. This is due to the fact that Knack can easily fall off the edges,
the enemies are more aggressive, and Knack is small for the bulk of this
level. There is one particularly tough spot when you have to fight five armored
goblins simultaneously and they are all equipped with swords.

They will swing their sword twice, then retreat. The trick is to hit them as
soon as they’re done swinging, and hopefully hit multiple of them at once.
Of course, Special Moves are also super handy at this part. If you don’t
have enough Sun Stone juice built up, remember that you can break the crystals,
die, then respawn and retain the amount of Sun Stone you had collected before
death. So you should never really be that stuck in the game as you can just
keep building up your supply until you can unleash havoc upon the goblins.

When there is one out of these five goblins left, two more will join the fray
and conveniently open the path to continue. The rest of the level is more of
the same, for the most part. You will become much larger as Knack which will
allow you to mow through most of the enemies.

At one point, there is a generator encountered that needs powered up. To power
up the generator, approach it and press Triangle. This generator powers two
switches. One switch is near the door that is closest to the generator and
marks the exit from the room. The other switch can be found if you backtrack a
bit and can be hit to open a door that contains a chest that in turn contains
a part necessary to build one of Knack’s gadgets.

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===========
CHAPTER 2-3
An Unexpected Encounter
===========
As you push a bit deeper into the mines, there will be an encounter with one
of Viktor’s security robots! This is a large one that will attempt to grab
Knack. If Knack is grabbed, mash on the X button to escape and then proceed to
destroy the robot.

It will be replaced by more robots; some like it, and some similar to the
bat-wielding robots in the first chapter, albeit armed with blue laser nets
instead of bats this time. Defeat all these enemies and then move with the
Doctor and Viktor through the mine some more.

Viktor’s robots will be doing battle with the goblins. Sometimes the robots
will be successful in defeating the goblins, but other times you’ll have to
step in and take them out. A new goblin type is encountered here that throws
bombs, so be ready to avoid those. These goblins are typically the ones that
will be destroying the robots as well, so if you want the robots to do your
dirty work for you, focus on the bomb guys first.

A new hazard is also introduced in this level. It is in the form of slippery
ice-covered ground. This is familiar platforming territory. The ice will be
hard to maneuver on, obviously, and it will also mean that getting in close
to enemies will be tougher.

A couple of doors will be encountered in the mine that can be opened with
nearby levels. Don’t be conservative with the Special Moves here, as there are
large Sun Stones all over the place.

At the end of the level, Knack and the Doctor arrive at an elevator. Power up
the elevator by pressing Triangle, which will unfortunately also revert Knack
to his small size. Then get on the elevator with the Doctor.

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===========
CHAPTER 2-4
Over the Lake
===========
Returning in this level are our bird friends! But they have new tricks up
their sleeves. This time they will fly higher and also have a charge attack
that has been added to their arsenal. Homing attacks are still the best way to
deal with them.

As you make your way across the platforms, move to the purple crystals to make
Knack continue. Save some Sun Stone juice so that you can use the projectile
attack on the two goblins with arrows that are on the cliff.

Moving up the cliff, there will be a crevice. Note it and then continue until
you reach the goblin by the boulder. The goblin will kick the boulder down the
slope, so retreat to the crevice. After the boulder passes, take out the goblin
with a series of attacks. Since you’re small, all enemies will take more hits
to take out, remember.

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——————-
CHAPTER 3
——————-

===========
CHAPTER 3-1
Another Way In
===========
At this point, Knack should have a little size to him, so defeating the enemies
should be a bit easier. In these areas, there’s once again new enemies
introduced. The first one that will be encountered are blue goblins that
throw boomerangs. Boomerangs operate as expected, and these guys aren’t much of a threat.

The other new enemy is encountered fairly late in the level. He is a large
blue goblin with tribal markings and a huge hammer. The trick to dealing with
him is to dodge his hammer strike and then immediately attack after his hammer
hits the ground.

The hardest part about this level will be dealing with the various new hazards
and goblin traps that are set up. First, there will be a set of three totem
poles. Spikes pop out of these and they spin out quickly. Wait for the spikes
to retract, then immediately make a break for it. As you near the third pole,
the spikes will start to come back out, so double jump and dash forward to the
next area to avoid taking damage.

The next trap will be buttons on the ground that cause a volley of arrows to
fly at Knack. Just jump over these. Next will be five totem poles going down a
hill. For this, hug the left side of the cliff to avoid the spikes on the
first totem pole. You can move between the first and second ones, and then
when the spikes retract, make a break for it.

Just beyond that trap is yet another trap. On the ground will be some thick
grass. Avoid this as if you step on it, Knack will fall into a spike pit and
die. It is possible to get Knack out of the pit as he is falling in if you are
quick enough on the jump button that is.

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===========
CHAPTER 3-2
Abominable Knack
===========
Now imbued with ice powers, Knack has extra health and is far more formidable.
You are definitely not impervious to damage, so don’t get too cocky. Keep
building up Knack’s ice armor by smashing the blue chunks of ice that are all
over the place.

Once again, two new enemy types to worry about. One looks like the blue
hammer goblin, except he has a bazooka that shoots bombs. The other is one of
the yellow goblins, albeit with a staff that has two blades on either end.
It operates similarly to the hammer guy, except they are also capable of
swinging their weapon in a regular attack, making them that much more dangerous and tricky.

Fight your way out of the caves and then to the goblin gates. There are three
locks on the gates, and the ice will only last on Knack for a minute when he
is exposed to the sun. Make sure Knack is at full ice armor, then run out of
the cave.

There are three paths to take. One to the left, one straight-ahead, and one to
the right. You can choose whichever one you want. There will be some small
enemies to defeat to make the gates come down, and then a large goblin with
armor and a big shield. To defeat these ones, wait for him to swing, then
dodge to the left. Quickly mash Square to take him out.

If you take damage at all during this, then Knack will lose some of his ice
armor and it will make these fights considerably more difficult. At the end of
these runs will be a lever to hit. Hit the lever, then Knack will respawn at
the mouth of the cave near the ice. Break the ice, then go after the other
two switches to get the gates open.

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===========
CHAPTER 3-3
Inside the Fortress
===========
Watch out for the booby traps in this one. There are traps that drop bombs
(avoid these either by double jumping over them or standing back from the
blast radius and waiting for the bombs to go off) as well as pressure-
sensitive pads on the ground that trigger arrows.

A new enemy type is introduced here, one with a whip. This guy obviously has
more range than most melee goblins. Charge him after he swings his whip to get
in the few hits necessary to take him out.

Keep an eye out for the obvious doors that can be broken down for the
collectible goodies inside.

Near the end of the level, the large goblin boss will be encountered. To fight
him, simply dodge his sword attack and mash the attack button before he can
raise his shield. Enough hits will cause him to retreat. Pursue him, and then
repeat the process as you chase him through the fortress.

He will then start shooting a volley of arrows at you while his minions attack
on the ground. Defeat the minions while avoiding his arrow fire. To avoid
the arrows, double jump towards the screen. Anyway, after his minions have
been defeated, he will jump down to fight.

This guy has two attacks. If you are far away from him, he will fire his
arrows like before. If you are close, he will swing his sword, just like
before. He is handled in much the same way, however. Just a few hits is
necessary, or you can blast him with one of your Special Moves to get the
battle over with in a flash.

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===========
CHAPTER 3-4
Overwhelming Force
===========
Giant Knack! At this size, Knack is incredibly formidable. You are able to
smash through most of the barricades and buildings in the area, so just go
nuts. Destroy everything in your path along with all the enemies in your way
as well.

Things get tough when the tanks are introduced. There are two different types
of tanks, and throughout this stage, you will face them in a variety of
different combinations.

The first tank introduced is not that tough to deal with. It is a smaller
tank with a drill on the front that it can charge with. It fires two
cannonballs at a time. Avoid the cannonballs and get either behind it or
to the side and hit it three times to defeat it. Afterwards, you can use its
husk as a weapon by picking it up. The enemy that is highlighted in blue is
the one that will be hit by the broken tank when you throw it.

The second tank is a bit tougher to deal with. This tank is larger, takes more
hits, and has more powerful attacks. It will create a purple forcefield around
itself that also deals damage to Knack. After using the forcefield, it always
stops and fires a single missile that is somewhat guided. Avoid this missle
by moving and jumping as it nears.

Only ever hit these big tanks with two hits at a time. You can land two hits
after their forcefield runs out, and two hits after they fire the missile. But
get out of there immediately after that as the tank will then fire a missile
directly in Knack’s face or Knack will be caught in the forcefield and will
die that way.

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===========
CHAPTER 3-5
The Chieftain’s Mech
===========
This entire level is the boss fight against the Chieftain (the dude you were
chasing in 3-3) and his mech. The first part of the fight is the hardest.
The Chieftain will fire bombs at you, and to the left and right of the alley
are structures and obstacles that need smashed.

When the Chieftain pauses and raises the cannon on the mech arm, make sure
you have a lot of room to either the right or left. As soon as he fires it,
quickly go to the left or right. Use the dodge if necessary. Then charge the
Chieftain before he can fire one off again and hit him three times.

Gather the Sun Stone juices here, and now it’s time for part 2. This time he
will fire more bombs, but he is more conservative with the devastating one-shot
kill missile. So you should be able to get to him without too much trouble.

The Chieftain will then retreat again and start tossing bombs. The larger
bombs can be picked up and throw back at him. Do this to damage his mech
enough that it is covered in yellow surges of electricity.

He will fire volleys of bombs imbued with this stuff, which increases their
blast radius. Charge him and take him out with a trio of attacks to be done
with this boss fight.

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——————-
CHAPTER 4
——————-

===========
CHAPTER 4-1
The Escape
===========
At the start of the mission, move forward and avoid the missiles. Make your
way through the halls and watch out for red levers on the wall that open doors
which contain gadget parts and the like.

New enemies are introduced here (of course). The first encountered are the
humans that shoot the missiles. Don’t worry about the ones on the balconies
in this hall, however, as they are more trouble than they’re worth. Smash
the Sun Stones in the halls to make sure you have a healthy amount of the
stuff moving forward.

The second set of new enemies are robots. One will cover itself in a forcefield
of electricity, and the other will rise into the air and smash into the ground
to create a shockwave attack. To deal with the first one, simply wait for its
forcefield to go down and punch it. For the other robot, jump to avoid the
shockwave blast, and then punch it upon landing. When in the air preparing for
its attack, it is invincible due to it also having an electric shield.

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===========
CAHPTER 4-2
Some Disassembly Required
===========
In one of the shortest chapters of the game, the only goal here is to destroy
the robots with spotlights on them. Destroy them in a manner that allows keeps
Knack out of the light. Use the projectile Special Move to defeat enemies
that are at a distance and in light. If you don’t have any Sun Stone juice,
you can hug the walls near these people to get a pretty good advantage on them
before ultimately being spotted during the beatdown.

The required amount of robots that need destroyed is 20, but there are more
than 20 here. Just keep smashing them until you’ve amassed the correct number
of destroyed robots.

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===========
CHAPTER 4-3
Stealth Knack
===========
Enter:  Stealth Knack! As Stealth Knack, move through the lasers freely and
hit the big red levers on the walls to remove the lasers. Now as you explore
the labs and home of Viktor, you can switch between Stealth Knack and regular
Knack at will.

To switch to Stealth Knack, press Triangle. Then press it again to change
back. Stealth Knack can be killed by one hit no matter how powerful the enemy
or the attack, so what you’ll want to do is move through the lasers as Stealth
Knack and then use regular Knack to fight the enemies.

Speaking of enemies, this section is mostly about fighting. There’s a lot of
robots to fight, including new drones that shoot small lasers, robots with
large cannons for hands, and ninja-robots with swords that have a devastating
spin attacks.

The same strategies that you’ve used throughout the game still apply to these
enemies. When feeling especially cocky, stay as Stealth Knack and fight them
if there’s a laser or two in the room to avoid accidentally triggering the
traps. Don’t be conservative with the Sun Stones, as there’s plenty to go
around here. Also keep an eye out for air vents that Stealth Knack can move
through.

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===========
CHAPTER 4-4
The Pursuit
===========
This section is much like the last. You’ll be spending a lot of time switching
between Knack’s two forms. However, the difference here is that the enemies are
even more formidable. Again, don’t be afraid to use those Special Moves when
necessary to avoid death. Be prepared to fight even larger robots, including
the large ones you’ve encountered already, as well as new ones with drills for
hands and shields.

What helps this section stand out are the platforming challenges and hazards
that harken back to the glory days of Crash Bandicoot. I am talking about
platforms that retract as you are jumping up a wall and treadmills meant to be
run against to avoid the electrical barriers on them.

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——————-
CHAPTER 5
——————-

===========
CHAPTER 5-1
The Doctor’s Plan
===========
As you move through the wilderness and caves, you’ll notice some new “friends”
(don’t worry, the old ones will be back sooner rather than later). The first
new enemy encountered is a spider. When on their webs, the spiders are pretty
harmless. However, when on the ground, they fire purple stingers and are
almost constantly backing away, making them tough eggs to crack. Jump over
their attack, and then rush toward them and start swinging for the best bet on
dealing with them and getting out with minimal damage.

Secondly, there are these weird squirrel-bat-dragon-things. These guys will
fire two beams, then pause and repeat the process. While it may seem like a
good idea to use the homing attack, like with the birds from earlier, it is
actually a lot easier to lay into them with regular melee attacks. Don’t
avoid their lasers with jumping, but rather by “dodging” all around them.

Deeper in the mine, the enemies from old will pop up in the form of the same
humans that work for Viktor and Viktor’s pesky security bots. The humans are
very similar to the goblins, except…you know, humans. There’s even a bomb
throwing guy this time around, so the same strategies apply here.

When you encounter the first robot, he will be equipped with a 2×4 and will be
aided by humans with guns. Get rid of the humans first before dealing with the
robot. The robot will charge you and swing the 2×4 rather rapidly. After
beating him, stay on the right side of this area, as another robot with a 2×4
will jump down from above as the other enemies come from the opposite side.

Staying on the right side opens the opportunity to defeat the most formidable
threat here (the robot with the wood!) and then turning your attention to the
rest of the enemies. Keep doing this until this area is cleared. Then have
Knack unload all his relics into the generator to power up the elevator.

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===========
CHAPTER 5-2
Into the Depths
===========
More robots, but mainly humans to worry about. These humans are armed with
guns that are designed to stop Knack. When this happens, mash on the X button
to break free before they can fire lethal rounds.

For the most part, this is just another series of rooms where you’re smashing
enemies and the like. Be sure to break the construction equipment that you
find along the way for extra relics. And near the end, you’ll encounter two
manned mechs alongside a bunch of unmanned ones.

Defeat the mechs with enemies in them and then turn your attention to the
empty ones. Destroy them before the other enemies show up. They will come from
the two areas on the far left and right of the screen, so just move between
these and wipe out the humans with little to no effort on Knack’s part.

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===========
CHAPTER 5-3
The Legendary Land
===========
A few new concepts introduced here. For one, there are doors that can only
be opened by sacrificing Knack’s relics. Break the various cubes and pyramids
that are around here to collect relics. When enough relics have been allocated
to open the doors, simply approach the door and press Triangle.

The second time that you need to do this, you will be in a room with strange
circular devices moving back and forth above. These devices will pull relics
off of Knack’s bodies. Meanwhile, other relics are moving down the lanes and
are also being scooped up by these devices.

Go all the way to the final row. Pick the left or right side, and then when
the device goes to the opposite side, just stand there and build up relics.
Back off when the device gets close again, and then keep doing this until
Knack has enough relics built up to get the door open.

These devices will appear later, but at these points they can be avoided
completely. A large relic orb thing in the center of the main room will be
your next threat. This thing will constantly suck relics away from Knack, but
luckily, as long as you’re fast enough, you can get just get to the next
cache of relics that are popping out of the ground with minimal threat. If
you’d like to take it slow, you can by waiting for the platforms around here
to raise and offer sufficient cover.

Finally, there’s a new enemy type here that requires a new strategy. These
guys create four shields that surround themselves, and then throw weak
projectiles are large, powerful ones. As it uses these attacks, its shields
will deplete. When there is an opening (or when all the shields are gone),
move in for the attack to defeat them.

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===========
CHAPTER 5-4
Sleeping Giants
===========
Now that you’re a bit bigger, those aggravating demon bat things that were
surely born from the fiery pits of Hell itself, are much, MUCH easier to deal
with. Even a single homing attack will kill them nice and dead.

To travel from one area to the next, use the blue pads on the ground. These
were also present in the last level. Another thing to keep in mind is to watch
for paths off the beaten one. Little detours can be found here that lead to
secret areas with chests that often contain gadget parts.

Pretty much the same enemies as the previous section are all accounted for
here, including the relic snakes that can be destroyed for a lot of relics.
The same hazards, such as spinny spike discs and lasers that turn on and off
are all accounted for as well.

What’s new are the Guardians. These are large stone creatures with big swords.
To deal with them, get in close. This will cause them to create a shield that,
while it knocks Knack back, will not do any damage. Jump in the air as soon as
they slam their fists down when their shields breaks to avoid the shockwave.
Then hit them. Keep repeating the process until they’re destroyed. The first
Guardian that is encountered can simply be knocked off the ledge if that is
easier, however.

The large orb drone returns as well. Just like before, you can pretty much
run along without having to worry too much about its beam since Knack is
constantly resupplied with relics at the relic spawners dotted along this
area.

What’s new about this object is that it will now turn red and shoot a fiery
death ray. Jump over its beam and also use its beam to destroy obstacles that
are blocking the way.

Near the end of the level, you have to wait for the beam to stop and then
run up the stairs, toward the screen. Dart to the side and behind cover
whenever you can, wait for the beam to fire, and then wait for it to turn off
before continuing.

A couple of times doing this will land you in fights with enemies, including
two Guardians at once. This may seem like a formidable task, but you can
trick them into walking into the beam and killing themselves rather easily.

To Top

——————-
CHAPTER 6
——————-

===========
CHAPTER 6-1
Rescue Mission
===========
Use the snow drifts to reach the higher areas as necessary. The enemies here
will be very familiar, except the robots will have an added ability to blow up
after being destroyed, so get away from their robotic bodies as soon as you
possibly can.

Another wrinkle here are the treadmills that need turned on. Hit the switches
near them to activate the levers, and then use the treadmills accordingly.

Yet again, another new enemy is introduced for Knack to worry about. This is
another human, but these humans are equipped with maces that they can spin
and slam on the ground, creating a shockwave effect. These guys also have a
tendency to roll out of the way of homing attacks, but homing attacks are still
the best way to deal with them.

To Top

===========
CHAPTER 6-2
Steam Road
===========
Enemies equipped with crossbows are Knack’s new threat here…but it’s okay,
because it’s not long until Knack gets wood!

Er, wood…body parts. Ahem. After Knack absorbs the wood, you can continue
to build his wood armor by smashing bundles of the stuff that are located
all over these caves. Enemies will wise up to Knack’s new weakness and
they will start using devastating fire arrows with their crossbows.

Ninja-like robots with laser staffs are also something to consider in this
stage. To kill them, try to rush them with your punches.

As Knack grows in size, there will be firepits. Go to the fire and stand
next to it to grow Knack and build up his armor as well as light Knack on
fire. There will be a timer with this, much like the ice melting mechanic
from before.

Knack is more powerful when on fire, though you will have to keep recharging
the wood at the firepits. Use Knack’s flames to power the furnaces in the
level to continue to progress.

You will eventually reach a point with three branching paths. All three paths
lead to a furnace that need to be powered by Knack. The one on the right path
is the hardest to reach considering the amount of enemies, so I would tackle
that one first. The one on the left is a simple bit of platforming, and the
one straight ahead is some brawling.

Powering all of these furnaces will allow Knack to leave this place…

To Top

===========
CHAPTER 6-3
Rooftops and Ramparts
===========
Defeat the first batch of enemies and collect the relics along the way. Watch
for structurally weak walls to nab some collectibles. As Knack builds up in
size, the enemies will become progressively tougher, including a new robot
enemy that shoots a mace out of its hand, guided by a laser. Let it shoot
the mace, then attack while it attempts to retract the mace.

Smash all the wood stacks that are encountered to make Knack gigantic. Climb
the wall when you reach the dead-end. Jump up the wall faster by pressing X.

To Top

===========
CHAPTER 6-4
On a Rampage
===========
For the majority of this section, you are giant Knack and are able to just
mow through the enemies. Inside the castle walls, things get a bit tougher as
Knack is a bit smaller. However, it’s the same gauntlet of robots and enemies
that you should be used to by now.

To Top

——————-
CHAPTER 7
——————-

===========
CHAPTER 7-1
The Best Defense
===========
Starting out as small Knack is always a bummer, but oh well! This level brings
back the boomerang goblins, and also features some new goblins. There are ones
that shoot purple goo not unlike the oil-spitting robots encountered earlier,
and there’s also a new hazard in the form of mines.

When encountering mines, their detection radius is clearly laid out on the
ground. Step into the radius then quickly back out of it to avoid the
explosion.

In this section, watch for red doors. These doors can be broken and inside
you’ll find collectibles. Speaking of collectibles, there is a hidden one
that is not so obvious here, but thankfully its location is easy to point out.

Early on in the level, there is an area with a ton of crates. Smash all of
the crates on the cavewall and you’ll find an opening. Head down the stairs
and the chest will be sitting right there, ripe for the pickings.

A goblin equipped with a mech that has saw hands will chase Knack in the
level as Knack gets bigger in size. Avoid its attacks by running away from
it. Smash through or jump over the various obstacles along the way, which
include crates and rocks. When smashing through stuff, be sure to dash to it
and then hit the punch button to make sure the goblin/mech is unable to catch
up with you.

To Top

===========
CHAPTER 7-2
The Goblin Invasion
===========
This section sees Knack grow considerably in size, but the enemies also get
bigger. There are numerous robots to deal with here, so even though the
smaller goblins are easier to handle, there will be new threats.

One new robot is the sawblade one from earlier, except this time they fire
the blades, which act just like the boomerang that the boomerang goblins use.

Don’t be conservative with the Sun Stone Special Moves here. They come in handy
when the going gets rough and there’s plenty of Sun Stones. Be sure to smash
the street lights along the way for extra juice.

To Top

===========
CHAPTER 7-3
Taking the Bait
===========
Introduced here are the tanks from before, except they’re upgraded! These
upgraded tanks are noted due to the “wings” on their backs. The smaller ones
are easily defeated, as while they still shoot rockets, they no longer have
the drill attack.

Instead, when you’re close, they will shoot the purple goo out of their
cannon. If you get behind them, you can easily just smash them to bits and
moving around their body so the purple goo can’t even get to Knack.

The larger tanks pose more of a threat and by a significant margin. These
tanks have one-hit kill missiles that almost home in completely on Knack, and
they still have that forcefield from earlier. The best way to deal with them
is actually the spin attack.

I usually don’t bring up this Special Move because the other ones are more
helpful in most situations. However, the spin attack is incredibly useful when
fighting the tanks, especially more than one, and especially the larger ones.
Use the Spin Attack by having at least one full Sun Stone and then tapping O
followed by square.

This will cause Knack to start spinning his relics around like a tornado, as
you should already know. While in this state, Knack is invincible. So what
this allows you to do is to stay against the tanks, even when their forcefield
is on. When the spin move ends, it should only take one more punch to destroy
the large tank. Then you can use the rest of it as a weapon against the other
enemies that will probably be pouring in at any given moment in the game.

Smash through buildings to find extra relics, and destroy ALL the orange trash
cans that are lining the streets. Inside these trash cans are extra bits of
juice. It’s just a little bit, but a little goes a long way. With Knack at this
size, all that is required to break almost anything in the environment is
Knack touching or charging into it.

Near the end of the stage, there will be a wall to climb, which you should be
able to tell at this point by the red ledges sticking out of it. Climb it
like usual, except be careful and watch for smoke and/or fire coming out of
the windows. This will damage Knack or knock him off the building completely.

To Top

===========
CHAPTER 7-4
Knack Strikes Back
===========
The beginning part of this level is probably the most difficult. Make sure to
collect as much Sun Stone juice as possible on the way to the first enemy
encounter, which is a large tank and a large, armored goblin. Try not to
use the spin attack here, unless you have two Sun Stone reserves.

When they’re defeated, you’ll encounter the new enemy type for this level,
which are goblins in aircraft. These aircraft will fire a volley of purple
lasers and a devastating missile as well. Use the projectile Special Move
as soon as you see them.

If you don’t have any Sun Stone juice, then you can use the cars lying around
here as weapons. Simply pick up a car with square and throw it in the direction
of the ship. Make sure the ship is stopped, though, or else you’ll waste a
car. If all of the cars wind up destroyed, you’ll have to wait for the ships
to get in close enough for you to punch them.

As you progress through the level, these ships will be encountered a couple
more times, but sometimes you’ll be able to punch them out of the air before
they even have a chance to start attacking.

There will be more wall climbing, with the added twist to the smoke and fire
that you’ll have to wait for it to go away in order to continue to the next
part of the wall. Also be careful of the damaged bridges that Knack has to
walk across; move quickly on them to avoid falling to your doom.

To Top

===========
CHAPTER 7-5
Gundahar’s Robot
===========
Gunadahar’s Robot may be somewhat intimidating, but the fight is actually
pretty easy. He will zoom around the area, so just zoom at him and try to
land a punch. Avoid any projectiles he throws, and use the dodge button a LOT.

When he puts his arms in front of his face, get in close. Then use the dodge
button to the left or right almost immediately. This will allow you to avoid
Gundahar’s Robot’s punches and get in a punch before he retreats. Just keep
doing this until the robot is defeated. If you are having trouble, gather
the Sun Stones around the area and just unload a bunch of Special Moves on
him, mainly the projectile attack, as it has the best chance of actually
landing.

To Top

——————-
CHAPTER 8
——————-

===========
CHAPTER 8-1
Back to Basics
===========
In the first area near the Doctor and the plane, there are three different
paths to choose here. The path to the left will continue the level, whereas
the path in the middle and to the right will get you some more Sun Stones
that are very helpful in this level.

The enemies in this level are the low level goblins that you’ve encountered
many times in the past, as well as new twists on the bugs that were encountered
early on in the game. The green bugs do a backflip and smash into the ground.
The blue bugs are far more deadly, as they will spin around in a cricle and
shoot fire out of its, uh, rear, which can be a tough move to avoid, so you
should take them out immediately.

Rock scorpions are added to the mix of nasty bugs that Knack has to deal with.
These enemies spin around with their tail, but they stop much quicker than the
blue bugs, so they are less of a threat. They do take an extra hit to defeat.
Later another rock scorpion type shows up that fires poison bards. These ones
take three hits, but are still easy to defeat for the most part.

Near the end of the stage, there is a point where numerous bugs pop out at
once. You have to fight four at a time, but if you are fast enough, you can
get rid of them immediately. Use the “dodge” button to zip from enemy to the
next and punch them immediately to take them out before they are even able to
do anything. There will be a second wave of this, followed by some rock
scorpions that pop out of a hole.

Another thing to watch out for in this level are the red gems that are dotted
all over the place. These are explosive and just require you to touch them
for them to explode. On top of that, a new goblin type is introduced in the
form of goblins with pickaxes. These are easier versions of the hammer goblins
encountered earlier, but avoid jumping behind them because they, like the
hammer goblins, have a tendency to quickly swing their weapon down whenever
Knack is behind them.

To Top

===========
CHAPTER 8-2
The Secret Base
===========
There are three different areas to choose from at the start of this mission.
You can go to the left, straight ahead, or to the right. Each area will lead
to a few battles, and then a generator powering the anti-aircraft guns at the
end. Destroy the generators and you’ll be warped back at the beginning.

The mud that is in this level is non-lethal, but it will definitely slow you
down if you step in it. If you are having trouble reaching one of the
generators, then pick a different patch and build up relics with Knack so he
can get bigger and handle the larger goblins better in these areas.

To Top

===========
CHAPTER 8-3
Heavy Machinery
===========
Yeah, a platformer-heavy level! Watch out for the electric rods, defeat the
enemies, and use the platforms to reach the next areas. The platforms will
retract into the wall every few seconds, but simple timing is all that is
needed to get by them.

There are also platforms that shake very badly. These platforms will not fall
or anything, and they usually have Sun Stones on them to collect. They also
provide a good point to stop and watch the next set of platforms so that you
can get your timing down.

There is a secret room at the top of the second set of these platforms.
It is obvious that you are supposed to go to the left, but if you go right,
there is a wall that is structurally weak (which is also obvious). Simply
smash it and then go to the bottom of the stairs in there to collect the
goodies from the chest.

Fans are also added to the chaos here. When stepping on a fan, the camera
switches to a top-down perspective. Glide Knack around the electrical poles
that are there. If you are going to fast, pull back on the left stick to
slow Knack down some.

To Top

===========
CHAPTER 8-4
The Goblin Caves
===========
More platforming, but mixed with the brawling-heavy early levels in this
chapter. Pipes that shoot off steam hot enough to damage Knack is one of the
new obstacles here. Either jump over the steam or wait for it to dissipate
before continuing through the level.

A more powerful version of the Guardian enemy will show up numerous times in
this stage. These Guardians can take more damage than the other ones, and
they also transform one of their arms into pure crystal that can potentially
kill Knack in one hit.

Spamming the dodge ability is the key to success against these steroided-up
Guardians. Punch. Dodge. Punch. And so on and so forth until they finally
bite the dust.

To Top

——————-
CHAPTER 9
——————-

===========
CHAPTER 9-1
Scaling the Wall
===========
Fairly simple level. Just the usual run of the mill batch of goblins and bugs
to contend with. Be sure to collect as many relics and Sun Stone juice as
possible along the way.

By the way, when you reach the mine (there is only one in the level), turn
around immediately and check the wall. As you can see, the wall is not the
exact color of the rest of the walls in this chapter. Keep an eye out for
these discolored walls in this stage and the subsequent ones as there’s a
bunch of them here and once you can see what the fake wall looks like, you
should be able to spot them with absolutely no problem.

Smash the wall and then get the chest at the bottom of the stairs for the
collectible and continue on your way.

To Top

===========
CHAPTER 9-2
The Weapons Factory
===========
Use the levers to manipulate the platforms, and then use the platforms to
continue through the stage. The goblins will be larger in the factory, but
Knack will also be bigger so it should even out.

Watch out for the various platforming hazards in this stage. There are
conveyor belts that will move in the direction opposite of where you’re running
and these have devices that will try to crush Knack. Time it so you can jump
along the conveyor belt and best avoid being crushed.

Pretty early on in this mission, Knack will combine himself with metal, and
therefore become “Metal Knack”. Metal Knack is an armored version of Knack,
making your attacks more powerful and raising your defense.

Blue lights will suck away the metal from Knack, as these indicate magnets.
Move through the first blue light and Knack will have all his metal pieces
stripped away. Defeat the subsequent goblins, hit the switch, then retrieve
your metal pieces before continuing.

Piles of metal pieces are found in numerous areas in this stage. Stepping in
them will allow Knack to return to his metal form. Metal Knack has another
purpose besides just being stronger and being more resistent to the attacks of
enemies. There are generators that need powered by the metal pieces. Powering
these generators will pop out a crate of metal parts that will then move across
a conveyor belt and through a shutter. If you aren’t close to the shutter when
this happens, then Knack will automatically warp there, so be sure to check
the area THOROUGHLY before doing so.

The magnets will come in different varieties later in the stage. There will be
magnetized floor panels that can rip the metal pieces from Knack as well, so
avoid those as best as you can. Outside the factory, it will be the usual
enemies. You won’t be outside for long, however.

Back inside, there will be more moving platforms to deal with. You’ll come to a
large set of magnetized panels. Don’t try to move across them (but if you are
playing in co-op, it might not be a bad idea to have the co-op player defeat
those enemies real quick!). Instead, there are areas to the left and to the
right of it with enemies and switches. Hit the switches, kill the enemies,
and then you can move across the panels without having to worry about getting
Knack’s metal pieces sucked away.

Finally, you’ll be outside yet again. The path forward has a Sun Stone to
collect, but take a left instead and you can find a secret room by punching
the wall at the end.

To Top

===========
CHAPTER 9-3
An Unwelcome Surprise
===========
Sun Stones are extremely plentiful in this stage, so don’t be shy about using
your Special Moves whenever the need arises, and certainly whenever you almost
have three crystals completely filled. Large mechs and tanks are going to be
added to the fray (as well as planes…but thankfully they are grounded and
ripe for the punching!)

A new type of tank is introduced here. This tank has a large laser cannon on
its top and also uses the forcefield like the tanks before it. The laser is
easier to dodge than the missiles of the other tanks, so in reality, these
laser tanks are actually somewhat easier to fight. They just can take more
damage than usual.

To Top

——————-
CHAPTER 10
——————-

============
CHAPTER 10-1
Desert Ruins
============
Bugs, plenty of traps, and a new goblin type. These new goblins are small, so
they are easy to kill, but their attack can prove quite troublesome. They
drop a litter of small bombs that are designed to force you into the attacks
of other enemies. This can cause a lot of headaches if you aren’t careful.

For the most part, this stage is what you should come to anticipate in the
game. In the middle of the level, there are three platforms that will move in
the proper position for you when you reach the last one. Don’t be too hasty
with your jumping or Knack will fall off to his death.

A little bit later, these platforms can prove to be pretty annoying. You’ll
reach a point with a goblin that is armed with a large boomerang. Get to the
second platform and then either shoot him with a projectile attack or wait
for the boomerang to go over your head and hit him with a homing attack.
Just because the enemy is defeated doesn’t mean the boomerang will go away
though, so be ready to jump over it again before continuing up the
mountainside.

You’ll move through a narrow cave, and then you will have to battle with a
new type of goblin armed with powerful gauntlets/shields. Just wait for them
to try to attack, then go in for the attack yourself, otherwise they will
just continuously block all of your attacks.

To Top

============
CHAPTER 10-2
Message from the Past
============
Plenty of powerful enemies are in this stage. The gauntlet/shield goblins
from before are here again, yet in larger number. There’s a new enemy with a
scythe that has a longer reach than the club-wielding goblins, yet the
scythe acts in a very similar manner…except sometimes they will throw it as
well.

Armored goblins will take more hits than the usual. There will be goblins
manning mini-catapults that fire annoying bombs. Take them out first.

And if all of that wasn’t enough, the icing on the cake? More Guardians!
Thankfully, these Guardians aren’t really any different than the last Guardians
encountered.

You’ll reach an open arena-like area with a multitude of enemies raining in
from all over the place. At this point in the level, Knack should be of
significant size, however, which should make this considerably easier.

To Top

——————-
CHAPTER 11
——————-

============
CHAPTER 11-1
Fire and Ice
============
As soon as the level starts, you’re going to want to move. Knack is being
shot at from below, so get out of here immediately. The enemies encountered
here are really nothing new, except now some of the bugs will be guarded by a
forcefield until you kill the other bugs around them.

The reason this level is called “Fire and Ice” is because of two things. One,
there is lava everywhere. And two, when you get through the caves, you’ll have
Ice Knack again.

With Ice Knack, he will be semi-constantly melting because of all the lava
that is all over the place. There is no reason that you really need Ice Knack,
so don’t stress out if he melts completely and you’re left with regular Knack.
However, Ice Knack does make battling the enemies considerably easier.

To Top

============
CHAPTER 11-2
The Labyrinth
============
Inside the Labyrinth, the first large room you reach will have enemies throwing
barrels. These barrels are dangerous as they leak oil and immediately catch on
fire. So defeat the enemies throwing them first, and when dodging them, be sure
to jump to the SIDE to avoid landing on the burning oil.

There is an ancient door here that is activated by not-so ancient switches.
The first switch is close to the door, where as you have to go to the left and
climb the rubble to reach the second. The third switch is located directly
opposite of the first; just step down and walk towards the screen to find it.

If you don’t hit the switches fast enough, the door will reset and you’ll have
to hit them all over again. Before going through the open door, smash the wall
to the left of it to find a secret.

Through the door, hit the three switches in the next room to raise the panels
on the floor and create stairs. Use the stairs to get through the next area.
Avoid the purple forcefield objects as they cannot be destroyed.

You’ll then reach a Guardian, with a twist! This Guardian is armed with a
powerful Sun Stone sword. He functions basically the same as the other ones,
so you don’t really have to worry about changing up your strategy. Just beat
him and then the green objects creating the forcefields blocking your progress
will switch off.

In the next room, a series of machines that explode with come out. Run around
in a circle and keep jumping to avoid being caught in their explosions. When
they’ve all been destroyed, you’re free to continue. Hit the first switch you
see in the next room to start opening the ancient door at the end of it. The
forcefields will keep you from running straight to the second switch (which is
on the left wall), but you can reach it fairly easily. Then hit the final
switch closes to the door to get it open. Remember that if you fail to do this
fast enough, then you will have to start all over.

Punch the right wall in this area near the entrance to find yet another secret.
Go through the ancient door after it is opened. What follows is basically a
gauntlet against Guardians, so don’t be afraid to use Sun Stone Super Moves if
necessary.

To Top

============
CHAPTER 11-3
The Ancient Key
============
It is in this stage that Knack will really start becoming larger, which turns
out to be incredibly helpful against the robotic enemies and other enemies
that populate this area. Otherwise, not much to say about this level besides
there is another forcefield maze to deal with.

To Top

============
CHAPTER 11-4
Chasing the Key
============
Fight through the enemies in pursuit of the mech. When you reach it, avoid
the sword swipes and then get in a few punches of your own. She will retreat,
but not before Knack is infected with a poison relic!

Poison relics constantly drain Knack’s health. You have to keep smashing boxes
and the like for relics to make sure Knack doesn’t simply die from the poison.
This stage has a lot of climbing, so watch for the blue ledges sticking out of
walls to see where you need to climb.

To Top

============
CHAPTER 11-5
Katrina’s Mech
============
Boss fight time! Katrina’s mech is a formidable opponent, especially when you
take into account that Knack is inflicted with a poison relic for this entire
encounter.

When she is in the air, she will fire blue blasts that create dangerous spots
on the ground where Knack can take damage if he touches them. She will then
lower herself closer to the ground and try to ram Knack with her sword. Dodge
out of the way, but try to stay close enough to her that you can land a few
hits. Just three or four will be enough to initiate the second stage of the
fight.

For the second stage, Katrina will retreat to a different floating island in
the lava, and the obelisks blocking the path there will crumble, creating a
bridge. Wait for her to fire her weapon, and then when she stops to reload,
move across the obelisks. Engage her in battle on this island in exactly the
same manner as you did before.

Again, obelisks will crumble and create another bridge. Because of the angle of
it this time, you don’t have to worry about stopping and waiting for her to
get all of her shots in. Just move across the bridge and smash all the Sun
Stones and boxes full of relics along the way.

On your way to the third fight with Katrina’s mech, notice that there is a
straight path to her, with little areas off to the left and to the right.
Wait for her to fire her first blast, and then go to the first side area to
avoid the second blast from Katrina. Stop in each little side area as you
move forward to be absolutely certain that she does NOT hit you with that
blast. The effects are absolutely devastating to Knack.

The third battle is when you should start spamming Special Moves just to be
safe. You don’t want to die here, or else you have to start the ENTIRE fight
all over from the beginning.

To Top

——————-
CHAPTER 12
——————-

============
CHAPTER 12-1
Inside the Airship
============
After fighting your way through the first batch of enemies, you’ll get to be
Stealth Knack again. Just a reminder, you can switch to Stealth Knack by
pressing Triangle. Use him to bypass lasers, but keep in mind that Stealth
Knack is extremely vulnerable when compared to the regular, full-of-relics
Knack.

You should primarily stay as regular Knack for this level simply due to the
high amount of dangerous enemies. Even if there are some lasers around, if
they can be jumped over or dodged, then take that route. Only use Stealth Knack
when it is absolutely necessary to get through a room or to hit a button that
is blocked by lasers to open a door.

A scene will play near the end of the stage and afterwards, Stealth Knack will
no longer be accessible. At that point, simply go through the next door to
trigger the next level.

To Top

============
CHAPTER 12-2
No More Sneaking Around
============
Be careful of the fans that are set up on the walls that can knock Knack off
the sides of the shpi and to his death. This level is mainly comprised of
battles with large robots, as well as small robots that shoot blue lasers
across the ground and can be quite the annoyance. A homing attack followed by
a punch will take them out with the least chance of taking damage, but if you
can land a single punch on them, that will be enough. Don’t do this unless
you are sure you can get to them before they can fire off one of their attacks,
however.

There’s also various platforms that will fall when Knack touches them. You
can tell you are on one of these platforms because the ground will start to
visibly give away. Be quick to move across these. Try to save some Sun Stone
power so you can take out robots isolated on small platforms out here using
the projectile attack. Trying to destroy the old fashioned way is suicide.

Returning in this level are the fans on the ground that Knack uses to float
around. They operate just as you should remember. There will be new robots that
show up here that fire those blue blasts that Katrina’s mech did in a fast,
machinegun-like manner, so be ready to jump over these new attacks and get in
close for a series of punches before they can repeat this.

To Top

============
CHAPTER 12-3
Within Reach
============
What this mission consists of entirely is smashing robots. You should be an
expert on the subject by now.

——————-
CHAPTER 13
——————-

============
CHAPTER 13-1
No Man’s Land
============
Knack gets to stay big at the beginning of a chapter for a change! Guardians
and humans and robots will be at odds, so you can actually wait for one of the
groups to off the other in some combat situations.

Plenty of Guardians will be around to fight, as well as even more powerful
Guardians than before. These Guardians have similar attacks to the other ones,
though, they just take more damage. Wait for them to swing their weapon down
and create the purple shockwave. Jump over the shockwave and then lay into
them. Avoid their forcefield, jump over their attack, rinse, and repeat.

A new hazard is also introduced in the form of these objects that fly around
and fire yellow beams that can completely destroy Knack with a single touch.
The first one of these that is encountered must be escaped by running away from
it, whereas the other ones don’t move, though you’ll have to wait for them to
stop shining the beam.

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============
CHAPTER 13-2
Bigger and Better
============
Throughout the course of this stage, Knack will be growing to immense size.
Collect all the relics, watch out for the obvious hazards, and then prepare to
deal with some new threats as always.

One of these new threats are the relic snakes from before, but considerably
more dangerous, powerful, and larger in number. To avoid the relic snakes,
jump out of the way of them, land, punch one, and then quickly jump out of the
way of the other oncoming relic snake.

Those objects from the previous stage that kill Knack with one hit with their
beam return. However, this time you have to destroy them in order to progress
through some areas.

By the end of this stage, Knack will be absolutely gigantic. The enemies
from before that caused trouble are now extremely small and you probably won’t
even notice them when moving through the level. You can destroy most of them
simply by stepping on them.

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CHAPTER 13-3
The Cliff Path
============
More smashing and what-not as giant Knack. A more powerful version of the
relic snake is introduced here, and this thing is an absolute beast. The
first one you encounter is the easiest to deal with as it is somewhat stuck
behind a structure.

Wait for these things to do their spin attack (they will rotate twice), and
then when they open their jaws and reveal the red orb in their center, start
swinging Knack’s fists to defeat them. You’ll have to be careful when fighting
multiple of these later, and Sun Stone Super Moves are basically useless
against them.

About halfway through the stage, Knack will give up his fancy new relics to
create a path up the cliff wall. Use these parts to climb to the top, and be
sure to move fast enough to avoid being hit by the giant relic snake that is
destroying the parts along the way. At the top of the cliff, Knack will
recover the relics and return to his huge size.

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============
CHAPTER 13-4
The Final Guardian
============
The final boss fight is quite the doozy. The first stage comes in two rounds.
For the first round, the Guardian will act primarily like a normal Guardian,
smashing his sword on the ground to create a shockwave, using a forcefield to
push Knack back, and the like.

Of course, this being the final boss in the game, this Final Guardian is also
considerably more powerful and has plenty more moves. When you get close the
first time, he will use a shield comprised of green relics. He will then
cause lasers to create flames on the ground. Avoid these the best you can while
you punch the hell out of the relic shield. Destroying the relic shield will
allow you to get in a few punches, but watch out for his sword.

The Final Guardian will then retreat. Follow him to the next area to initiate
the second round of the first stage. This battle is structurally very similar.
The differences are that he uses a forcefield to try to knock Knack off the
platform, and mainly fires purple bombs that are acutally easier to avoid than
the lasers and flames from before. He will also raise the platforms on the
floor in an attempt to knock you back as well, but just return to him, destroy
the shield, and then damage him.

Make your way to the final stage of the boss fight, which is certainly a tough
battle, so buckle up. To begin with, the Guardian will draw Knack to him and
then knock away almost all of the relics. Make your way back to the pile of
relics at this point, and be ready.

The Guardian will start firing a laser beam of green relics. Move straight
toward the pile and jump to the left and right to avoid being hit by the
beam. When you reach the relics, still be ready to jump out of the way of
the green relics if needed.

After that, he will behave like before, except when he slams the sword down,
an annoying drone will fire green beams at you. So jump to the side of the
Guardian after he slams the sword, then lay into him with attacks to defeat
him for the first round.

The second round, he will once again rip the relics away from Knack. Head to
the relics again, but this time there are smaller Guardians teleported into
the area as well. Ignore them for the most part, but jump over the shockwave
that occurs when they slam on the ground as well, while also be sure to dodge
the green beams from the Guardian.

Upon collecting all the relics again, this time run around the Guardian in a
circle. The Guardian will first summon the lasers that create fire. As you
run in a circle (any direction is fine), you can also zoom forward using the
dodge ability, which is definitely recommended.

After the lasers, the Guardian will start firing purple bombs again. Avoid
them just like you did the lasers. Then you are given the opportunity to
lay into the Guardian yet again. Landing enough attacks will defeat the
Guardian for good.

THE END

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3. Collection
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In Knack, there are collectibles found through hidden doors in the levels,
oftentimes discovered by smashing discolored or strangely shaped sections of
walls.

Through these doors are staircases that lead to chests. Punch the chests to
receive your reward.

You CANNOT get collectibles through Chapter Select. You have to replay through
the entire game, but the collectibles are in the same spot with new gadget
pieces.

There are two different types of collectibles in the game, gadgets and
Crystal Relics. Gadgets amplify Knack’s abilities throughout the game, whereas
the Crystals buff his powers and completely changes his form.

Here is a list of all the collectibles in the game, complete with a handy
checklist!

======GADGETS=====
[ ] Parts Detector
[ ] Secret Detector
[ ] Transmuter
[ ] Sunstone Battery
[ ] Harvester
[ ] Time Dilator (cannot be equipped at the same time as Combo Meter)
[ ] Double Battery
[ ] Combo Meter (cannot be equipped at the same time as Time Dilator

====CRYSTAL RELICS====
[ ] Sunstone Relic
[ ] Ruby Relic
[ ] Amethyst Relic
[ ] Emerald Relic
[ ] Aqua Relic

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4. Knack’s Quest
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Knack’s Quest is an iOS app that has been created to serve as a companion to Knack. The app can be used to earn collectibles in a manner other than playing through the game over and over again.

My fellow Cheat Master David has written a guide for Knack’s Quest. Check it out here:

Knack’s Quest [Guide]

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5. Conclusion
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I hope this guide helped you beat Knack on PlayStation 4!

Please feel free to check out all my other content on Cheat Masters!

For more on Knack, check this out:

http://www.cheatmasters.com/cheats/45220/Knack_cheats.html