Shovel Knight FAQ
V1.5
By Troa11
This guide may not be copied, reproduced or reprinted without permission.
PM me on gamefaqs with corrections and suggestions. Be polite.
Contents
========
How to Use This Guide.....................[SUSE]
Revision History..........................[SVER]
Controls..................................[SCTR]
Game Mechanics............................[SMEC]
Relics....................................[SREL]
Walkthrough
Opening
Plains..................................[SPLN]
Map Section 1
Village.................................[SVIL]
Troupple Pond...........................[STRP]
Pridemoor Keep (King Knight)............[SKGK]
The Lich Yard (Spectre Knight)..........[SSPK]
Forest of Phasing.......................[SFOP]
Enemy Encounter 1.......................[SEE1]
Treasure Bonus 1........................[STB1]
Map Section 2
Explodatorium (Plague Knight)...........[SPLK]
Iron Whale (Treasure Knight)............[STRK]
Lost City (Mole Knight).................[SMLK]
Armor Outpost...........................[SARO]
Knuckler's Quarry.......................[SKQU]
Hall of Champions.......................[SHOC]
Reize...................................[SREZ]
Baz.....................................[SBAZ]
Enemy Encounter 2.......................[SEE2]
Treasure Bonus 2........................[STB2]
Map Section 3
Shortcut?...............................[SSCT]
Clockwork Tower (Tinker Knight).........[STKK]
Stranded Ship (Polar Knight)............[SPLK]
Flying Machine (Propeller Knight).......[SPPK]
Frigid Flight...........................[SFFL]
Black Knight............................[SBLK]
Phantom Striker.........................[SPHS]
Map Section 4
Tower of Fate: Entrance.................[STF1]
Tower of Fate: Ascent...................[STF2]
Tower of Fate: ????.....................[STF3]
New Game+ Changes and Tips................[SNGP]
Feat Guide (With Song Scrolls List).......[SFTG]
Cheats....................................[SCHT]
Enemy Index...............................[SENM]
How to Use This Guide [SUSE]
============================
Please read this before you go any further.
This guide is designed to help your way through the Shovel Knight quest. It
primarily covers the standard game mode. Along the way it will offer
suggestions on getting through difficult areas and locations of hidden
treasures and song scrolls along the way.
If you’re not terribly familiar with the game, check out the Game Mechanics
section before getting started. Although the walkthrough will help you find
your way through areas and show the secrets, I recommend playing through at
least once without it! Obviously, spoilers abound.
The walkthrough is designed to give strategies for any area without using
relics. When applicable, suggestions on using relics to make a situation
easier will also be given. This is assuming a normal playthrough of the
game, not a new game+, so relics you wouldn't have won't be suggested.
Many of the items and enemies in this game do not have published names (at
least not as I wrote this). I made up boring names that are at least
descriptive so you'll know what I mean when you see it.
Lastly, the guide is tag-searchable from the table of contents.
Version History [SVER]
======================
1.0 – Complete walkthrough and game overview.
1.2 – Added New Game+ Section.
Added Feat Guide.
Added Map overviews of each stage where applicable.
1.3 - Fixed some typos
Added item pickups to mechanics section and fixed inaccurate health
item info
Added info on bubble blocks and chain-exploding blocks to the
mechanics section.
Added some breakable areas that were missed
Added section on cheat system
1.31 - Fixed a few more typos and bad info
Added some other minor bits of info
Added info on which checkpoints exist in New Game+
1.5 - Added Enemy Index
Expanded Cheat section to include all currently known cheats and
effects.
Fixed more minor typos and expanded info/secret areas.
Controls [SCTR]
===============
Shovel Knight is completely configurable. Not counting the pause button,
the game uses 3-4 buttons depending on your settings. The button layout is
entirely at your discretion.
Start – Pause menu/skip dialogue or cutscene
D-Pad – Movement
D-Pad Down in air – shovel drop
Attack – Swing your shovel/Cancel in menus/speed up text
Jump – Jump in the air/Select in menus/speed up text
Relic Menu – Pauses game and opens a menu to change current relic
Use Relic – Can be set to a button input or Up+Attack (default)
Although the nostalgia factor of Up+Attack is great, I prefer setting Use
Relic to a single button
Game Mechanics [SMEC]
=======================
Moveset
-------
Shovel Knight has a pretty decent moveset for an old school hero. He can jump
a decent amount, moves pretty quickly and can do a number of different things
with his signature shovel. A standard attack press will swing his shovel in
front of him, damaging anything in the 2x2 space directly ahead. This can also
be performed in the air. He also uses this button to dig up dirt piles and
break destroyable walls/blocks. The basic shovel swing can also reflect almost
any projectile in the game and destroys most of the rest. Each projectile
rebounds differently when hit. Against bosses and minibosses, a flashing
projectile indicates one you can hit that will likely return to the enemy for
damage.
The best move is the shovel drop. Pressing Down in midair will do a downward
stab with the shovel. Once you press down, Shovel Knight will continually
downthrust until he lands, is hit or it is cancelled by pressing the attack
button. Cancelling a shovel drop is a necessary game mechanic, so get used to
doing it! When you land a shovel drop, one of three things can happen. On
most surfaces you'll simply land into a standing position. On destructible
blocks and certain enemies and other surfaces you'll short bounce off. On most
enemies and some special surfaces you'll do a high bounce that reaches higher
than a standard jump.
A regular shovel swing or shovel drop both do a single point of damage.
A charged swing is available later in the game. This arcs wider and does 2
points of damage.
Invulnerability Window
---------------------
Going along with the moveset and attacks, anytime you strike an enemy and don't
kill them (particularly bosses), you notice they flash a few colors for a half
second or so and you can't hit them again until they stop. What you may not
notice immediately is that you are also immune to their attacks during this
flashing. This often means that you can press an advantage if you manage to
land the first blow on someone or you can be a little more daring than you
would otherwise. Even if an enemy is reeling up to attack, as long as your
blow lands first you won't get hit.
Health
------
Shovel Knight starts with 4 health bubbles worth 2 hp each. This can be
upgraded to 10 by brining meal tickets to the Gastronomer in the Village. 3
tickets are purchased in the Village from the Goatitian, 3 are awarded after
completing each "set" of Boss Knights.
Magic
-----
Shovel Knight starts with 30 magic points. Each relic uses varying amounts of
magic when used. Magic can be upgraded to 100 points in 10 point increments by
purchasing the upgrades in the Village from the Magicist.
Money
-----
The main way to enhance Shovel Knight is to buy relics and upgrades. To do
this you need gold which you collect in various gems during the stages. The
following gems are available to be found:
Grey - $1
Blue - $5
Green - $10
Yellow - $20
Red - $50
Pink - $200
Treasure Fish - $350
Items
-----
Throughout his travels Shovel Knight will come across various collectibles
besides the gems that provide various boosts.
Meal Platter - Contains Turkey, Apple, Carrot or a bomb. Special platters at
the end of Tower of Fate: Ascent contain a Turkey and a Large Magic Jar.
Carrot - Restores 4hp - Usually found in dirt piles, sometimes in Meal Platters
or dropped by minibosses.
Apple - Restores 6hp - Found in Meal Platters, fishing at Troupple Pond or
dropped by minibosses.
Turkey - Restores 20hp - Found in Meal Platters or dropped by minibosses.
Small Blue Fish - Restores 2hp - can randomly be pulled out of any bottomless
pit with the Fishing Rod.
Medium Blue Fish - Restores 8hp - can randomly be pulled out of any bottomless
pit with the Fishing Rod.
Large Blue Fish - Restores 16hp - can randomly be pulled out of any bottomless
pit with the Fishing Rod.
Small Magic Jar - Restores 5mp
Large Magic Jar - Restores 30mp
Treasure Chest - break open for gems. Come in a number of varieties, most
common contains $300. Can have up to $1000 or a Song Scroll.
Checkpoints
-----------
Checkpoints are glass balls on stands. It is activated by passing underneath
it. With the exception of Plains and Tower of Fate: ????, all checkpoints can
be destroyed. When a checkpoint lights up, an image of one of the gem types
will be flaming inside the glass ball. If you shatter the ball by hitting it 3
times, you will be given a pink gem and a circle of whatever color is showing.
The higher the value shown, the more difficult the upcoming section is.
Smashing a checkpoint stops you from respawning there if you die, you will go
back to the closest unbroken checkpoint or the start of the level. Checkpoints
return when you exit a stage and come back.
Death
-----
When you run out of health, fall down a pit or touch spikes, you die. Where
you respawn is covered above under "checkpoints". When you die, you drop 1/4
of the total gold you were carrying in (usually) 3 floating bags. You can
retry each area indefinitely and you can recover your money each time. Be
warned though, if you die trying to get your money back, you'll drop new money
bags and the first set will be gone forever. After death; enemies, health and
magic drops respawn but treasure pickups do not.
Song Scrolls
------------
Scattered throughout the land are floating pages with a musical note symbol on.
If you collect any, you can take them to the Bard in the Village. Each page
you turn in will reward you with $500 and allow you to listen to the music
track from the Bard's menu. The Bard will only describe the most recent Song
Scroll you collected when you turn in multiple scrolls, but you can hear his
description on any of them by pressing your Menu/Pause button while
highlighting the track on the Play Song menu. There are 46 Song Scrolls, but
you start with scrolls 1-5 already on hand (you are not rewarded for them,
though).
Troupple King/Ichors
--------------------
By purchasing up to 2 Troupple Chalices from the Village, you can visit
Troupple Pond and have the Troupple King fill your chalices with one of 3
Ichors for free. Red Ichor restores health and magic completely, Blue Ichor
grants you 10 seconds of invulnerability, and Yellow Ichor attracts all
treasure to you for 60 seconds. Ichors can also be randomly given if you have
an empty chalice and fish a red fish out of a sparkling hole. There is no
limit to how many times you can visit the Troupple King for refills.
Map/Progression
---------------
The overworld map is how you get around and choose your destination in the
game. It is divided into roughly 4 sections that open as you progress. After
you beat the intro stage, Plains, you’ll have access to the first section (You
need to enter and exit the Village once to move beyond it). Each new section
unlocks when you defeat all the Order of No Quarter Knights in the section
you’re in.
Section 1 – Plains, Village, Pridemoor Keep (King Knight), The Lich Yard
(Spectre Knight), Troupple Pond, Forest of Phasing
Section 2 – Explodatorium (Plague Knight), Iron Whale (Treasure Knight), Lost
City (Mole Knight), Armor Outpost, Knuckler’s Quarry
Section 3 – Hall of Champions, Shortcut?, Clockwork Tower (Tinker Knight),
Stranded Ship (Polar Knight), Flying Machine (Propeller Knight), Frigid
Flight
Section 4 – Tower of Fate: Entrance, Tower of Fate: Ascent, Tower of Fate: ????
At different points in the quest, random map encounters will also appear. They
wander the map each time it is reloaded. These encounters are optional but
provide various rewards.
Additionally, Pridemoor Keep and the Iron Whale each have bonus stages that pop
up after they have been beaten shown by a red gem hovering over the stage.
These are short stages using the original stage's aesthetic with an extra load
of loot to be grabbed.
Campfires/Dreams
----------------
After finishing the Plains or any Order of No Quarter stage, Shovel Knight will
camp for the night. You'll wake up next to a smoldering campfire. You can dig
out the fire pit like a dirt pile for $150. At certain points in the quest
(after the Plains and each set of Knights), you'll have a dream sequence where
you're trying to catch a falling Shield Knight. In all but the first one,
you'll be attacked by enemies that you can kill for extra gold. It does not
matter if you actually catch Shield Knight or not, but you should...what are
you, a monster? When you wake up from these combat dreams you'll find a chest
with a meal ticket at your campsite.
Dirt Piles
----------
At the very start of the game and throughout, you’ll see piles of dirt on the
ground. These can be dug up with your attack button to unearth treasure.
Typically the last "dig" of a pile will give you the largest reward. Sometimes
however the last dig will be a carrot or in the later game, a mole enemy that
will charge at you. Piles always have the same last reward, they are not
random. A shovel upgrade from the Armor Outpost enables you to dig an entire
pile in one swing.
There are also dirt piles on the sides of walls. These act differently as you
hit them once to dislodge them to the ground and then a second time to break
them open for treasure. If you shovel drop onto them when they're on the wall,
you can bounce off to get to higher areas if need be.
Block Types
-----------
There are a number of different destructible blocks in the game, each with
slightly different properties. All blocks come in 1x1 sizes and larger 2x2
sizes.
Sandstone - Light yellow in color and can be destroyed from the side with a
Shovel swing. Attacking from the top with a shovel drop will go right
through the block without bouncing.
Dirt/Ice - Yellow/orange or light blue in color. Can be destroyed from the
Side or the top in the same manner as Sandstone, but you will short bounce
off them if hit from above.
Rock - Light gray, functions the same as dirt but takes two hits to destroy or
one charged swing.
Bubble - Found primarily in Iron Whale. Can be destroyed with attacks, but
also dissolve quickly by standing on them. You don't bounce if you shovel
drop on these, you just land.
Chain-exploding - Dark gray with red. If you strike any one of them, they'll
all be destroyed along a line until the end.
Additionally, any exploding enemy or enemy attack will destroy blocks the same
as a shovel swing.
Relics [SREL]
====================
Relics are Shovel Knight's "subweapons". You can have one equipped at any
time. Apart from the Troupple Chalices, each use an amount of magic for each
use. Four of the relics can be purchased in the Village. The other eight can
be found and purchased from Chester in a blue chest in each Order of No Quarter
Knight stage. If you could not find Chester in the stage or did not have
enough money to buy the relic, he will have it in his shop at the Village after
you finish the stage...however, the price will go up. You can replay the stage
to get the relic if you miss it and don't want to pay the inflated price.
Flare Wand
----------
Found: Pridemoor Keep (King Knight)
Cost: $1000 in field/$2000 in Village
Magic: 4/use
Description: Conjure Fiery Blasts!
Notes: A slow moving distance projectile with a low cost. Does 1 hp damage.
Can have 2 on screen at a time. Useful for out of reach enemies or enemies
that are dangerous to approach.
Phase Locket
------------
Found: The Lich Yard (Spectre Knight)
Cost: $1000 in field/$2000 in Village
Magic: 8/use
Description: Escape from all harm... briefly.
Notes: Grants roughly 4 seconds of complete invulnerability. Freezes you in
place for the first second or so (including mid-air) and will completely kill
jump momentum if activated in the air. Useful in tough spots. Easy to abuse
if having a rough time of an area.
Dust Knuckles
-------------
Found: Lost City (Mole Knight)
Cost: $3000 in field/$3500 in Village
Magic: 2/use
Description: Dash through dirt and foes alike!
Notes: Propels you forward with a giant fist across 2 squares. Breaks blocks.
If breakable blocks are lined up, you will continue forward (even in mid-air)
as long as you keep hitting the relic button and there are blocks to hit.
Penetrates shields. Does 1 point of damage.
Throwing Anchor
---------------
Found: Iron Whale (Treasure Knight)
Cost: $3000 in field/$3500 in Village
Magic: 6/use
Description: An unstoppable arc of destruction.
Notes: Flies in an upward arc through walls/shields etc and does 1 point of
damage on each hit. It is possible to hit an enemy twice at the peak of the
arc. Useful for enemies above and below.
Alchemy Coin
------------
Found: Explodatorium (Plague Knight)
Cost: $3000 in field/$3500 in Village
Magic: 8/use
Description: Toss a coin for a chance at riches.
Notes: Throws out a 1-block sized coin that runs along the ground. Anything it
kills in its path may produce more gold than usual or none at all. Will bounce
off shielded enemies.
Mobile Gear
-----------
Found: Clockwork Tower (Tinker Knight)
Cost: $3000 in field/$3500 in Village
Magic: 6/use
Description: Ride over hazards and reach higher places!
Notes: Creates 1-block moving platform that rolls forward when stepped on and
kills anything with 2 hp or less. If it hits an enemy when tossed out before
it lands, it does 1 hp of damage and disappears. It will roll over spikes and
hop over gaps. If it hits a wall it will embed for a few seconds before
vanishing. Can be used to reach higher ledges. Also, in a Mega Man 2 tribute,
it will kill the first phase of Tinker Knight in one hit.
War Horn
--------
Found: Stranded Ship (Polar Knight)
Cost: $4000 in field/$5000 in Village
Magic: 20/use
Description: Clear space around you with a powerful blow!
Notes: Destroys everything around you in a significant radius. Can be
activated in the air. Has a moment of warm-up before it fires. Though it can
destroy high-hp enemies in one blow, it will only do 1 point of damage on
minibosses or bosses.
Propeller Dagger
----------------
Found: Flying Machine (Propeller Knight)
Cost: $4000 in field/$5000 in Village
Magic: 4/use
Description: Soar through the sky blade first!
Notes: Shoots directly forward and does 1 hp of damage on impact. Also
destroys blocks if it hits. Can be stopped short by enemy impact, even when it
kills the enemy. Can be activated multiple times in a row, but height is lost
between each use.
Fishing Rod
-----------
Found: In Village (from Chester)
Cost: $1250
Magic: 6/use
Description: Cast into a pit, and wait for a bite!!
Notes: Has multiple uses. Once you own the fishing pole, special pits will
sparkle. Stand at the edge and drop your line in. When Shovel Knight gets a
!! over his head, press the jump button to reel in. Sparkle pits may contain a
gold fish worth 350 gold, a red Troupple acolyte fish who will fill any empty
Troupple Chalice with a random Ichor, or in special locations a Song Scroll.
Fishing in a non-sparkly pit will either come up with junk or a small, medium
or large blue fish that fill health as mentioned above. These do not have to
be death pits, just anywhere your anchor will drop below the screen line, so
vertical stage sections with screen transitions work too. You can fish in lava
pits, but all you pull out is fire fish which will probably land on you and
damage you. One other important use of this relic is that it can grab any
items or gold that the anchor hits as it drops and pull them back up to you.
This includes the bags of gold you drop when you die, if they happen to be off
a ledge out of reach! You can also kill enemies with it, though it's a bit
unwieldy, it does 2 points of damage.
Chaos Sphere
------------
Found: In Village (from Chester)
Cost: $2500
Magic: 6/use
Description: An orb of boundless combat potential.
Notes: A green orb that bounces forward and does 1 point of damage for each
enemy it contacts. Speeds up and increases in bounce as it goes before
disappearing. Useful for unshielded enemies/bosses that stick close to the
ground.
Troupple Chalice (x2)
---------------------
Found: In Village (from Troupple Acolyte)
Cost: $1500/each
Magic: N/A
Description: A vessel for storing mythical Ichor.
Notes: See "Troupple King/Ichors" under Mechanics section.
Walkthrough
===========
Each stage will be broken up by numbered "rooms" defined by when there is a
screen transition. Optional side areas will be lettered with the screen
number they came off of. Each will have a short description to help finding
your place in the middle of a level.
Map Key
-------
Each map shows the general layout of the rooms based on the numbers assigned
in the walkthrough. "--" or "|" denote rooms being connected. "||" shows a
room connected by 2 or more ladders that reach different paths. "[" and "]"
are simply there to show the room is larger than one screen.
---------
|Opening|
---------
Plains [SPLN]
=============
Map Layout
----------
[19a]--19--20--21
|
18
|
4--5--6 14--[15]--16--17
| | ||
[1]--2--3 7 13
| |
8 12--[12a]
| |
9a--9--[10]--11
Rooms of Note
-------------
4, 11*, 14, 20* - Checkpoints (* - NG+ Checkpoints)
9a – Song Scroll #20
12a – Song Scroll #21
21 – Black Knight
Walkthrough
-----------
1 – Opening
Nothing much happening here. Be sure to dig up the dirt piles and smash
the dirt blocks for treasure. Roaches are easy to kill or avoid.
2 – First Shovel Drop
Teaches you to use the shovel drop to break blocks from above. Dirt pile
too!
3 – Bubble!
Use the shovel drop to bounce off the bubble to get to the higher
platform.
4 – Checkpoint 1
If you can jump to a moving platform then this shouldn't bother you. You
can't smash the checkpoints in Plains, by the way.
5 – Spikes
Teaching you that spikes kill you instantly. Move along.
6 – Giant Dragon 1
Shovel drop repeatedly on the dragon's head, moving as he moves to kill
him and grab the treasure. If you're speed running, you can bounce across
him and go down the ladder as soon as he moves.
7 – First Skeleton
He'll back up if you try to shovel drop him, walk up and smack him when he
rears back to strike. Do that twice and move on. (You can also soften him
up by hitting a skull towards him if you want.)
8 – Destructible Walls
Designed to teach you that walls can be destroyed sometimes, especially
those with a "knot" in them of some kind. Watch out for the second wall at
the top of the screen, two green slimes are in it. Also, you can jump up
the ladder openings and ignore the ladders entirely.
9 – First Split
If you're going for full completion, you'll want to hop over the spikes,
smack the skeleton and break the wall on the left. Otherwise just drop and
go right.
9a – First Note
There's a wall-based dirt pile here, smack it once to dislodge it and
again on the ground to get the treasure. Collect Song Scroll #20 across the
pits and head back to the right. If you're here on a replay, you can fish
the right pit for a Troupple fish.
10 – Big Pile of Dirt Blocks
Get the dirt clump on the wall, and then after the L-bend in the path, use
the dragon to shovel drop bounce up to the red gem and then climb the stack
of dirt blocks and smack the wall at the top on the right for a pink gem.
Smash the whole stack of dirt blocks for the cash and flip open the meal
platter for some healing if you need it.
11 – Checkpoint 2
Just bounce across and climb up. Shovel drop the dirt blocks for some
cash.
12 – Split Path 2
Follow the horizontal platform over to the elevated right wall and smash
through for a bonus area. Otherwise use the horizontal platform only to
reach the ladder and head up.
12a – Wide Open Bubble Bounce
Shovel drop bounce across the bubbles to the far right for Song Scroll #21
and some gems. The bubbles will come back so you can head back the way you
came.
13 – Double Breakable Wall
Smash the lower wall on the right with the knot in it for some gems and a
yellow skeleton. Jump up and smash the right wall above that for another
yellow skeleton, a dirt pile with some food and an alternate ladder to the
next screen with a $300 treasure chest. Head up the ladder by the dragon to
move on.
14 – Checkpoint 3
Treasure chest can be gotten from a hidden ladder on the previous screen.
15 – Green Dragons and Slimes
Nothing fancy, work your way across.
16 – Giant Dragon 2
The same basic principle applies here as before (including skipping him if
you want). But some extra caveats: he will probably start blowing bubbles
before you can get on his head. If they hit you they hurt. Secondly, be
careful about killing him over a pit so you don't drop straight down and
die. If you're coming through here on a replay, you can fish the left pit
for a treasure fish.
17 – Narrow Jump
The skeleton will run right into the pit if you let it. Just watch your
step after that.
18 – Slimes in the grass
If you want the red gem, you have to cancel your shovel drop after going
down 2 layers into the dirt blocks. Coming down, there're 3 slimes hiding
in the grass so watch yourself. There's a hidden pink gem in the wall on
the left at ground level if you smack into it.
19 – Dragon Jump
There's a bonus area to the left if you bounce off the green dragon.
Otherwise just move on to the right.
19a – Falls
Basic platforming over to a $300 treasure chest. Head back once you get
it.
20 – Boss Checkpoint
Smack the wall just to your right when you walk in for a meal platter.
21 – The Black Knight
Except for a highly telegraphed fireball attack, the Black Knight shares
your speed and moveset. Try to stay on him with shovel drops. If he jumps
out of the way of your drop, jump as soon as you land and hit him again or
he might swing at you. If he goes into doing multiple shovel drops, either
get out of the way or try to interrupt him by landing on him just after he
comes down.
If you're going for Feats, take him down to a half-point of health and
then wait for him to do his fireball attack so you can swing it back at him
and kill him with his own fireball.
Defeating Black Knight awards you $1000.
---------------
|Map Section 1|
---------------
Map section 1 contains the following points of interest and will be covered
in this order:
-Village
-Troupple Pond
-Pridemoor Keep (King Knight)
-The Lich Yard (Spectre Knight)
-Forest of Phasing (1)
-Enemy Encounter 1 (2)
-Treasure Bonus 1 (3)
(1) Must clear The Lich Yard to access
(2) Random Map Encounter – Appears after clearing 1 Order of No Quarter
stage.
(3) Appears on top of Pridemoor Keep the next time you return to the map
after defeating King Knight.
You must visit the Village before moving on to anything else, but in each
section feel free to go in whatever order you like. The only required areas
in this game are the Order of No Quarter Knights. Everything else is
optional.
Village [SVIL]
==============
Map Layout
----------
[1]-–2--[3]
|
4--5--6
Walkthrough
-----------
1 – West
Only two things of note here. First the Bard is here, where you can turn
in your Song Scrolls for cash and have him play back any tracks you've
collected. He'll also list the song by number so you can see which pages
you're missing. Secondly, if you use your relics in town and want to refill
your magic, you can smack the heart/magic shop sign for small magic jars.
2 – Shop
Has the Gastronomer, the Goatician and the Magicist. Buy up to 3 meal
tickets from the Goatician for $1000, $4500 and $6000 in turn. Turn meal
tickets into the Gastronomer for a meal that will extend your life by 2 hp.
Increase your available magic total by 10 by buying upgrades from the
Magicist. You need to own at least one relic to do this. The 7 upgrades
she sells cost $1500, $2200, $2800, $3400, $4000, $6000, and $8000 in order.
3 – East
The dirt pile here has nothing in it. Jump off the lady with the bar and
buckets to reach the roof to the right of her, and then jump further up for
a $300 chest and Song Scroll #6.
When you open Map Section 3 a catapult will be here that launches you to
the Armor Outpost room 5.
4 – Mona's Juggling
Reach this room by smashing the left wall in room 5. For $100 play a game
to smack vials into targets on the walls. Clear 150 points for Song Scroll
#12 and the Feat "Juggler". Try to jump and hit all the vials in the air to
get more points and never miss a flashing vial.
5 – Bar
If going for a deathless run, the witch on the left can tell you if the
game thinks you've died or not. The Dancer girl second from the right will
award you Song Scroll #11 after you clear The Lich Yard.
6 – Cellar
Smash the left wall above the exit for Song Scroll #7. Jump up and smash
above that again for a pink gem. The Troupple Acolyte will sell you 2
Troupple Chalices for $1500 each. Chester has the Fishing Rod and the Chaos
Sphere available for purchase right away. If going for 100% completion, be
sure to at least get the Fishing Rod right away. This is also where you can
buy any relics you miss in an Order of No Quarter stage.
Notes: You should have about $5000 coming into the stage this first time and
two Song Scrolls to cash in. You can also get 3 more song scrolls and a
chest in town. Spend that wisely. If you're not putting on any special
restrictions, I would recommend the Fishing Rod, a Troupple Chalice and one
Meal Ticket at least. I won't mention the Village again much, so take your
own initiative to return to cash in your song scrolls and buy new upgrades
as you see fit. However, I do recommend saving some of your money from near
the end of this map section. After you defeat 1 Knight from section 2,
you'll have access to some expensive armor and shovel upgrades at the Armor
Outpost that are very useful. You'll want at least $10,000 when you get
there for the best of those.
Troupple Pond [STRP]
====================
If you have a Troupple Chalice, the Troupple King will pop out of the water
and ask if you want his help. He will fill your chalice(s) for free with
whichever type of Ichor you want. The first time you have to sit through
his song and dance. After that he'll just give it to you, even if you drink
it right in front of him. Go fishing between the platforms for Song Scroll
#10.
Pridemoor Keep (King Knight) [SKGK]
=====================================
Map Layout
----------
10b--11--12--[ 13 ]-–[13a]
| | |
10a--10 14
| |
5--6--7--[8 ] 15 18--19--20--21
| || | |
4 9 --9a 16a--16--[17]
|
3
|
[1a]-–[1]--2
Rooms of Note
-------------
5, 8, 11*, 13, 16, 20* - Checkpoints (* - NG+ Checkpoints)
9a – Flare Wand
1a – Song Scroll #23
16a – Song Scroll #24
21 - King Knight
Walkthrough
-----------
1 – Opening
Head immediately to your left for a secret area. Otherwise just head
right and work your way to the castle proper. After you drop through the
dirt blocks, exercise caution around the jousters and the cauldrons.
1a – Easter Egg
Don't smash the dirt blocks, you need them to jump up. Cross the moving
platforms and head on to find Song Scroll #23. You can fish down the pit to
the left of the moving platforms for a treasure fish. All the knight
statues in this level can have the heads knocked off and then shovel dropped
(the heads, not the headless statues) for $10 each. Smack the side of the
hanging wall over the 4 knight statues for some treasure and a neat
surprise.
2 – Cauldron Back and Forth
You can fish a treasure fish out of the pit here.
3 – Blocks and Cauldrons and Rats
Let the second propeller rat drift past or at least into the first
cauldron before you try and smack him. Take your time breaking through the
dirt and getting between the cauldrons.
4 – Back and Forth with a Wizard
Try to lure the propeller rats down so you can hit them below before
jumping up by the red wizard. This is a good place to practice reflecting
shots at him. Deal with the wizard before digging up the dirt pile.
There's a breakable wall with a red gem in by the roach on the upper level.
5 – Checkpoint 1
The upper area to the right has a meal and magic jar hiding behind the
curtain. Checkpoint is worth $210 if smashed.
6 – First Knight
The gold knight on the next screen is your first complex enemy. He has a
shield in front and will put it above him if you try to shovel drop. Either
wait for him to lower his guard to strike and strike first, or shovel drop
bounce off him, land next to him and strike while his shield is above him.
Later on you get items that can pierce shields. If cash is not what you
want and you're in a hurry, just bounce over him and move on.
7 – Jousters
Bounce off the second jouster to get to the red gem above to the right.
8 – Checkpoint 2
Checkpoint is worth $210 again. The chandelier crowns will break and drop
as you get near. Either run under them without stopping or trigger them
from nearby. If you short hop the spike pit you can get all the way to the
other side without stopping, but it's risky. If you're playing it safe just
trigger each as you go and wait for them to fall. For the one on the far
side of the spikes, either run under, or jump just to the far edge of the
spikes when it's swung wide right to have it miss you. Jump ON the last one
to jump up to some treasure before it falls.
9 – Relic Branch
Carefully work your way across the moving platforms to get to the Knight
silhouette if you want the Flare Wand relic here. Align yourself perfectly
with the shadow of yourself and wait a couple seconds to be taken to the
Relic room. Otherwise just head up the other ladder, back through room 8
and onto room 10.
9a – Flare Wand
Use the higher chandeliers to reach the blue chest with Chester in and buy
the Flare Wand for $1000. Use the lower chandeliers to get back. Be sure
to smash the dirt blocks over the entrance for a red gem and magic pot. Go
back by the same method you used to get in.
10 – 3 Wizards for Dinner
Another good spot to practice reflecting shots. The lower wizard on the
right can't be hit this way, kill him normally. Head to the left for a
longer path with extra treasure; take the ladder up to go on right away.
10a – Dirt Blocks
Smash the blocks here for treasure, but don't smash the two sticking out
from the wall under the ladder on the left or you won't be able to climb
that ladder.
10b – Alt Path Continued
Either use the Flare Wand or run up and kill the wizard right away. Dig
out the dirt pile and then smack the right side of the overhang for some
treasure, then smack the inside of the new area for a $300 chest. Jump up
and over the right for an alternate entrance to room 11.
11 – Checkpoint 3
If you're coming from 10b you can break down through or just ignore the
area and walk across to 12. Otherwise get rid of the jouster and do what
you like. Checkpoint is again worth $210. There's a $5 gem behind each
banner if you jump behind them.
12 – Gryphon 1
As soon as you get on this screen, clear the pit and stand near the edge
of it on the right side. This is a safe spot for the gryphon's attacks.
After 2 fire shots, get up close and smack his head. You can get in 3-4
shots before he tries to attack again. If he raises his claw, just back up
a little and let him swipe. If he opens his mouth, you can either back up
to the safe spot or stand on the ground directly next to him.
13 – Checkpoint 4
This screen is noteworthy as being an easy place to get a number of the
Relic-related Feats later on. Checkpoint is worth $210. Carefully work
through the first cloud of propeller rats. After the first 4, when you see
the 5th, shovel drop off him and the successive rats if you want access to
an extra treasure area above and to the right. To move on, head by the
banners and drop down through the dirt blocks. There's $5 gems behind each
of these banners too.
13a – Treasure Halls
The first two platforms have banners that hide gaps in them. If you try
walking where the banners are you will fall down. The third platform
section has smashable walls on both sides of the upper section. You can
only get through to the other side from the middle platform and by smashing
through 2 dirt blocks. Gather up all the treasure you see and head back.
14 – Dropping in the Middle
Stand on the chandelier and jump off to the right just before it lands.
This should trigger the jousters. The wall across to the left is smashable
for some loot.
15 – Knight on Dirt
Fight the gold knight same as before. When he's gone, get the dirt clump
on the right wall, smash the dirt bridge for some treasure, and smash the
bottom right wall for a red gem. There's also $10 gems behind the banners.
16 – Checkpoint 5
This checkpoint is worth $350. Smash the bottom wall on the left for an
alternate area. Shovel drop the book to bounce off it and make some new
temporary platforms appear. Use them to move on.
16a – Flying Rats and Page
The propeller rats here can cause more trouble than you think. Kill them
as safely as you can. Ride the platforms to collect Song Scroll #24.
17 – Books and Cauldrons
If you need Ichor, fish in the first pit with your Fishing Rod.
Otherwise, bounce off the first book and cross the platforms carefully.
You should be able to do this easily and cautiously without the platforms
running out. On the second book, jump off the second platform and shovel
drop the propeller rat that comes out just in front of the third platform.
Use that momentum to reach the third book.
Bounce on the third book until you can move to the next platform just
after the lava has passed. Get to the second platform and wait for the next
lava dump. Then hop to the small block and up to the ladder.
18 – Refill
Charge across to your left to drop all the chandeliers and then help
yourself to the spoils. There's a $20 gem behind each curtain here.
19 – Gryphon 2
Handles same as before, except this time there's no pit to get knocked
into.
20 – Boss Checkpoint
Worth $210.
21 – King Knight
King Knight's basic move is to do a short jump followed by a high jump.
After a few of those he'll start mixing it up. Occasionally he'll do a
telegraphed downthrust that will stun you if you're on the ground when he
lands, then he'll come up and smack you. Wiggle the dpad to get unstuck.
If he winds up with a "zing" noise, he's about to charge across the room.
After he takes more than half damage, he'll start calling his trumpets which
will toss confetti in the air that can damage you.
Just keep shovel dropping him as much as you can, swinging if you happen
to miss and land next to him. Shouldn't be a problem.
Defeating King Knight awards you $1500.
The Lich Yard (Spectre Knight) [SSPK]
=====================================
Map Layout
----------
11--12
| |
9a--9--[10] 13
| |
1--[2] 4a 6--[7]--8 14a--14--[15]--16--[18]--19--20
| | | | ||
3--4--5 8a 17
Rooms of Note
-------------
4, 8*, 15, 16, 19* - Checkpoints (* - NG+ Checkpoints)
14a - Phase Locket
9a - Song Scroll #26
15 - Song Scroll #25
20 - Spectre Knight
Walkthrough
-----------
1 – Intro
2 – Hover Bushes
This screen introduces the small green bushes that you can hit to make
them float briefly. While floating you can shovel drop bounce off them.
There's also the electric frogs. If they're nesting in the ground and you
don't touch them you can just go right past them. Otherwise they jump
around and get in the way a lot, including charging with electricity. If
you shovel drop them then, you'll take damage.
At the first rise you can smack the right side of the top for a red gem.
Just beyond that are gravestones which you can shovel bounce off of once,
but breaking them may release a ghost. Ghosts cannot be killed in this
stage, hitting them just gets them out of your way for a while. Bounce up
and over on the hover shrub to move on.
3 – Break Stuff
The meal platters in this room all have bombs in. Smack the bombs with
your shovel to hit them towards the breakable parts of the room. If you
want to get to the area on the upper left with a chest, you'll have to get
there without falling down, or bounce off a red skeleton from the bottom.
The red skeletons lose their heads on the first hit and then wander back and
forth without knowing where you are. This makes it easier to shovel drop on
them since they stop dodging.
4 – Checkpoint 1
Worth $210. To go up to some extra treasure, bounce off the headless
skeleton. Do not break the dirt blocks before you do this or he'll wander
off the raised platform.
4a – Little Graveyard
Treasure above and a breakable wall for more to the left. Watch out for
the ghosts.
5 – Big Skeleton 1
Kill the yellow skeleton without getting too close to the bone pile at the
back. When the big skeleton activates you can trade a point of damage for
getting on top of him with a shovel drop right away or you can wait for him
to jump a few times and collapse again for a chance to get on top. Or once
he's out of the way you can just make a dash for the ladder.
6 – Frogs and a Lift
If you want to attack the frogs for the little bit of treasure, great.
Otherwise hit the shrub, bounce up to the moving platform, grab the red gem
if you want and then move on to the right.
7 – Dark Area 1
These areas are lit only by intermittent lightning. Move carefully, learn
the layout and get comfortable with how Shovel Knight controls to navigate
them safely.
Just past the entrance under the long overhang you can double back
underneath for some treasure and a breakable wall on the left for a red gem.
Otherwise, carefully make your way to the other end, being especially
careful by the pits.
8 – Checkpoint 2
Worth $210. The meal platter has a bomb in. Open it when the skeletons
are at the other end and get out of the way to blow them all up at once.
The far right wall can be broken to reveal food and go to an extra area with
treasure. Otherwise head up.
8a – Watery Graves
Bounce across the three gravestones to the ladder and get the chest. If
you released ghosts, shovel drop the ground as they get close. Break the
wall to the right of the chest and watch out for a red skeleton.
9 – Double Bush
To head up over the left for a song scroll, hit the bush on the left and
then hit it again in the air, then hit the one on the right. Bounce from
the right bush up to the left bush and then over the wall. Otherwise just
head right.
9a – You Are in Darkness
Just take it slow and careful. Use the treasure pickups to get an idea of
where you are. Keep the ghost stunned. If you really have trouble with
this, consider coming back with the Ornate Plate so you can see yourself
better. For your trouble you get Song Scroll #26.
10 – Weighted Lifts
The skeleton lifts in this section rise up if one or less "weight" is on
them or down if two or more are on. You and any enemy count as one each.
The crowned head that a king skeleton leaves behind also counts.
Lure the king skeleton on the platform to lower it enough so you can get
by. Kill him or get past him (do not kill him while under the overhang, you
might get crushed). If you dig the dirt pile there while facing right, some
of the treasure may end up in the water. On the next lift, knock the head
off with a shovel hit and ride up. Up next, kill the frog before moving on
further (if you have it, a shovel smack followed by an immediate Flare Wand
shot works quickest), jumping to keep the lift up if needed. Move on and
get past the last king skeleton and take the ladder up.
11 – Darkened Spikes
Again, tread carefully here. Watch out for the roach on the far side. Be
sure to break the dirt blocks as you ride the upper lift across.
12 – Darkened Lifts
Get the frog gone. Head over to the right and ride the king skeleton head
up and then smack it across to the lift on the left. Ride down, kill the
frog and get the wall dirt pile if you like, then stab down.
13 – The Fall
The treasure here is on the left and in the middle. Align yourself and
you can get it all without moving as you fall.
14 – Skeleton Pit
If you want the Phase Locket relic here, you need to bounce off a skeleton
up to the left path. The meal platter on the left only has a bomb in it,
though you can smack it down to hit the skeletons if you want. The one on
the right should have food. Head to the right to move on.
14a – Phase Locket
Head up over the left to find Chester in the blue chest. Buy the Phase
Locket from him for $1000. You can use it to bypass the crowd of frogs and
move back to the right.
15 – Checkpoint 3
Worth $500. Work your way right, kill the yellow skeleton on the lift and
jump back up over left to the king skeleton head. You can also get up by
bouncing off the grave in front of it, but that means possibly spawning a
ghost. Bounce it left and onto the skeleton lift by the entrance to get
under the overhang to the treasure chest and Song Scroll #25. Head back to
the right (the skeleton will likely have respawned). Jump up to the far
right platform where the king skeleton comes down from to get a dirt pile
and a breakable wall on the right with a few gems and then jump up OVER the
right wall to get some extra gems in room 16. Come back over, push the king
skeleton onto the platform and let the two skeletons drown themselves before
riding the platform down and heading right.
16 – Checkpoint 4?
But you can't reach it until you get to room 17. Here, grab what treasure
you like, but know that the floor of the middle pit is false and will drop
you down to room 17. When you come back up, the checkpoint is worth $500.
17 – Giant Skeleton 2
If you rush right to this one you'll be close enough to get on top before
he assembles himself. Kill him like before and then break the wall on the
left for a treasure chest. Head up the ladder on the right when you're
done.
18 – Last Dark
Nothing special here, just tough and dark platforming. Learn the area,
keep the ghosts at bay when you need to and take your time. The moving
platforms always keep the same sync.
19 – Boss Checkpoint
Break the block under you on the left for a dinner. Checkpoint is worth
$350.
20 – Spectre Knight
Spectre Knight drifts back and forth across the top of the arena and
performs the following moves:
-Sickle Toss: When he pauses on either side he'll throw the sickle twice
in one of three predefined patterns. 1 – a C-shaped arc from upper to lower
and then back again in the same arc reversed. On the platform opposite him,
stand on the edge close to him to avoid this going, and jump when it
returns. 2 – a complete loop across the top back across the bottom to where
it started and then a U shaped loop across the bottom to the opposite side.
Same spot is safe for the start of the loop, jump when it comes back (watch
out it goes much slower on the return). 3 – across the top to the bottom
opposite side and then back again across the bottom up. Same spot is safe
going, run to the edge and shovel drop him when as he throws the return.
-Sickle Swipe: He'll wind up with the same "zing" noise as King Knight and
dash toward you with a forward slash. A well timed jump can land on him
with a shovel drop for damage.
-Minion Summon: Fist in the air, he'll bring out a green skeleton on each
platform and one on the ground. They behave like yellow skeletons but have
only one hp. If there's at least one of these left the next time he would
have done this move, he'll destroy the remaining one(s) instead of summoning
new ones.
-Darkness: When down to about 6 hp, he'll cast darkness over the arena
just like the same areas of the stage. His attacks and patterns do not
change afterward.
Stay up on a platform, preferably the one opposite Spectre Knight. When
he floats toward you, jump and smack him back (later on in refights you can
make these charged shots). Dodge his sickle tosses as mentioned above and </pre><pre id="faqspan-2">
switch sides if he does pattern 2. Counter attack the sickle swipes when
you can and dispatch the skeletons that appear on whatever platform you're
on, ignoring the others. If you have the Flare Wand you can use it to get
extra hits from a distance.
Defeating Spectre Knight awards you $1500.
Forest of Phasing [SFOP]
========================
Map Layout
----------
[1]--[2]--3
|
4--[5]
Rooms of Note
-------------
5 - Song Scroll #18
Walkthrough
-----------
This area is available after clearing The Lich Yard. You'll need the Phase
Locket to clear it. The area is very straightforward with no hidden paths
and little hidden treasure.
1 – Intro
Hit the Phase Locket to get over the first set of spikes and get a feel
for its timing.
2 – Traps
You can activate the Phase Locket in mid-air to increase its duration on
the spikes themselves here. If you're bold, you can jump to the dirt blocks
over the spikes, shovel drop them and reactivate the Locket before you land
for an extra $300. Over the next pits, use the Locket just before the first
flight of green dragons, and then keep moving to get past the second line of
them before the locket runs out. Lastly, Locket onto the spikes and hit the
right wall for a pink gem. Locket again to bounce up to the top and on to
the next area.
3 – Spikes and Jousting
You'll need to use the Locket at least twice to get all the way across
here. You can reactivate the Locket anytime in the middle of using it, so
don't push your luck too hard, there's plenty of magic to spare here.
4 – Eagle Heads
This can be navigated without the Locket, but why risk it?
5 – Through the Wall
This can be done a few ways, without the Locket even. Bounce on the
slime, smack the wall and move on to the chest for $400 gold and Song Scroll
#18.
Enemy Encounter 1 [SEE1]
========================
Represented on the map by a gold knight.
There is nothing special going on here. The only thing of note is to
watch for the green dragons. The ones here do not fly in a predetermined
pattern like the ones you've encountered so far. Instead they hover on
either side of the upper screen and swoop down on you. Otherwise just
navigate carefully around the enemies and collect your gold.
Treasure Bonus 1 [STB1]
=======================
An autoscroller with treasure.
Also fairly straightforward with only two tips to mention. First, when
you get past the magic books where the path splits 3 ways, ignore the upper
route and try to alternate between the lower and middle paths. Lastly, just
beyond that when you see two dirt blocks in the air with a hover shrub in
the middle, you can ignore those and keep trying to collect gold on the 3-
level area. The screen will stop scrolling before those blocks are off
screen and give you plenty of time to grab them.
---------------
|Map Section 2|
---------------
Map section 2 contains the following points of interest and will be covered
in this order:
-Explodatorium (Plague Knight)
-Iron Whale (Treasure Knight)
-Lost City (Mole Knight)
-Armor Outpost (1)
-Knuckler's Quarry (2)
-Hall of Champions (3)
-Treasure Bonus 2 (4)
-Reize (5)
-Baz (5)
-Enemy Encounter 2 (5)
(1) Must defeat one of the three Knights in this section to reach.
(2) Need Dust Knuckles to clear.
(3) Must defeat Plague Knight to reach.
(4) Appears on top of Iron Whale the next time you enter the map after
defeating Treasure Knight.
(5) Random encounter, appears some time in section 2 (in the order listed).
Again, this is not the recommended order. My personal recommendation is to
do Lost City first, then Knuckler's Quarry and then stop at the Armor
Outpost before moving on.
Explodatorium (Plague Knight) [SPLK]
====================================
Map Layout
----------
[1] 4a
| |
2--[ 3]--4
|
5--6--[ 7]--7a 13--14--[15]--16--17
| | |
8 12 18
| |
[ 9 ]--10--[11]--11a
Rooms of Note
-------------
4, 9, 11*, 13, 16* - Checkpoints (* - NG+ Checkpoints)
7a - Alchemy Coin
4a - Song Scroll #30
9 - Song Scroll #29
18 - Plague Knight
Walkthrough
-----------
1 – Flame Jets
The yellow blocks on the floor shoot out flame just behind you as you walk
over them, so don't stop. Loop around the floating section counter-
clockwise if you want the gems, otherwise bounce up and down the sandstone.
2 – Rat
Move fast here, too. The green rats in this stage explode when killed, so
don't shovel drop them in close quarters. The also jump when they get
close. So you need to short jump and swipe them to send them safely flying.
Or if you have relics, hit them from a distance with something. The rats
and most exploding items in this stage do 2 hp damage so be careful.
3 – Explosions
Just above to the left you can smash the wall for some treasure. The area
is just fast paced and dangerous. You have to be careful around the green
rats but you can't stand still too long because you're either on fire jets
or there's a bird that flies across the top and drops bomb-potions on you.
The dirt pile before the vertical lifts has a carrot in it, and the sparkly
hole here has a treasure fish.
Be extra careful near the end with the rats on by the lifts. Take them
out from a distance if you can, otherwise, get good at countering them when
they jump at you. No real tips except practice and skill are going to get
you through this safely.
4 – Checkpoint 1
Worth $500. Most of the blocks in this room are destructible, and two on
the bottom; the middle and right ones have another rat hiding inside. For a
bonus path, use the rat on the far right to break the section on the upper
right by knocking him back there. For the first rat in the middle and the
one underneath him you can shovel drop and bounce safely back up to the
first platform while they explode. The bottom right block also contains a
meal platter.
4a – Flames, Spikes and Lifts
Move quickly to the moving platforms and figure out the timing to get up
to the chest, which has Song Scroll #30 inside. If you have the Phase
Locket, keep it handy in case you miss your jump. Ride back when you're
done.
5 – Plague Bomber
The bomber here tosses two small exploding sparks out that will destroy
what you're standing on. One goes close, the other far. Get in and hit him
three times to end him. You can try reflecting the sparks with your shovel
before they explode, but they fly somewhat randomly and are hard to aim.
6 – Bubbling Pots Intro
As soon as you enter here get on the first pot after it lands. When it
pops again shovel bounce off the gray ghost before it goes nuts on you.
Then you can backtrack if you want the gold to the left. Always take care
around the gray ghosts.
7 – Bubbling Pots
In this section the pot lids alternate so pay attention to which are about
to go off. Start by hopping across to the fourth pot and when it pops, jump
to the middle of the next one. When that pops jump over to the first lid of
the next set as you're coming down. Wait there. When that one pops, jump
and shovel drop bounce off the approaching gray ghost and get up above the
ceiling on the right. Skip the rest of the section easily until you have to
drop off. Land on the last pot and wait there for the two gray ghosts to
drift closer. Once the second one clears the far overhang, bounce off them
both in order and get up to the right. Smash through the blocks and wall
there to access the area with this stage's Relic. The dirt pile under the
overhang has a carrot in it. Drop down on the right to move on.
7a – Alchemy Coin
This room is another to take note of as a valuable place to get an
achievement later. For now, take the high road, deal with the green knight
or bypass him and get to Chester on the other side. The Alchemy coin costs
$3000 and you can use it to clear the lower path to make your way back.
Watch out when you come back into room 7, you'll be almost immediately
attacked by a gray ghost.
8 – Purple Spider
The purple spider randomly throws projectiles (which can be reflected)
from above. Either dash under and grab the meal or wait for the pot to boil
so you can go up and smack him first.
9 – Checkpoint 2 & 3
Worth $350. Kill one of the rats by bouncing down and back up and use the
other rat to bounce up to the red gems if you want. In the next section you
have to work fast if you want the song scroll. Everything the green blobs
are on is destructible and the potion bird flies by to help with that. Try
to dodge the blobs without activating your shovel drop. You need to get to
the third stack near the top without it being destroyed and then shovel drop
bounce off the bird when it flies by to get up over the ceiling and drop
down onto Song Scroll #29 through the dirt blocks. Alternatively you can
return to this stage with the Propeller Dagger and jump from the right of it
if you want. Past the song scroll is another plague bomber. At the bottom
right of the stack of stone blocks is a meal platter. Checkpoint 3 is just
before the room change, worth $250.
10 – Mr. Hyde?
While the doctor is throwing potions, you can bounce on the edge of his
far side and you'll only rarely get hit. When he shows off a potion instead
of throwing it, get clear or you will get hit by his last two tosses. When
he changes, bounce on the creature once across the screen then hang out at
the left side and hit him a couple times each time he comes near you. He'll
be going too fast to keep up with the whole way. When he changes back
repeat the process.
11 – Checkpoint 4
Worth $500. Jump up for the meal if you need it. The blue flame vents
are timed, not triggered so just watch their patterns and jump accordingly.
The first pit has a Troupple fish in it. The long raised platform has a
green knight. Similar to the other knights, he has the added move of being
able to jump and downstab. You might be better off skirting by him, that's
up to you. After hopping down the steps, up the ladder and dropping down
the flaming wall, you come near the end. Kill the gray ghost before
anything else. The wall to the left of that drop can be broken for a dirt
pile with a carrot in.
Figuring out what to do on these last three blocks is half the trouble.
You need to jump onto the first block when the flame is down, jump straight
up into the air as it flames and then as soon as you come down, jump over to
the next block and jump again before the flame shoots up. If you try to
change blocks while the flames are out you will get hit. Fortunately if you
miss, it will knock you back to the previous block, not into the pit. Do
your best, take the hit or use the Phase Locket if you have it. The far
right wall can be smashed to an area with extra treasure.
11a – Flames All Around
The timing here is about as tricky as a moment ago, but not impossible.
Just jump when the lower flames come up and you should be okay. The chest
has $750 gold, so it's a big one.
12 – Flames and Ladders
Climb the ladder quickly so you can be on level ground to dispatch the two
gray ghosts. Swipe the one as soon as you're up and either swipe or shovel
drop the other depending on where he's drifting from. Follow the flame
pattern to navigate the rest of the area. The last four flame jets you can
just jump over straight to the ladder.
13 – Checkpoint 5
Worth $350. This section introduces shovel phantoms. They move much like
you but only have one hp. Shovel drop, smack them first or use a distance
item to play it safe. The wall just under the checkpoint can be smashed for
a meal platter.
14 – Back and Forth with Phantoms
The phantom above will likely jump down by you, if you're quick you can
just keep going and get up to the second level before he gets close. Take
out the second one as best you can in close quarters and move on.
15 – End Road
Here you can either go up or down. To go up along the path with the
phantoms, bounce off the wall dirt and go over. If you swing first and
early as the phantoms charge at you, you'll always get them first. Then
take out the purple spider further on the path and drop down (the walls
around him are destructible). If you take the low road, watch out, the
phantoms can shovel drop through the dirt blocks onto you.
As you land below you'll be attacked from above by one last phantom. Take
your time using the pot to hop up while dodging the plague bomber's throws.
Get up close and knock him down and if you want pull up a treasure fish from
the last pit area.
16 – Boss Checkpoint
Worth $350. Smack the bottom left stair for a meal platter.
17-18 – Plague Knight
This guy is the hardest to read. He has a number of different moves, does
them in basically random orders, bounces randomly around the arena and
disappears and reappears at random. On top of that the bottom rows of the
arena are destructible so the landscape gets messed up. Here's what he's
got and suggestions for countering. Good luck.
-Bomb toss: Always starts with this after his first jump. Tosses out a
single bomb that explodes on impact. Every second one sends out green
fireballs that follow the line of the floor/walls. Can be reflected.
-Jumps: Jumps in sets of three of usually increasing height.
-Triple bomb: If he throws three bombs at once, they land and create
temporary purple flares where they hit.
-Beaker summon: Conjures two or more beakers with purple liquid in the
arena. If you shovel drop on them you'll bounce with a short bounce instead
of landing. If one of his bomb attacks hits they explode violently and
trigger any nearby ones to explode too. Later in the fight he'll summon
them all across the room and then detonate them.
-Rage bombing: Sometimes he'll jump high in the air and throw 5-6
explosives in a row along a line toward you. If you can get on top of him
with a shovel bounce before he goes up, you'll get in a lot of hits (but
probably take one too).
Like I said, this is not easy. Just get used to reacting as best you can,
get in the hits where you can, and don't jump towards him as he lands or
you'll get hit with his bomb toss. He throws stuff in the air and jumps a
lot, so try to stay low. If you're not doing any special run, use red
Ichors and your Phase Locket if you have to.
Defeating Plague Knight awards $2500.
Iron Whale (Treasure Knight) [STRK]
===================================
Map Layout
----------
1
|
2 3a
| |
[ 3 ]--4
|
5
|
6a--6--[7]--[8]--8a
|
9 16--17--[18]--18a
| | |
10 15 19--[20]--21--22
| |
11 14--14a
| |
[ 12 ]--13
Rooms of Note
-------------
6, 11, 13*, 18, 21* - Checkpoints (* - NG+ Checkpoints)
12 - Throwing Anchor
8a - Song Scroll #27
14a - Song Scroll #28
22 - Treasure Knight
Walkthrough
-----------
1 – Bubble Blocks
Nothing here, just teaching you that if you stand on a bubble block it
evaporates.
2 – Hermit Crabs
Nothing truly dangerous here either. The lesson is that if you kill a
purple hermit crab and smack the shell, it will go flying and destroy blocks
for you. It also does 2 damage to anything it hits. This area also gets
you used to water physics.
3 – Sea Creatures
Basic platforming here. If you kill and hit the hermit shell right away,
you'll break the block on the upper right over the pit that drops a pink gem
(meaning you'll miss it). Wait until you can break it yourself if you want
the gem. The mollusks that shoot out the slow moving projectiles are pretty
easy to reflect their own shots back at if you like. The first pit has a
Troupple fish in if you need it.
Just beyond that pit, kill the next mollusk and then look at the crab on
the next platform. You want to kill him when he's on the upper side near
the left. Then smack him to the right to break open a bonus area above to
the right (and hopefully kill the mollusk up there too). If you dig up the
dirt pile nearby you'll learn that stuff out of a dirt pile underwater
floats in bubbles. Head right to move on.
3a – Invincible Crabs
The gray crabs cannot be killed, just avoided. Navigate around to get the
dirt pile and the chest and drop back down.
4 – Purple Knight
Here you meet the first purple knight who hurls anchors at you besides the
usual knight patterns of attack. You can try to smack him with a rebounded
shell but if you don't have any special attacks to hit him with, best to
just break through and move on.
5 – Eels
Two eels appear in this area as you move through. One just to the left of
the block in the middle and one at the top of the rise on the left. If you
move quickly you can bypass them before they get tangible. On the bottom
right side of the left pillar is a breakable wall for a dinner platter.
6 – Checkpoint 1
Worth $350. Also worth noting this room is the best place to quickly and
reliably get the "Another Dimension" Feat. See the Feats section for that.
The yellow platforms break and shoot upward when you land on them so hop off
fast so you don't get crushed. The bottom left wall can be broken to access
a bonus area.
6a – Crabs on Spikes
Bounce across the spikes on the gray crabs and get the treasure chest,
then go fishing for a treasure fish. Note that pulling up a fish underwater
will not just bring him right onto you, but he'll swim around randomly.
Don't kill yourself trying to grab him. To get back you have to time your
jump with the crabs in the middle of the spikes (or use the Phase Locket if
you have it).
7 – Through the Ocean
Obviously jump carefully around the spikes here. When you reach the
mollusk on the other side an eel will appear and come towards you as well.
Just past that you can break the dirt blocks and the wall behind them for a
red gem and a hiding purple crab. Into the next area you'll be assaulted by
a fish man. Fighting an enemy with somewhat random movements and 4hp over
an open pit is not a great idea. Best to jump over him and move on.
8 – Octopus Arms
Pink octopus arms pop out starting in this area. Stab them at the ends to
make them retract and watch out for appearing eels, one after the first arm,
one after the third. If you come around under where the mollusks are at the
end, the wall to the left of them can be broken for a meal platter. The
wall on the far right then can be broken for a bonus area.
8a – Bubbles and Arms
If you want the chest on the far side, do that first. Hop across the
bubbles, grab it, and shovel bounce back on the octopus arms. Fish down the
edge of the pit from the left for Song Scroll #27.
9 – Arm Maze 1
The arms in this section will alternate, and there's an appearing eel
between the two arms in the pit. Try to activate and kill him before
bouncing over to get the treasure. If you happen to miss and drop down
between the two arms, you won't die, you just miss the $250 in gems on the
left and move on to the next screen.
10 – Arm Maze 2
Break the rock blocks, drop down and kill the two arms there. Then jump
back up and bounce across the remaining two to move on.
11 – Checkpoint 2
Worth $350. Dodge the gray crabs and break the upper blocks for treasure
before dropping down.
12 – Angler Fish and Relic
Break open the chest and search it to activate the mid-boss. Stay ahead
of him as he chases and use short hops from platform to platform or you'll
wait too long to come down. If you know the platforms well enough you can
skip a platform or two with a long jump or bouncing off the fish he spits at
you. Once you see the middle height long platform, you're about ready to
take him on. Another option for the scrolling segment is to just bounce
repeatedly off the treasure chest as you move along. It becomes more
difficult to dodge the fish he coughs up, but it can work.
He can only be damaged at the light in the treasure chest and only from
the front side. Jump up and hit it 2-3 times in a jump. If you have the
shovel charge, jump with that then swing again on the way down. When he
drifts lower and vibrates, he's about to charge and change sides. Back off
a little and shovel drop bounce off the treasure chest or just jump over him
with the right timing to safely dodge him. Repeat from the other side until
dead.
Once he's down, search the chest again to see Chester and buy the Throwing
Anchor relic for $3000 if you like.
13 – Checkpoint 3
Worth $500. The wall under the checkpoint can be smashed for a dinner
plate.
14 – Ladders
The right wall can be smashed to reach a bonus area. With the water
physics, ladders and slow enemies, this area shouldn't be a problem.
14a – More Bubbles and Arms
Use the bubble platform or arm bounce to get to the next platform.
Fishman then attacks. If you got the Anchor, use it, otherwise do your best
to dispatch him before trying to move on. Fishing over the right edge here
will get you a treasure fish. Hop down to the treasure chest for Song
Scroll #28. Up above, stand on the left side of the platform and swing to
the right to switch it on and fly back from where you came.
15 – Rocket Platforms
Be sure to stand safely away from the switch when you hit it or you may
not ride the platform as it launches. Shoot to the right and then back to
the left. Hold up as you come back left to grab the ladder automatically.
16 – Rocket Platforms 2
If you have the Phase Locket, keep it handy, the next jump is tricky and
missing can mean heading back for the spikes in room 15. Climb up between
the shooting platforms and then try to ride the top one over to the right.
Don't even bother with the gold in the middle of the top of the room.
17 – Anchor Rocket
Get across the top quickly and watch for the purple knight to try to
anchor you. Coming back to the left underneath, jump and stab at him
repeatedly. If you don't kill him but knock him onto the rocket platform,
you can jump to the other side and launch it with him on. Get the chest and
take the platform over safely yourself.
18 – Checkpoint 4
Worth $350. The anchor platforms in this section drop when you get close
and then reel up. They'll also damage you or enemies if they hit you. Be
careful. This game has a very low tolerance for going off the bottom of the
screen and dying. Wait until you can see the cross bar of the anchor before
trying to land on it. Use it to reach the checkpoint, and then get over the
next side.
Stab the mollusk and then carefully/quickly work your way to the other
side of the next pillar as the fishman shows up. You should be able to get
him behind you and ignore him as you concentrate on the line of anchor
platforms and if timed right, he'll be killed by a falling anchor as he
tries to follow you. If you have the Anchor relic and want to play it
safer, kill him while down below by the second anchor lift.
Take the anchors to the bubble blocks and jump up over the right edge for
a bonus area. Otherwise kill or bypass the purple knight and drop down.
18a – Falling Projectiles
If you have the Anchor, you can try to take out a mollusk or two to make
this easier, otherwise deal with the purple knight and break into the chest
for a cool $1000. The bottom left wall can be smashed for a meal platter,
so you can refill if you take too many hits here.
19 – Blocks and Crabs
As soon as you drop down here work your way left quickly to the upper
block with the purple crab. Kill it and smack it left straight into the
wall. The trajectory should clear out the whole room. Grab the dinner
platter and everything that dropped and move right.
20 – Final Rocket
Hit the switch and clear the breakable walls in your way as you cruise
along. Be ready to jump at the end just past the first gold gems.
21 – Boss Checkpoint
Worth $350.
22 – Treasure Knight
Uses his attacks in a mostly random order.
-Dash: between attacks he'll usually dash about 1/3 of the room back or
forth twice.
-Anchor shot: Shoots his anchor line straight ahead. Sometimes pulls it
back, sometimes pulls himself to it. You can usually shovel drop him before
he moves if he does. Always starts with this one. Note only the anchor
itself will hurt you, the chain is harmless.
-Anchor up: Just like above but shoots vertically up. Again, sometimes
pulls the anchor back, sometimes pulls himself up. If he pulls up, he'll
float across the top for a while. You can shovel drop him but if you hit
his anchor you'll get hurt.
-Anchor down: While hovering, shoots down and causes a local explosion of
treasure that hurts. Does this twice in a row, side dashing in between.
-Pound down: Jumps up, charges and pounds the ground to create an explosion
and two waves of treasure on either side that can be jumped over with
correct timing.
-Mines: Shoots out 4 mines that float down.
-Treasure Chest: Happens when you get him to about 6hp or less. Stands at
the side of the screen and throws a treasure chest in the middle that opens
with a vortex trying to suck you in along with 4 mines in the area. If you
land in the chest you lose $500 and have to wait for him to smash you out.
Try to predict this move coming and be bouncing on his head on the side for
the duration.
For the rest of the time just do damage where you can and dodge elsewhere.
You move slower in water but his moves are pretty telegraphed too. Practice
makes perfect of course. If you have the Dynamo Mail on, use the charge hit
whenever you can get one.
Defeating Treasure Knight awards $2500.
Lost City (Mole Knight) [SMLK]
==============================
Map Layout
----------
1--1a
|
2
|
3
|
[ 4 ]--5--[ 6 ]--7--7a
|
8
|
9
|
10a--[10]--[11]--11a
|
12
|
13
|
14a--[14]--15--16
Rooms of Note
-------------
6, 7, 10*, 14, 15* - Checkpoints (* - NG+ Checkpoints)
10a - Dust Knuckles
7a - Song Scroll #31
11a - Song Scroll #32
16 - Mole Knight
Walkthrough
-----------
1 – Dig Down
You can't shovel drop flaming slimes. If you jump up over to the right,
you can get some extra treasure.
1a – Precarious Blocks
Watch your shovel drops here so you don't kill yourself. Break what
blocks you're comfortable with to get any treasure inside but mainly worry
about getting over to the treasure chest and back. Fishing by the sparkles
here will bring up a Troupple fish.
2 – Slime Mechanics
If fire falls on a green slime, it'll flame. The enemy below is shielded
in front. Get behind it and stab or break the block on the right so it runs
into the lava. Or use an armor piercing attack if you have one. The last
lava vent on the ceiling on the far right doesn't drop anything.
3 – Further Down
Smack the wall to the left and then again to the left inside that for some
treasure and a dinner platter. Hit the back wall AGAIN to open a shortcut
to drop right onto the exit blocks. The flying eagle heads have 4 health
points, so take care around them. Get what treasure you want and drop down.
4 – Scarab Ride 1
The front is platform, the back is springy. Dodge the fire, go over the
eagle head. Stay low in the next section under the fire vents. Go under
the slimes but aim for the path with the rock blocks, there's $300 worth of
gems between those three blocks. At the end of the ride the scarab will
stop in place, smack the right wall for a treasure chest, then bounce over
and on.
5 – Giant Moleman 1
Stand in the middle of the area on the left of the bridge until he shoots
his flame attack past. Then get close and smack his head. When he rears
up, he'll lean forward to stab. You can bounce on his head then, and get in
3 hits easily. Jump up and swipe his head one more time if needed to take
him out. He only has 4 health points total. When he's dead, go back to the
left and hit the wall for a meal platter.
6 – Checkpoint 1
Worth $350. In this area watch for fire fish to pop up from the lava pits
between platforms. You can shovel drop across them but you do not get a
full bounce from them. You can permanently kill them from the side only.
The first dirt pile is booby-trapped with a mole. Be ready to jump or
slash when he pops out. Work your way across, and be ready for an eagle
head just beyond a double lava vent on the ceiling. Two jumps past that is
a red knight. They act much like gold knights, except they wind up to
attack further back out of your reach and then do two quick thrusts in a
row. If you don't have any shield piercing equipment, it might be best to
just bounce over him and move on. Otherwise the same strategy from the gold
knights will work. Shovel drop to get him to raise his shield and then hit
him from the side. Like all knights he has 5 hp.
7 – Checkpoint 2
Worth $350. Hit the first group of chain-exploding blocks and wait for
the fire slimes to fall. Then climb up over the second group and head over
the right edge for some bonus treasure. Otherwise, break the second big
group of chain blocks for a meal platter and drop down to the next area.
7a – Fire Fish Bounce
Use the fire fish that pop out of the lava and pits here to work your way
across. Remember you don't get a full bounce off them, so make sure your
next platform is not super-elevated when you get there. $400 gold and Song
Scroll #31 await in the chest. Go back the way you came.
8 – Line Over Lava 1.
Be ready to cancel your shovel drop after you break the first line of rock
blocks. Smack the top right end of the chain blocks and get across to the
left.
9 – Line Over Lava 2
Kill the fire slime, then stay to the left a bit to lure the slimes away
from the right edge. Drop down and hit the middle line of blocks at the
bottom edge that you can reach, kill the slimes there, then smack the top
line of chain blocks, kill the last slime if you didn't already, and then
move on down. Don't shovel drop here.
10 – Checkpoint 3
Bounce up to the left and smack the wall to go to a side area with the
stage relic. Otherwise, cross the checkpoint, worth $500, and bounce on.
The pit on the right side of the moving platform can be fished for a
treasure fish.
Green jelly blobs can be bounced off of with a shovel drop (destroying
them) or smacked to other places from the side. Bounce off the first one,
jump down on the other side, kill the flaming slimes (and/or use the jelly
blob to put them out) and then whack a blob to the right so you can bounce
up and over.
10a – Dust Knuckles
Buy the Knuckles for $3000 from Chester, then jump up to the left and
pound your way across to the left until you get to the treasure chest. If
you do it right, you should get the "Knuckle Down" Feat right away here.
Grab the chest and then Knuckle your way back underneath and then up to
where you started. The dirt pile on the left side of the room is mole-
trapped.
11 – Cool the Lava
Knocking a blob onto lava will turn it into bouncy jelly for a short
while. Cool the first pit and drop down and smack the left wall for a
treasure chest. Cool the pit again and bounce over to the next area.
If you want the red gem, hit the blob from the right side and bounce down
for it. To move on, hit the blob from the left onto the moving platform
then follow over after the lava is cooled. Bounce up to the platform on the
other side of the pillar and jump over.
Hit the dirt block to drop the first blob, then either stand at the very
edge of the step and smack the falling blob in the air to knock it over to
the other lava zone, or bounce on the jelly and time your swing to hit the
blob across the gap. Either approach is a little tricky but not dangerous
if you're careful.
To get the red gems, knock a blob over to cool the lava, then knock
another one over. Jump down and shovel drop bounce off the second blob up
to the left. Re-cool the lava before moving on. At the top, bounce up and
over the right wall for a bonus area, otherwise drop down.
11a – Lava Note
Getting across to Song Scroll #32 should be no trouble by now. On the way
back you'll have to hit the blob over in mid-air as it falls.
12 – Line Over Lava 3
Break through the rock blocks and cancel your shovel drop right away. Do
not try to shovel drop here. If you have the Dust Knuckler you can take out
the red knight as it will penetrate his shield, but don't try to do it all
at once, 5 hits will push you to the left and hit the chain blocks. Either
hit him a few times, back up and repeat or just jump over him, smack the
blocks from safety on the left and drop him in the lava.
13 – Giant Moleman 2
Stay up on the left. When he does his sword attack, drop down on his head
2-3 times. Repeat once more to kill him. Be sure to bounce back up to the
left when he dies so you can cool the lava and get the meal/treasure on the
right.
14 – Scarab 2/Checkpoint 4
First off, hit the blocks to the left if you have the Dust Knuckler and
want some easy treasure. Checkpoint here is worth $750. Start the scarab
moving at your leisure. At the first section of blocks you have the option
of releasing the eagle heads right away and trying to take them out before
the scarab gets past you, or you can wait until the last minute to free them
and try to ignore them the rest of the area. I usually do the latter.
Across the second land-mass you have other options. Easiest is just to
climb over the pile of blocks. If you're confident and looking for
treasure, you can dig or Knuckle your way through the bottom of the pile for
the most treasure. Just be sure the scarab is lined up under you for the
gaps. At the end, bounce up and over the dirt blocks before the scarab
drops in the pit.
14a – Knuckle Treasure
Knuckle your way across the top, grab the chest and Knuckle back
underneath. Easy.
15 – Boss Checkpoint
Worth $350. Before trashing the blocks, jump up and smack the wall by the
skeleton for a meal platter. Feel free to Knuckle through the blocks if
you're in a hurry, there's magic at the end.
16 – Mole Knight
Mole Knight's attacks and pattern are as follows:
-Wall Dash: He always starts with this. He'll burrow from wall to
opposite wall quickly, usually 4 times in a row. You can shovel drop him on
each of these if you're quick. The 4th time he pops out he'll slow down and
skid across the ground across the arena and back once, shooting sparks out
that damage you. When he stops, he'll start his next attack. Try to be on
top of him when that happens.
-Block Push: He'll drop blocks in front of him, dirt/ice at first, in
later rounds he'll use chain blocks, then push them across the arena. After
a few of these he'll dive into the ground. When he starts this attack by
bouncing his back to the ground, he'll hurt you if you shovel drop him, but
trading that damage point is worth being on top of him to bounce for the
rest of the attack pattern. He'll continue with his lava barrage.
-Lava Barrage: Next 4 dirt mounds will appear. You'll be able to see his
helmet in one of them. Dig up whatever mounds you like but if you can get
to his, dig that up first. Whatever mounds you don't destroy will explode
with fireballs when he pops up, unless you dig him up first, which cancels
them all. He'll then infuse himself with lava and shoot it across the room
at you, while fire drops from ceiling vents too. He can't be hurt by
regular attacks during this so just do your best to dodge. At the end,
he'll slam the ground and drop some blocks on and around you, then burrow
into the ground again. Destroy the blocks you need to so you can move and
get ready for him to start Wall Dashing again. Note that the dash picks up
speed when he down to 6 hp. The basic pattern repeats from here.
Defeating Mole Knight awards $2500.
Armor Outpost [SARO]
====================
Map Layout
----------
5
|
4--3
| |
2--[ 1]
Walkthrough
-----------
1 – Town Proper
The only thing of value here is Song Scroll #8. You can either shovel
drop bounce off the hat sign to climb up and work your way over, or you can
climb up the ladder to room 3, go left and drop down from room 4.
If you're playing on the 3DS, there is a woman in blue here who will sell
you $100 gold in exchange for 1 play coin each.
2 – Hat Shop
In the hat shop is the owner, Mr. Hat, and 3 patrons. If you give the
patrons each $1000 gold, they will each leave and leave you with a surprise
fight against Mr. Hat. He does two different hat-based attacks depending on
which hat he's wearing. With the black hat he'll swing his sword and launch
red sword poles at you that stick in the ground. When he charges across
them, they'll fly up in the air and then at you. With the white hat he'll
bounce around the room and throw plates across at you and generally bounce
around the room. Neither is terribly dangerous. Just keep on him with
shovel drops, side swipe him when he's changing hats and he'll go down fast.
You'll get $5000 for defeating him. Once he leaves, find him just outside
in room 1 on top of the sign. Bounce up and talk to him again for another
$1000. Find him on the airship in room 4 for another $1000. Then up in
room 5 (if you have access) for another. If you leave the area before
talking to him all 3 times, he won't be there anymore.
3 – Upgrade Shops
This screen has the Armorer and the Shovel Smith. For a fee, the Armorer
will give you access to different kinds of armors with different special
effects. The Shovel Smith will unlock new abilities permanently for a
price. As follows:
Armorer
-------
-Stalwart Plate: Your original armor. Simple, but sturdy.
Cost: $0
Notes: What you already have.
-Final Guard: Drop half as much gold when you fall in battle!
Cost: $3000
Notes: Does what it says. Drop 1/8 of your gold when you die instead of
1/4.
-Conjurer's Coat: Sacrifice some protection for a higher magic limit, and
harvest magic from defeated foes!
Cost: $4000
Notes: Increases your magic limit based on your current magic total, up
to 150 and makes you take double damage. Also increases magic drops from
enemies.
-Dynamo Mail: Perform two consecutive shovel drops to unleash a powerful
charge slash!
Cost: $6000
Notes: Anytime you shovel drop twice in a row off anything (including
going through two sandstone blocks), you start to glow. You have a short
time to swing your shovel with a charged-shot that pierces shields and
does double damage. Unlike the charge shot the Shovel Smith sells, this
does not hamper your movement.
-Mail of Momentum: Heavily plated. Keep your footing when struck by
enemies, but stopping may be a problem!
Cost: $6000
Notes: What it says, stops you from being knocked back, but increases
your movement momentum when moving normally.
-Ornate Plate: Flashy! Acrobatic! Useless!
Cost: $8000
Notes: Causes Shovel Knight to do a flip in the air when he jumps. And
when you take a catapult you'll land gracefully instead of on your face.
Actually useful if you revisit The Lich Yard any time because the
Sparkles on it show in the dark. Also, if you wear it to the Tower of
Fate: Ascent, King Knight will comment on it instead of his usual
dialogue at the end.
Once you buy an armor set, you can switch to it anytime free of charge by
visiting the Armorer.
Shovel Smith
------------
-Charge Handle: Hold your attack to unleash a powerful charge slash!
Cost: $4000
Notes: Attack and hold to charge up a double-damage, armor piercing
attack with an extended range. Your movement speed will be severely
compromised while charging, but you can still jump as high and fast as
normal.
-Trench Blade: Dig up a whole pile in one mighty motion.
Cost: $3000
Notes: Convenient, but not at all necessary. Dirt piles come up all in
one swing instead of the usual 5 or so.
-Drop Spark: Slash to spark the ground when you're at full health.
Cost: $6000
Notes: Sends a fast moving spark along the ground for as far as it's the
Same level. Does 1 point of damage. Only at full health. Needed to get
the "Sparker" Feat.
I would highly recommend getting both the Dynamo Mail and the Charge Handle.
The extra damage of those attacks comes in handy.
4 – Blimp West
Nothing of scroll here at first. You can drop down the hole for easy
access to the song scroll in room 1. After you open Map Section 3 you can
climb a ladder here to room 5.
5 – Catapult
Accessible from the catapult in the Village that appears when you defeat
the second set of Knights and open Map Section 3. Song Scroll #9 is just
sitting there for the taking.
Knuckler's Quarry [SKQU]
========================
Map Layout
----------
[ 1 ]--[ 2 ]--3
|
4
|
[ 5 ]
Rooms of Note
-------------
5 - Song Scroll #16
Walkthrough
-----------
Again, you need the Dust Knuckles to clear this area. I would also
recommend upgrading your magic to at least 50 max first.
1 – Intro
If you have the Dust Knuckles you should be familiar enough with how they
work to clear these areas easily.
2 – Gaps
Knuckle your way across the gaps as usual.
3 – Bombers
Climb up quick and take out the Plague Bombers before they destroy the
blocks too far to get the pink gem. Clear out all but the bottom row of
dirt blocks for treasure.
4 – Double Fun
Knuckle, bubble bounce, Knuckle across.
5 – Final Stretch
If you have enough magic you can Knuckle all the way across here. If not,
stop and refill with the blue pot halfway across. Be prepared to shovel
drop bounce on 3 bubbles at the end. Then collect your treasure and Song
Scroll #16.
Hall of Champions [SHOC]
========================
Map Layout
----------
5a--[5]--6--[7]
| | |
[4]--3--[8]--8a
|
1--2
Rooms of Note
-------------
5a - Song Scroll #14
8a - Song Scroll #15
3 - Final Ghost
Walkthrough
-----------
This area is non-linear and you can do the 4 sections in whatever order you
like.
1 – Entrance
Pay $5000 to the Ticketer to access the hall of champions.
2 – Foyer
Nothing here.
3 – Center
Once you clear the four wings of ghosts, this is where the boss battle
will take place. Use the two orbs to shoot light at the ghost when you can.
He can only take one hit at a time, so piling up the orbs doesn't do
anything. He starts drifting at the top and hitting an orb again in the air
can reach him if you time it right. Next he'll circle around the room with
increasing speed. If you shovel drop the orbs on the ground you can catch
him with them. Then he does some appearing/disappearing dashes at you.
Next he creates a ghost shield that can be taken out with the orbs. Last
he'll create duplicates which will only disappear when you hit the real one.
He'll then repeat the set. When he gets to about 6hp he'll summon some
floating skulls to drop stuff on you to hurt you, just try to ignore them.
Once he is dead you'll be rewarded $6000 and sent back to the Entrance for
an apology from the Ticketer and another small reward of $50.
4 – Random Ghosts
The ghosts here appear when you cross near them and float after you like
the ones in the Lich Yard did. The light ball is hidden in the wall under
the far left ledge. Smack the ball in the air or shovel drop on it to send
light out in four directions that will kill a ghost. Defeat all 6 ghosts to
clear this area. You'll know you have them all when the room lights up.
5 – Hidden Ghost
There's a secret area to the left through the wall. This room has 4
ghosts. One on the upper right and left each that fly in a repeating back
and forth pattern, and then two you need to trigger to appear, one near the
spike pit and one underneath that when you break your way through on the
bottom. To get the red gems on the right, bring an orb over and bounce off
it.
5a – Secret Room 1
This room has a meal platter, a chest and Song Scroll #14. The floor in
front of the 4 statues on the upper path is false, jump between them to get
across.
6 – Interlude
Nothing here.
7 – False Floors
The first ghost here flies in a pattern so just leave him till you're
ready. The first ledge is broken up into 3 pieces and the middle one is
false, jump over it. Use the orb to kill the ghost then jump over the
pillar, there's another orb on the other side.
The alternating sections of floor here are false too. Kill the ghost
above first then take the ball below to get the one down there. Shovel
dropping the ball works better on that one. They both stick to their flight
patterns of back and forth.
8 – Through the Pillars
Breakable wall to the right for goodies. Each of the two pillars in the
room has a breakable section you can get through. One ghost on the far
right section and two in the middle. Once you're done here and have lit up
all four sections, exit left to room 3 for the boss fight.
8a – Secret Room 2
This area also has a meal platter, treasure chest and Song Scroll #15. No
surprises.
Reize [SREZ]
===========
Reus is a random encounter shown by a birdman-looking icon on the map.
Reize will always start by jumping and tossing his boomerangs. One will
go straight out and the other to the ground at a 45-degree angle. Until he
randomly recollects the bouncing boomerangs, he'll jump around the area and
occasionally try to dive-kick you. Just stay bouncing on him as much as you
can and if you have Dynamo Mail, swing when you hit the ground by him.
After he takes enough damage he'll summon a five-fireball shield around
him. The fireballs each are destroyed with a single hit, so if you can get
on him and bounce while he's conjuring the field, you can destroy most of it
right away.
Defeating Reize awards you $1500, an assortment of gems and Song Scroll
#13.
Baz [SBAZ]
===========
Baz is a random encounter shown by a beefy guy-looking icon on the map.
Baz will attack in a few different ways. He'll launch his whip at you,
he'll jump around, he'll swing from the anchor points or he'll pound the
ground and shoot out lightning when he lands. Take extra scroll that if you
shovel drop him, you have to hit his head and not the spiked shoulderpads.
You won't take damage from them, but you won't hurt him either if you miss
his head. He may also not be taking damage when his whip is circling over
his head, it's hard to tell.
When he gets down in health, it'll get dark and he'll summon more
lightning that will randomly strike him from above and shoot out from him in
the four diagonals. Watch out if you're shovel dropping him a lot there.
There's no major pattern to the order he does these attacks so just keep on
him and dodge whatever you can. If you have the Dynamo Mail use that to
your advantage.
Defeating Baz awards $2000. You can also smack him on the ground for some
extra blue gems before you exit.
Enemy Encounter 2 [SEE2]
========================
This is a random encounter on the map with the same icon as Enemy Encounter
1.
This encounter takes place in the flashing darkness like The Lich Yard
sections. There are no hidden treasures, just be careful and take your
time. Try to deal with both flaming slimes before dropping below to the
skeleton. In the next area, don't break any blocks that would open up a pit
for you. Get the chest in the middle and move on. The dirt pile underneath
has a small amount of treasure and a mole. Beyond the yellow skeleton is a
giant skeleton like from the Lich Yard. Be extra careful around him not to
get knocked into a pit and don't backtrack too far with him or he'll respawn
when you come back to where he started! If you can afford it, bring the
Ornate Plate so you can see yourself better.
Treasure Bonus 2 [STB2]
=======================
Walkthrough
-----------
A series of descending screens with chances for big loot, no need for a map.
1 – Blocks and Crabs
You CAN smack a hermit crab shell around here, but you'll lose lots of
treasure if you do. Try to take out the blocks methodically from top to
bottom. The Dust Knuckler is handy if you have it. When you're done, drop
down on the right half of the screen.
2 – Rockets
Ride the first rocket platform to the pink gems, and the second across to
get all the reds.
3 – Treasure and Dirt
You should be on the left, drop into the treasure chest area first, then
hop the bubbles over to the dirt pile.
4 – Bubbles
Here drop to the center top, head left, drop down, head right, angle back
up as you go then drop down to the last pink gem and on to the next screen.
5 – Arms
Each red gem has an octopus arm under it. Work your way bouncing right to
left.
6 – Bonus
Open the chest for more riches and exit out either side.
---------------
|Map Section 3|
---------------
Map section 4 contains the following points of interest and will be covered
in this order:
-Shortcut?
-Clockwork Tower (Tinker Knight)
-Stranded Ship (Polar Knight)
-Flying Machine (Propeller Knight)
-Frigid Flight (1)
-Black Knight (2)</pre><pre id="faqspan-3">
-Phantom Striker (2)
(1) Need the Propeller Dagger to clear.
(2) Random encounter, appears some time in section 3.
Shortcut? [SSCT]
================
Just a catapult that will launch you back to the Village.
Clockwork Tower (Tinker Knight) [STKK]
======================================
*NOTE: In original versions that have not been updated, this stage has a
"phantom" fourth song scroll that does nothing when collected. It was in
room 8. In future versions it has been replaced behind the wall with a pink
gem and gray ghost.
Map Layout
----------
15--16--17
15
13b--14--15
| |
13a--13
|
10a 12
| |
8a-- 8--[9]--10--[11]
||
7
|
3a 6--6a
| |
2--[3]-- 4
| ||
1 5
Rooms of Note
-------------
4, 10*, 12, 16* - Checkpoints (* - NG+ Checkpoints)
8a - Mobile Gear
6a - Song Scroll #34
10a - Song Scroll #33
13b - Song Scroll #35
17 - Tinker Knight
Walkthrough
-----------
1 – Conveyors
Nothing special here, just getting you used to conveyor belts.
2 – Clockwork Mice
The mice dive and spark when they get close, be ready for that and pound
them. The upper right wall can be smashed for treasure, and under the first
overhang to the left you can smash the wall for a red gem.
3 – Gears
Just beyond the first gap you can smash the right wall for a pink gem and
a clockwork mouse. Watch out for the red gears the black wizard rolls down
at you, do not try to reflect them, it just bounces them in the air right
into you. Double back underneath for a pink gem if you're brave and then
clear the gap ahead.
Watch out for 3 big yellow gears from the upper path as you make your way.
You'll have to back up out of the way of the second one for sure. You can
smash the wall on the upper right for a ladder to a bonus area. Down below,
you can go fishing for a Troupple fish if you need it. Head right to move
on.
3a – Gear Bouncing
Bounce repeatedly on the yellow gear to clear the gap for your treasure.
4 – Double Bend/Checkpoint 1
When you first enter this room from the left, smash through to the right
and down as quick as you can while dodging the wizard's gear attacks. If
you hurry you can avoid the gray ghost altogether and drop into room 5.
When you come back up the right from room 5, climb high so you don't fall
all the way down if the gray ghost hits you. Smack him as best you can,
remember your shovel reach is a little longer than you might think. Clear
the gap and eliminate the wizard if you want the $100 he guards. Otherwise
hit checkpoint 1, worth $500 if you want to smash it and climb up to room 6.
5 – Timed Bars
Run to the left and stand on the block pile. When the gray ghost gets
under you shovel drop until he's dead. Then break your way out and work
carefully across, bounce up off the gear to get back into room 4.
6 – Welders by Day
To the right is a breakable wall with a meal platter. The ladder up takes
you on, the path right behind the second welder takes you to a bonus area.
The welders telegraph which way they'll shoot, so watch for your chance to
jump in and shovel drop them to death.
6a – Dangerous Gems
Wait for the gray ghost to get close enough to kill, then work your way
around the room for treasure and Song Scroll #34. If you're not feeling
daring, you can take the lower route to the song scroll and then head right
back.
7 – Up, Up or Up?
This room has three exits up to room 8. The far left one lets you
continue on. The middle one drops you back in the middle left so you can
get over the spikes. If you get hit or have the Phase Locket, just hop over
there instead of climbing up and back down.
You can smack the hanging section on the right for a third ladder that
leads to some treasure and a dead end.
8 – Red Knight and Relic Path
If you came up the ladder on the right, smack the wall on the left to
reveal a pink gem and a gray ghost, then head back. (If you have an
original version of the game without updates, this will be the song scroll
that doesn't do anything.) If you came up the ladder on the left, smack the
wall to the left at the top for the alternate area leading to the Mobile
Gear. Otherwise, clear your way through the red knight and move on.
8a – Mobile Gear
Work carefully across the top left until you get to Chester. Buy the
Mobile Gear from him for $3000. You can use the Gear as a platform to reach
the chest behind him. If you're feeling ambitious, you can also ride it
along the bottom all the way back to the entrance of the room (It
automatically bounces over short gaps). If not you can jump back the way
you came.
9 – Lifts and Rockets
Drop down between the two moving bars for some pink gems and dinner. For
the rest of the area...just watch your step. Nothing hidden or special just
time your jumps well and watch out for the mini rockets. You can fish at
the end for a treasure fish.
10 – Checkpoint 2
Worth $500. You can jump repeatedly on the striped spinning bars as soon
as you touch them. Jump up to the left for a bonus area with a song scroll.
Jump over to the right to move on.
10a – Mobile Note
You can use your Mobile Gear twice to cross this, or if you have the
Propeller Dagger already, that works too. No getting this if you don't have
those relics. Song Scroll #33 is waiting for you.
11 – Going for a Ride
Only one tricky bit here as you ride, just past the dirt blocks. Get on
the right ledge and jump up just after the lower upper bar passes. Swing
your shovel as you jump to hit back the clockwork mouse. Then clear on.
You'll face two gold knights further on, but you've lots of time to fight
them, interrupted only by a gray ghost. At the end a gray knight is
waiting. He has the combined abilities of a red and green knight. If you
have the shovel charge you can damage the first gold knight by jumping up to
him with the charge at least twice before he's pushed onto your platform.
12 – Checkpoint 3
Strike the mouse twice as it comes at you, grab the checkpoint ($500) and
then climb the steps to get to the two wizards. Just hit them carefully
between dodging the gears to get by. You can bounce off the gears but
remember not to hit them, they don't reflect. If you have the Phase Locket
you could just bypass them too.
13 – Path Split
As you climb the ladder you can smack the left wall for a meal platter.
Upwards you can go straight across and up for the simple path beyond the
welder, or you can go down and left for a longer path with treasure, a song
scroll and a bit more trouble. If taking the lower path, still kill the
welder first.
13a – Falling Gears
Not really difficult, just time your jumps between the gears and keep
bouncing on the striped platforms as you work your way back and forth.
13b – Welding Notes
If you've got the magic and relics, take the right welder out with
Throwing Anchors, but otherwise ride the lift left and take out that one
when you get up there, then ride it across to the right, grab Song Scroll
#35 and go through the right welder to continue on. The wall under the left
welder can be smashed, but it only has a gray ghost in it.
14 – Moving On
If you came from 13, fight past the gold knight and drop down to the
right. If you came from 13b just walk across the top and drop down to the
right.
15 – Rising Tower
The bottom screen death limit is a little more relaxed here but don't be
pokey. Also don't rush and get up on platforms you can't see. Climb the
far ladder, jump across the lifts to the left and hop on the striped
platform. Don't jump to the next lifts until you can see both sets. Get
right to the upper set and jump in place until you can see the conveyor
platform you need. Wait for a few more to be revealed to the left and then
jump across. When you can see the next striped platform, jump to it. You
can't get on top of it, so jump repeatedly working to the right. Get up on
the moving platform and from there to the conveyor on the right. One more
moving platform above you on your left, and then the exit on the right.
16 – Boss Checkpoint
Worth $500. Run across and smack the right wall for a dinner platter then
hit the switch repeatedly to lower the steps.
17 – Tinker Knight
Phase 1: Just shovel drop him as much as you can, but when he's down in
health and stands in place for a second get clear before he throws a wrench
tantrum. Not really a huge threat. If you have the Mobile Gear, use it to
one-shot him.
Phase 2: Actually easier than the first if you can follow the pattern.
When he shoots the three red platforms in a line, use the first two to hop
up to his "drill" that works the same as the other striped platforms. From
there, hop up to his shoulderpad. It always fires in the same pattern:
forward, upleft and upright. After the upright shot clears, bounce over to
his head and back before the next upright launches but after the other two
have gone off. Bounce back and forth between shovel dropping on his head
and landing on the shoulderpad in time with the shots to dodge them. At 7
and 14 damage he'll back way up and spin the drill fast. If you're ready
for it you can stay on and hop back up to the shoulder pad and ride that out
until he starts again. After he finishes his leftward charge you can jump
right back on his head again and get 5-6 hits in before he even restarts his
shouldpad shots. If you fall down just use whatever he's throwing to bounce
up and try again. If you're in a hurry, you can drop a projectile onto his
head with each cycle too.
Killing Tinker Knight awards $3500.
GLITCH WARNING: If you are playing on an original non-updated version, you
can freeze your game in the Tinker Knight fight. This happens if you land
with a shovel drop after defeating phase 1 at the same time that Tinker
Knight's body lands. Shovel Knight will not leave his victory animation and
you'll have to restart the level.
To avoid this, simply do not land the last blow as a shovel drop, or if
you do, cancel it during the slo-mo sequence after the blow.
Stranded Ship (Polar Knight) [SPLK]
===================================
Map Layout
----------
17a--[17]--18--19
|
16
||
5--6 15
| | |
1--[2]--[3]--4 7 13a--[13]--14
| |
8a--8--[9]--[10]--[11]--12
Rooms of Note
-------------
4, 9, 12*, 14, 18* - Checkpoints (* - NG+ Checkpoints)
13a - War Horn
17 - Song Scroll #36
17a - Song Scroll #17
19 - Polar Knight
Walkthrough
-----------
1 – Opening
The far right wall is breakable for a red gem and a bomb. Watch out for
bombs in this stage.
2 – Across the Ice
There's plenty of treasure to be had if you can keep to the high road and
dodge the wolves. When you drop down, the first dirt pile has a carrot in
it and the second dirt pile is trapped with a mole.
3 – Viking Yeti
Try to kill the wolf before approaching the Viking yeti. When he jumps
back, watch for an opening and bounce off him for the treasure and onto the
next platform. When the next yeti jumps back, break the top block of the
ice block stack and jump up. You'll be safe from spears here. Fish for a
treasure fish if you like, then jump down in front of the second yeti and
right up on top of him to bounce for the treasure as the wolf runs under
you. Kill the third yeti with 3 timed swings at his front after he moves.
The upper right wall can be smashed for a bomb and a normal treasure chest.
4 – Checkpoint 1
Watch for the falling snowflakes from the white wizard. The moving
platforms will catch most of it but be careful. Hit the checkpoint ($500)
and climb up. Drop on the wizard 3 times and cross over.
5 – Ice Horses
If you do not have the charged swing, bounce off the first shielded horse
onto the moving lift. From here you can jump up and hit the second one when
he turns around.
6 – Blue Dragons
Work straight across the top until you drop in on the first dragon. Hit
him twice from the side to kill him. Stand in about the middle of the
screen right where you need to shovel drop down through more blocks to
advance, then when the second dragon is almost all the way left and about to
turn around, drop down through the ice to the big ice block and then get out
of the way to the right of the bomb that releases. The bomb should kill the
second dragon. If not hop down and do it yourself.
7 – Snowy Spikes
Carefully knock down the snow to head left. Treasure to the right if you
want to risk it.
8 – Ice and Horses
Bounce off the lower ice horse to break the wall on the upper left for a
bonus area. Then kill him and knock down the snow to the left of the second
horse. Kill him jumping up from below like before and make the rest of the
way across. Smash the upper right wall for a pink gem and bomb.
8a – Wizard and Treasure
If you don't have relics to take out the wizard from afar, you're probably
better off skipping this area. If you have the Throwing Anchor you can use
that to kill the wizard before dropping down. The large ice block on the
left has a bomb in it. The reward is a standard ($300) chest.
9 – Checkpoint 2
Worth $350. Hop on the ice dragon platform and jump once to let it raise
up. Smack it with your shovel to move it and see the platform it makes.
Get comfortable with how it operates and then use it move on, collecting the
treasure underneath to the left if you like. Note, you cannot bottom out
the dragon, it will stop before it drops into an open pit.
10 – Rainbow Dragon 2
Take the dragon platform over to the right and go up through the opening.
Kill the wizard and break open the hole with 2 large ice blocks side by side
(if you smash the blocks further left, watch out for a bomb). Jump back on
the dragon and shoot it left and ride it up the new opening. Maneuver down
the other side and head straight at the lower yeti, crashing through him to
move on.
11 – Dragon Treasure
Climb the first ladder and break the top two ice blocks. Stand on the
bottom one and jump up to hit the yeti every time he jumps to the right. On
the upper left, smash the wall and then smash the inside of that for a meal
platter. In the next area you can bounce off the swooping blue dragon for
treasure if you like, just be sure to cancel your shovel drop before you
land. If you want to you can fish in one of the pits for a Troupple fish.
12 – Checkpoint 3
The guys on ladders follow very specific patterns and rules. They always
move in the same path (in other words, not always the whole ladder),
throwing hammers right then left and on. The hammers do not hit you if
you're on the ladder with them, or on a ladder one space over. Your shovel
swing can reach from a ladder across a single gap to the next ladder to take
them out. Alternatively if you have the Throwing Anchor you can use that
(or in some places the Flare Wand) to clear them out instead.
Make your way to the checkpoint ($750). If you need it, just underneath
the checkpoint you can break the wall for a bomb and a meal platter. Smash
the hanging ice blocks and jump up to kill the last ladder Viking and move
on up.
13 – Rainbow Dragon 3
At the top of the ladder smash the wall to the left to get to the relic
chest in this level. Otherwise, jump and clear the ladder Viking, then drop
down and deal with the gold knight. Watch out, hits against him on the ice
will really send you flying backward. Use the Dust Knuckles if you can,
otherwise maybe just hop up past him and go over the Ice Horse too.
Smash the ice block and let the wolf run under you as you jump. If you
want you can smash the next blocks to fish for a treasure fish. Head up and
let the next wolf under you as you release him. Drop to the dragon
platform. Bring it up to be level with the ladder Vikings and then plow
through them, watching your timing so you don't run into a thrown hammer.
Shoot the platform back after they're dead if you want the lower treasure
then move on.
13a – War Horn
Carefully work your way across, dropping all the snow in the process. Buy
the War Horn from Chester for $4000 and be prepared to use it on the way
back. As you land on the moving platforms you'll be assaulted by 4 gray
ghosts, one from each diagonal. Let them in close enough and blast the
horn.
14 – Checkpoint 4
Bounce across on the blue dragons, getting treasure if you want and hit
the checkpoint ($500).
15 – Up and Down
This section alternates between room 15 and 16. Safely work your way to
the second ladder, kill the third ladder Viking, move over and climb up to
kill the second and first and climb up to room 16. If you have the Throwing
Anchor you can take out all three in one well-placed throw (and earn a Feat
for doing so).
When you drop back down from 16, bounce on the blue dragon a time or two,
grab the ladder to the left and climb back up.
16 – Down and Up
At the top of the ladder coming up the first time, bounce over or kill the
blue dragon and shovel drop down through the ice. Be sure to cancel your
drop after the second block. Speed down through the sandstone back to room
15.
When you come back up on the left, take out the ladder Viking, then change
ladders, break the ice, change again and climb up to 17.
17 – The Long Spikes
Be on your guard here, and take it slow. There's a bonus area up over the
left side behind the white wizard. Otherwise, make your way to the right
however seems best to you and get ready to start the spike gauntlet. If you
have the Phase Locket, keep it handy. Throwing Anchors and Flare Wand shots
can be helpful too, but we won't rely on them.
You'll have to hop to the upper level to reach the first two snow blocks.
When you hit them you'll reveal a white wizard and blue dragon to your
right. The wizard is easiest to just ignore and watch for the falling
snowflakes. The dragon is best to back up a bit and kill safely (not too
far back though or he'll respawn). If you're daring you can bounce from the
dragon to the wizard's platform to kill him.
Going under where the wizard is, smash the first two ice blocks and keep
dropping the snow but don't break the second set of ice blocks right away.
Inch forward under the ice blocks and try to trigger the blue dragon. Lure
him back a bit and get him to swoop a little higher than ground level so you
can bounce from him to the ice blocks. Then from there bounce off him again
to get to Song Scroll #36. Kill him when that's done and move on to get to
the wizard on the lower level. Alternatively, if you break the ice blocks,
you can bounce straight from the dragon to the scroll platform if you can
get him to swoop at the right height.
From the snow just past where the ice blocks were you can reflect the
wizard's shots to kill him or charge him if you like. The last stretch just
needs careful jumping to drop the snow while avoiding the last wizard's
snowflakes.
17a – Spiked Note
Straightforward, just be careful. Jump more than walking to keep from
slipping. Use the Phase Locket if you need to and have it. Reward is Song
Scroll #37.
18 – Boss Checkpoint
Worth $750 with good reason. Don't break this one unless you're
deliberately doing a run with no checkpoints or deaths (or just really
really confident). Above to the left you can break the wall for a meal
platter. Mind the gap.
19 – Polar Knight
Polar Knight starts off with a relatively predictable pattern and then it
goes nuts. He'll roll snowballs at you which you can jump or short bounce
over. Land on him and he'll charge to the other side of the screen,
collecting the snowballs in his shovel and toss them at you. The safe spot
is usually about 1/3 of the screen away from him or so. He'll then more or
less repeat this. If you try to shovel drop on him twice in a row, he'll
defend himself and by the third or fourth bounce will counter attack and
hurt you. Bounce on him once to injure, a second time to raise his guard,
and then land next to him and swing to do another hit of damage (2 points if
you have the Dynamo Mail). After doing this with the snowballs only a few
times he'll leap in the air...run to either side, do not jump. He'll come
crashing down and leave instant death spikes there. Now he'll start doing
much of what he did before, but he'll also dig out more spikes (throwing
painful snow at you) from time to time. If there get to be too many spikes,
he'll stomp the ground and drop icicles from the top that land and cover the
spikes, but then instantly leap into the air and come crashing down again
like before. Don't be afraid to spam the Phase Locket in this part of the
fight if you have it. Otherwise, keep double bouncing followed by a ground
slash where you can, just be sure to land on the safe side of him, and be
extra careful in case he decides to dash away after the first hit.
If you have the Chaos Sphere relic, that can really help tear him up.
Just only throw one at a time.
Killing Polar Knight awards you $3500.
Flying Machine (Propeller Knight) [SPPK]
========================================
Map Layout
----------
21--[22]--[23]--[24]--25--26
|
20
|
19
|
15a 18
| |
4a--4--[5]--6--7--[8] 15--[16]--[17]
| | |
3 9 14
| | |
2 10 13--[13a]
| | | | |
1 11--12 [13b]
Rooms of Note
-------------
6, 12, 16*, 18, 22, 25* (* - NG+ Checkpoints)
13a - Propeller Dagger
13b - Song Scroll #39
15b - Song Scroll #38
26 - Propeller Knight
Walkthrough
-----------
1 – Opening
Bounce off the white jellyfish to the ladder.
2 – Drops
The platforms drop when you stand on them. Ride the last one down until
you can jump to the ladder.
3 – Fans
Ride the fan up and hit the blue jelly when it's not electrified. The
left wall can be hit there for treasure, but you'll have to fall to the
right and jump back from the left edge of the falling platform, the fan
doesn't blow you high enough to land there. Then jump and swing right when
the second blue jellyfish is safe, break the dirt blocks and fly up to the
ladder.
4 – Hidden
If you have the Throwing Anchor use it on the navy wizard first. Work
across to the left, there's a roach on the second and third lower platform.
The second platform also has a dirt pile hidden behind the wall. The left
wall can be destroyed, to get in you have to jump into the fan high from the
right and push left. You can break the wizard's shot if he's not dead when
you're coming at him instead of jumping over it (which makes it split at
you).
4a – Electric Treasure
You can fish in the first pit for a Troupple fish. Use the fans to fly up
and kill the top blue jellyfish, come down hard on the other. Then get
across to the chest by running into the second fan from the right and
letting it blow you high and left.
5 – Wind
Careful if you drop down to the left here, both from the wind and the
roach. There's two pink gems in the wall behind the dirt blocks on the
left. Hop the gap and bounce on the blue jellyfish when safe for the
treasure. Land by the dirt pile and wait for the green fan knight to come
down. After he does his fan attack get in close and swipe him twice or use
a charged hit. The dirt pile has a carrot in. Bounce on the last jellyfish
when safe for more treasure.
6 – Checkpoint 1
Worth $500. You can duel with the gold fan knight here if you want, but
it's easier to just stand in the middle and let him bypass you and move on.
7 – Cannons
Go in between the large cannon shots and then bounce across the small
shots to the dirt block on the upper right to move on.
8 – Cannons 2
Stop before the fan and let the green fan knight come at you, kill him
like before. Then hop over to the three vertical cannons and time your
jumps between them.
9 – Hidden Rats
There are platforms under most of this so don't get too nervous. The
exception is the covered gap on the left side under the two gold gems. Jump
that. The rats are more dangerous. Just try to watch them and hit when you
can. Drop down the left to move on.
10 – Cannoned Platforms
If you want the treasure chest you can use the cannonballs' impact to see
where the platforms are and are not. Otherwise you can drop down the first
gap and drop left again.
11 – Air Ship
The ship lands with a thud and throws out two bombs. If you're on the
ground when it lands, you'll get stuck. Swing the close bomb toward the
ship. Get in a hit or two when it's in the air if you like. After it lands
the second time, go under it when it moves further left. Repeat until dead.
12 – Checkpoint 2
Bounce off the cannonballs to the checkpoint ($500). The wall just to the
right of the checkpoint can be smashed for a meal platter. Just above that
you can smash again for a treasure chest. Hop over to the ladder.
13 – Relic Path
Drop down this gap with a shovel drop to bounce off a gray fan knight who
appears. There's a passage on the right to the stage Relic, but to get in
you have to climb all the way to the top of room 14 and drop to sink through
the fans enough.
13a – Propeller Dagger
Get carefully past the fans and moving platforms to the blue chest and
Chester. Buy the Propeller Dagger for $4000. You can either move on to the
right for some practice with it and treasure that loops back to the entrance
here or just go back left onto the main path again. If you head right, use
the Dagger to reach the ladder on the right, but stop to smash the dirt
blocks for a pink gem.
13b – Propeller Dagger Practice
You can fish in the first pit here for Song Scroll #39. Dagger across the
gap and walk to the left edge to trigger a green fan knight. Take him out
before moving on. Navigate the moving platforms and from the high left jump
and Dagger over to the next platform. Drop down, jump off the falling
platform, Dagger over to the other and hop up and climb back up into room
13a.
14 – Patterned Jelly
There's an alcove on the top right you can just walk in with a pink gem
and magic. Watch the pattern of which jelly isn't electric. Land on the
rightmost one when safe and bounce over on each one to the left and the
ladder.
15 – Fans and Mage
Nothing super complicated here, just tricky to navigate. There's a bonus
area above if you smash the wall behind the wizard. You need the Propeller
Dagger to get what's up there so if you skipped it, don't bother. Otherwise
just work your way carefully right.
15a – Mind the Gap
Hop up on the dropping platform, jump high and left and then Dagger over
the gap. Grab Song Scroll #38 and smash the wall behind it for a high value
chest. Jump high again and Dagger back.
16 – Checkpoint 3
Worth $750. Follow the gold gems, watching at around the third one for a
green fan knight. Head over to the fan and watch for another green fan
knight. At the top of the ledge next to the fan, a third one will approach.
Once they're cleared, use the cannonballs to cross over.
17 – Autowind
Hop the platforms against the wind until you get to the dirt covered fans.
Break all the dirt and wait there for a green fan knight. Once he's dead
jump on the platforms to the rock blocks. Smash through and tread here
until the falling platforms on the other end can be seen, then ride the
cannonballs over and head up the ladder.
18 – Checkpoint 4
Worth $500. Use the timed fans to get up and not blow you off on your way
to the ladder.
19 – Rats in the Air
Hit the first propeller rat at the top of the ladder, then either wait for
the other one or hover over to it on the fan. Drop down and then ride the
other fan over to the ladder.
20 – Many Fans
If you stand here at the top of the ladder you won't get blown off. When
the fans quit dash through to the ladder. Some gems are hidden near the
ladder to the right if you want.
21 – Fanned Knight
After the ceiling fan goes by, hop to the second platform and wait for the
gold fan knight to come at you. Get by him (he usually just goes over you)
and run to safety on the right. If you want to fight him over there where
you can't get thrown down the pit, go for it. There's a breakable wall in
the alcove he was standing in with a standard treasure chest.
22 – Checkpoint 5
Worth $500. The wind moves you slowly up or slowly down in this section.
Use the blocks to stop yourself and keep the Phase Locket handy if you have
it and drift too close to the spikes. Generally you're going to follow the
red gems.
Drift down to the checkpoint first then up to the edge of the overhang
next to the spiked ceiling. From there drift down to the block ahead and
below. Drift up to the next block above to the right, pause there for a
second and then move on and continue drifting up over the white jellyfish.
Come down on it with a shovel drop and land. Then drift up to the right
over the spike tunnel and down through it to exit.
23 – Super Windy
The wind here alternates fast to the right and then fast up. When it
blows up, get to the far end of the overhang. Push left as you come down if
you want the gem and magic jar. Wait for the next right gust and hop to the
next platform. Hold here against any right gusts until you can kill the
propeller rat on the right (use the Flare Wand if you have it). Then at the
next right gust, jump across and over.
24 – Cannon Travel
Hop on a cannonball and bounce-ride it over. Hit the white jellyfish as
you encounter them. Take extra care around the propeller rat, you may need
to switch cannonballs after you do that. At the end you can pull up a
treasure fish from the pit if you like.
25 – Boss Checkpoint
Worth $350. Hit the wall on the right for a meal platter.
26 – Propeller Knight
Propeller Knight's basic attack is to lunge back and forth a few times.
Try to keep on top of him with shovel drops. He may mix this up with a fan
attack that shoots you high in the air. He'll then point his sword up and
try to get under you. You can either swing wide to avoid him or try to come
down on his edge to damage him again. He also will use his propeller to the
side to either suck you in or blow you away, but since you should always try
to be on top of him this should never bother you.
After an early damage threshold he'll fly up high to one side and call in
a flying ship in the background. The ship will either launch bombs onto the
arena or cannon balls that create two pits. If you have the Throwing Anchor
get under him on the far side as he starts this and keep tossing them into
him. While the attack finishes he'll start swooping side to side, you can
hit him with your shovel at the bottom of the arc on either side.
When he lands again, if he's not on the side with you, wait for him to
come to you. He'll likely try thrusting forward again, but he'll stick just
to the tiny area you're on, making it easier to land on him. Stay near the
edge of the screen (you can't go off on the sides), keep shovel dropping and
he'll go down fast.
Defeating Propeller Knight awards $3500.
Frigid Flight [SFFL]
====================
Map Layout
----------
[1]--[2]--[3]--4--[5]
Rooms of Note
-------------
5 - Song Scroll #17
Walkthrough
-----------
The Propeller Dagger is required to navigate this area. Like the other
Treasure stages, it's a pretty obvious stage with no huge secrets.
1 – First Gap
Jump and Dagger over the first gap, get your chest.
2 – Hover Shrubs
Hover the first shrub, bounce off it and shoot right to get the first two
lines of jewels. Go back at normal height for the other two. You can clear
the two ice blocks (pink gems in each) by bouncing off the hover shrubs next
to each. Hover the third shrub again, bounce high and shoot right to move
on. Shovel drop on the white jellyfish, shoot right and repeat to get up to
the ledge.
3 – Gaps
Dagger from standing over these two gaps and then drop down to attack the
yellow skeleton. Get on the first set of moving platforms and Dagger over
to the next two. Hop up that set to the top left and shoot back left to the
first set but high up now to reach the treasure chest. Shoot back over,
drop down and head right.
4 – More Danger
You have to time this right. The blue jellyfish is always electric moving
away, always safe coming towards. Shoot over and land on it at the end of
its safe time then shoot again to the ledge. Climb the right ladder to the
level of the top red gem then dismount and shoot right to room 5 to land by
a treasure chest.
5 – Over and Over
The dirt pile down there is trapped with a mole. Ride the platform up,
jump at the top and Dagger as many times as you need to in order to reach
the safe platform at the end. Grab Song Scroll #17 and enjoy the high-value
chest.
Black Knight [SBLK]
===================
This one's easy to identify, his map icon looks like the Black Knight.
Black Knight is back with some extra tricks. He is much like before but
has extra health, is quicker to dodge and has two new attacks. First of all
his fireball attack shoots out more fireballs and if you reflect the ground
level one at him you'll end up batting it back and forth a while before it
hits him. Secondly he'll occasionally start digging up the ground throwing
rocks in an arc at you. He shouldn't be much more trouble than the first
time if you keep your wits about.
Defeating him this time awards $1500.
Phantom Striker [SPHS]
======================
Gold/yellow colored with a spikey helmet on the map.
He mostly lances at you, but not too quickly. When he raises his lance in
the air, stop bouncing on him until he gets hit by lightning, which he'll
shoot out in front of him. This will mostly repeat until he charges up and
shoots around the area launching lightning balls at you, then coming back
down and repeating. If the fight goes on long enough, he will eventually
conjure some wind like in Propeller Man's stage. Just do your best to stay
on top of him and use the charge shot when you can if you have the Dynamo
Mail.
You are awarded $3000 for beating him, plus he drops gems when he leaves.
The gem type varies, if anyone has any info on what affects this, let me
know.
---------------
|Map Section 4|
---------------
Map section 4 contains the following points of interest and must be done in
this order:
-Tower of Fate: Entrance
-Tower of Fate: Ascent
-Tower of Fate: ????
Tower of Fate: Entrance [STF1]
==============================
Map Layout
----------
10--[11]--12--[13]--[14]--15--16
|
9
|
5--6--[7]--8
|
4
|
3
|
[1]--2
Rooms of Note
-------------
7, 8*, 12, 15* - Checkpoints (* - NG+ Checkpoints)
7 - Song Scroll #22
13 - Song Scroll #40
16 - Black Knight
Walkthrough
-----------
1 – Set the Tone
The opening stretch is basic platforming. All the pits but the first one
have fire fish that pop out. The dirt pile at the end has a mole in it.
2 – Over the Books
Activate the book platforms and hop up. The last two gaps have fire fish
that pop out. Either bounce off them to the ladder or hop over it all and
Propeller Dagger straight to the ladder from the top platform.
3 – Falling with Rats 1
Get to the first safe platform and take out the propeller rats from here
as they get close. Ride the lift over to the skeleton and kill him without
getting on his platform. Once he's dead, jump across the falling platforms
to the ladder.
4 – Falling with Rats 2
The platform in the middle is one platform that drops all at once. Climb
high and bounce off the rats, with a brief stop on the platform, then keep
bouncing rats to the last platform and the ladder.
5 – Of Gryphons and Cauldrons
The timing on this is rough. The cauldrons pour at different intervals
than the gryphon's attacks. If you're super patient eventually there's an
opening to get in and strike some. The spot directly in front of him on the
ground is safe unless he pulls out his claw attack. Either way it's
tedious. If you have relics, use some like the Flare Wand to take him out
from a distance. If you don't, just damage boost through him and move on.
6 – Plague Bomber
Get up and take him out fast but don't shovel drop whatever you do. If
there's enough blocks left you can smash the upper right wall for a meal
platter.
7 – Checkpoint 1
Worth $1000. Moving platforms here to watch for. Self-explanatory until
the last stretch. Watch out for fire fish in the pits. Dash forward as the
first section comes up, wait for the fire fish and jump out into the open.
Kill fire fish on the other side while you wait for the platforms to come
back up (you can skip a cycle with the Propeller Dagger here if you're
good). Remember the death line at the bottom of the screen is pretty
unforgiving. Dash through as the platforms lower down, stay on the highest
one until you can kill the gray ghost where you're standing. Hop down and
jump over to the next safe ledge.
Kill the fire fish to the right here as you wait for the platforms to
cycle back up. Jump and bounce off the bubble then run across and shovel
drop through the ice. Wait for the bottom to come up then dash across as it
starts to go down again and jump across.
Here you have to alternate between high and low hiding places to stay
safe. As the platforms go back up go up to the right a bit. When it goes
down, follow the line down to an area next to some spikes. Smack the right
wall for Song Scroll #19. As the platforms come up, get over the spikes as
soon as it's safe and jump up to the right and run for the next safe zone.
The last lower safe zone requires you to break an ice block to get in it.
The dirt pile here has a carrot in. Lastly you have to get through a
small gauntlet of green knights. Kill them if you want or just get past
them and break the rock blocks to move on.
8 – Checkpoint 2
Worth $750. Wait and kill the gray ghosts before dropping down. Jump
from platform to chandelier to pot just after the pot fires. Ride it up.
9 – Samurai
Just fighting here. Samurai are fast, try to shovel drop them when they
stop. If they're hiding in a floor or ceiling you can hit them once from a
little distance. If you have the charge swing you can kill them that way.
The lower left wall can be broken, but contains a gray ghost in addition to
a red gem and some magic.
10 – Under the Spikes
Hit the Samurai off the ceiling and again if you didn't charge shot him.
Wait for the gray ghost and kill him. Hop on the first chandelier, ride it
down until it's safe to jump to the second and up to the exit.
11 – Passage of Samurai
The Samurai Archers can have their shots reflected at them. Two will kill
them. Take out the one at a distance while waiting for the gray ghost to
get close enough. If you need to, drop to the lower level for a meal
platter (the wall behind the platter can be broken, but you'll need the
Phase Locket to cross the spikes, the area's too narrow for the Mobile
Gear). The archer on the ledge can be killed by jumping to reflect his
shots (watch for the gray ghost from below to the right) or get up close.
If you get close they'll try to jump away. Go up and over at the end. You
can come back from room 12 if you really want that pink gem.
12 – Checkpoint 3
Worth $750. Use the ice platform to reach it. There's breakable walls on
each side behind the statues but all they have is platters booby trapped
with bombs.
13 – Darkened Bridge 1
The first stretch has a yellow skeleton, gold knight and yellow skeleton.
Fish down the first gap for Song Scroll #40. On the other side face a
purple knight, a samurai and a swooping green dragon. When you come to
walls you can break through them. After the second wall you'll face another
purple knight. Climb up the stairs, drop through where the rain doesn't hit
and then go straight right (break the dirt block) to move on and ignore the
other enemies.
14 – Darkened Bridge 2
Not all the shadows here are platforms. See where the rain hits to know
where you can land. Just over the first pillar is a meal platter. On the
longer disconnected platform, wait to be approached by a green fan knight.
Take him out safely there after he does his fan attack. Hop across the real
platforms to the end.
15 – Boss Checkpoint
Worth $1000.
16 – Black Knight
The Black Knight gets infused with the Enchantress' power and adds some
new attacks. He still has all the old ones, but now he can dash about
further with purple power! His fireball attack is crazier, get to the edge
of the screen if he starts it. His digging attack digs up bigger chunks,
get in close and hit him to stop it. He can turn into a bird! While
flapping around you can hit him as he swings low. He'll occasionally try to
strike down at you from the air. When he raises his sword over his head,
he'll call down a meteor strike. Two will swing left hitting the middle and
left edge, two right hitting the middle and right edge (these may happen in
either order), and then two straight down and get stuck there. The meteor
bits will stick to the ground and hurt you if you land on them. After the
meteor attack he will always change back to normal, so you can get in a
quick hit as he falls. If he downthrusts into the meteor fragments as man
or bird, they will explode sideways. He pauses for a second when he hits
them, so if you're close enough you can try to get on top of him here.
Just stay on him, get in hits when you can and watch for his new bird
attacks. You should be able to outpace him pretty decently. You receive
$2500 for his defeat.
Tower of Fate: Ascent [STF2]
============================
Map Layout
----------
1
|
2
|
3 10--11--12
| 10 |
4--[ 5 ]--6 10 13
| 10
7 10
| |
[ 8 ]--9
Rooms of Note
-------------
5, 7, 9, 12* - Checkpoints (* - NG+ Checkpoints)
8 - Song Scroll #19
10 - Song Scroll #41
13 - Boss Rush
Walkthrough
-----------
1 – The Drop
Shovel drop through the sandstone and head right for the center drop
before the eels can appear.
2 – Left or Right
You can veer right immediately after clearing the spikes and get down the
side before the eels can get near you, or you can try for the left exit that
leads to a few extra gems.
3 – Down and Down
Either side, shovel drop off the white jellyfish and down the center.
4 – Spikes
Shovel drop through the sandstone and cancel before you hit the bottom.
Carefully make your way across. Make the last jump when the moving spikes
are out to the right (you have to smash through the right wall).
5 – Checkpoint 1
Worth $750. Get carefully past the clockwork mice and onto the moving
platforms. You want to take the upper route from here, watch for the
hanging samurai archer. Work carefully again past the first two mice. If
you have the Dust Knuckler, cruise through the ice blocks above to bypass
the gray knight below. Otherwise work through him and move on.
6 – Fire, Ice and Slimes
If you have the Dust Knuckler, plow a path straight through to the end,
hop up, Knuckle at the top and shovel drop down the right. The second block
down the drop has a slime in. If you don't have the Knuckler, work your way
carefully across the top to the far side without doing any shovel drops.
Many of the blocks contain more slimes so be careful.
7 – Checkpoint 2
Cancel your shovel drop before you land in the lava. Break the right wall
from the checkpoint for a meal platter. Checkpoint is worth $1000.
8 – Last Rainbow Dragon Ride
This is tricky, but if you do exactly what I say it should be okay. Line
up the dragon platform so you'll hit the red wizard and wait for the
dropping lava to pass. Strike twice in a row to run into the wizard and
then settle the platform onto where the red wizard was standing. Shoot it
forward once, let it lower so it'll hit the next wizard and shoot it forward
again without hitting the platform he was standing on. Shoot forward once
more and then move yourself to the right edge of the dragon to trigger the
samurai into dropping straight into the pit.
Push the platform the rest of the way into the wall and then drop it down
to the bottom (remember it will stop itself at the bottom of the screen so
you won't die from sinking). Double hit under the flames when it's clear.
When clear of lava here, hit into the next platform and then raise all the
way up. At the top, send the dragon twice in a row quickly to plow through
the green fan knight that appears. (you can fish for a Troupple fish by the
sparkles there).
Push up to the next wall. Lower to line up and shoot through the flames
when safe. Raise up to align with the next flames and wait until shortly
after they trigger. Hit twice in a row to hopefully go through the opening
and kill the green fan knight at the same time. Use the platform to reach
and break the far right wall for Song Scroll #22.
ALTERNATELY: If you have the Propeller Dagger you can get up on the
ceiling sections just after the samurai drop. You can dash between the
sections, kill the green fan knights and then dash over to the breakable
wall at the end even. A little more skill needed but much faster and easier
if you can do it.
9 – Checkpoint 3
Worth $1000. Climb up to the ladder
10 – The Final Climb
This section autoscrolls up and has platforms moving back and forth. If
you want the song scroll here you'll need to be quick and nimble, especially
if you don't have the Propeller Dagger. Hop up to the right, and wait for
the steps to come back to jump over the left. Watch for the falling lava
and get left quickly. As soon as the edge of the stationary platform shows
you need to hop up to it and then onto the moving bit and then up to the
long corridor. Song Scroll #41 is at the end on the right there. If you
miss your first chance to get up, you can still make it to the song scroll
if you Dagger dash, but you have to be quick.
Use the moving platforms to zig zag jump up to the rock blocks. Use the
Dust Knuckler if you have it to plow through quicker. If you're fast enough
you can hop up on the left to the magic jars, if not you'll have to wait for
the platforms on the right.
Smash the ice blocks in the center and above the middle stone blocks. Hop
up and then over right or left. Stand two blocks from the edge of the wall
on either side to trigger a samurai archer drop. Be ready with a charged
swing if you have it. Work back to the center. Use the Throwing Anchor on
the green rats if you have it. Otherwise hit them carefully as you get
close and work halfway back to the outer edge.
Turn back and head for the rat above in the center, Anchor him if you can.
Work up the ice blocks to the outer edge again and be ready for another
dropping samurai archer at the edge. Break through the ice blocks between
the rock blocks to the ladder. On top to the left, break the wall for a
meal platter.
11 – Meals?
Some of these platters are usually booby trapped and you should have full
health now so ignore them.
12 – Boss Checkpoint
Worth $1000. Another one you probably should leave unless you're doing an
achievement run.
13 – Boss Rush
Face off against all 8 Knights in a random order. Between each battle you
get a meal platter. Every second platter has a big magic jar included with
the turkey. If you don't need it, try to save it to midway in the fight,
but if you don't open it before you beat the next knight, you won't get a
second one.
Some minor changes:
-King Knight; not really a change, but if you kill him shortly after he
starts his confetti attack, the attack will continue into the next boss
fight until it would normally end.
-Spectre Knight's double C sickle arc swings lower than it used to on the
first toss and will hit you if you're standing opposite him at the safe spot
mentioned in his boss strategies.
-Plague Knight won't have destructible floor under him, so the arena will
stay mostly level.
-Treasure Knight's floating above pattern is higher than before and
harder to hit with a jump swing.
-Mole Knight uses ice blocks instead of dirt blocks.
-Propeller Knight can no longer make holes in the stage.
Once you defeat them all, be a nice guy and dig them back up into the
room. You can talk to each if you like.
Tower of Fate: ???? [STF3]
==========================
Map Layout
----------
1
|
|
|
2--3
|
|
|
4b--4a--4--[5]--6--7
|
8
Rooms of Note
-------------
6* - Checkpoint (* - NG+ Checkpoints)
4b - Song Scrolls #42-46
7 - Enchantress
8 - Evil Presence
Walkthrough
-----------</pre><pre id="faqspan-4">
1 – Boom
Strike anywhere in the room to start falling down.
2 – Block Barrage
The blocks here shoot at you in a regular pattern. Jump over or shovel
drop bounce, and duck under others. The last set is blocking the right door
so maybe stay more left so they don't catch you off guard.
3 – The Drop
Head in and fall down.
4 – From Where Platforms
Head to the left for a bonus area. Walk right and jump up and continue
on.
4a – Lava Run
Carefully work your way left over the lava pit with the platforms that
rise up.
4b – Bonus!
Enjoy the last 5 Song Scrolls #42-46, a meal platter, pink gems and a
Troupple fish at the edge.
5 – Blind Jumps
Just jump carefully from platform to platform. If you can't get the next
one to appear, just do a full jump, it'll pop in in time. When you hit a
four block long platform followed by a short gap and a longer platform, you
can start walking straight forward without fear (where you see the candles
light).
6 – Final Checkpoint
You can't break this one.
7 – Enchantress
She's tough, but follows a basic pattern that's easy to predict. Because
the platform you're fighting on is basically dirt blocks that you and she
can destroy, you are most likely to die from falling in the pit than from
taking damage. Though the Dynamo Mail is still useful you may want to
consider switching to the Mail of Momentum so you can't get knocked into the
pit as easily. The same is true for form 2, though the Dynamo is more
useful in that fight than this one.
She starts by throwing 2-3 slow fireballs. Stand in the center and shovel
them back at her. If you hit with two of them she'll come back to the edge
after drifting away and throw 3 faster fireballs. You can reflect two back
at her but jump the third one unless you're really good.
After this she may make part of the floor flame or she might go right for
hovering over you and throwing fireballs down. These will go through the
floor but she won't move after she starts firing this first time. Get on
the side and hit her while she's shooting. She'll do that twice.
Next she'll dash 5 times between the upper and lower sections. If you're
lucky you can get in some hits as she comes up, but if you use shovel drop
cancel it right away.
Now she'll be underneath you. She'll get directly under you and throw
fireballs UP this time and from this point on she'll try to follow you as
you move. She'll do that once usually and then cast a fire block spell.
Flaming blocks will appear under you and then fly up to where you're
standing. They will flame for a moment, but replace any missing blocks when
they cool off. Try to position those to fill in the arena. She'll do that
twice.
Next she'll go back to dashing 5 times, ending up top again. She'll
circle about throwing more fireballs, some at angles down, stopping to throw
some straight down and then firing the floor.
If she's still going she'll zoom below and start again, this time probably
throwing some at an angle from below too.
Get in hits as you can while she's above, charged shots if you can. If
you have the Propeller Dagger charge into her as she floats towards you. If
you have the Throwing Anchor you can try to hit her with it when she's below
but it's a tough shot as much as she moves. Be smart about where you let
her break and replace the platforms early on. Don't worry about health or
magic use, it gets refilled before the next fight.
8 – Evil Presence
Catch Shield Knight and be ready to fight again (If you miss, the only
thing that changes is the line of dialogue that follows).
Between the Evil's attacks Shield Knight will jump up and hold her shield
over her head. Bounce twice on it to get enough height to land on the
Evil's head. After 3 bounces it will zoom away to the other side of the
screen. If you have the Propeller Dagger you can try to zoom after it and
stay on, but she'll move again after each bounce until you drop. If you
have the Dynamo Mail, bounce twice and do a power swipe on the way down. Or
some combination of all that that works for you. Do not try to bounce off
Shield Knight when she has her shield at an angle, just stay behind her.
The first wave of attack consists of four pairs of energy spheres that
come down at you. These shots can be destroyed with a shovel swing, but
that's tough to do consistently. Stay way to the side until the fourth pair
gets low and be ready to move in when Shield Knight jumps.
This will repeat a few times, eventually the Evil will do a few other
attacks. She'll spray dark energy out in a line, get behind Shield Knight
when that happens. She'll also send out the energy spheres in different
patterns, four close groups of three targeted at you or four groups of two,
one from each hand.
After taking enough damage, she'll start dropping on sections of the stage
across three of the pillars, knocking the center one down and making a pit
for a while. If you're on any of those three pillars you'll take damage and
risk being knocked into the new pit. The basic idea is to stay clear of
where she's flying but close enough to get near Shield Knight when she jumps
up for you.
If you beat her, you win! Congratulations, enjoy the unskippable ending
cutscene.
Now go for some of the fun challenges.
New Game+ Changes and Tips [SNGP]
=================================
After beating the game if you select your save file you are asked if you
want to start a New Game+. Doing so will overwrite the save slot so if you
want to keep monkeying around on the cleared file, make a copy first. New
Game+ is a complete replay of the entire game with the following changes:
-You keep all Relics, Gear and Upgrades that you finished the game with.
-All hits do double damage, effectively dropping you to 10 health points.
-All meal platters are booby-trapped with bombs, with the exception of
every second platter in the boss rush during Tower of Fate: Ascent. The
platters that normally would give turkey and magic together still do. Mid-
bosses that would drop food before now drop bombs too.
-Each stage has only two checkpoints now. One midway through and one
before the Boss Knight.
-The Village has a new inhabitant, the Goatarmorer. He stands opposite the
Goatician under the Magicist in room 2 of the Village. He allows you to
change to other armor types you bought in the previous playthrough before
unlocking the Armor Outpost on the current map.
Probably the biggest difficulty change is the health restrictions. Not only
do you lose it faster, but it's harder to refill. The dirt piles with
carrots still have them in and remember you can fish in normal pits for
health replenishing fish as well. Otherwise, the same basic approaches
apply, you just have to be more careful.
Feat Guide (With Song Scrolls List) [SFTG]
========================================
Victory – Finish the game.
Notes: Self-explanatory. Defeat the final boss the first time.
Music Lover – Find and return all song scrolls.
Notes: Here is a list of where to find all 46 Song Scrolls. See the
walkthrough for specific locations.
Scrolls 1-5: Start the game with these.
Scroll 6: Village, Room 3
Scroll 7: Village, Room 6
Scroll 8: Armor Outpost, Room 1
Scroll 9: Armor Outpost, Room 5
Scroll 10: Troupple Pond
Scroll 11: Village, Room 5
Scroll 12: Village, Room 4
Scroll 13: Reize
Scroll 14: Hall of Champions, Room 5a
Scroll 15: Hall of Champions, Room 8a
Scroll 16: Knuckler's Quarry, Room 5
Scroll 17: Frozen Flight, Room 5
Scroll 18: Forest of Phasing, Room 5
Scroll 19: Tower of Fate: Entrance, Room 7
Scroll 20: Plains, Room 9a
Scroll 21: Plains, Room 12a
Scroll 22: Tower of Fate: Ascent, Room 8
Scroll 23: Pridemoor Keep, Room 1a
Scroll 24: Pridemoor Keep, Room 16a
Scroll 25: The Lich Yard, Room 15
Scroll 26: The Lich Yard, Room 9a
Scroll 27: Iron Whale, Room 8a
Scroll 28: Iron Whale, Room 14a
Scroll 29: Explodatorium, Room 9
Scroll 30: Explodatorium, Room 4a
Scroll 31: Lost City, Room 7a
Scroll 32: Lost City, Room 11a
Scroll 33: Clockwork Tower, Room 10a
Scroll 34: Clockwork Tower, Room 6a
Scroll 35: Clockwork Tower, Room 13b
Scroll 36: Stranded Ship, Room 17
Scroll 37: Stranded Ship, Room 17a
Scroll 38: Flying Machine, Room 15a
Scroll 39: Flying Machine, Room 13b
Scroll 40: Tower of Fate: Entrance, Room 13
Scroll 41: Tower of Fate: Ascent, Room 10
Scrolls 42-46: Tower of Fate: ????, Room 4b
Master Angler – Successfully fish 5 sparkling fishing spots.
Notes: The guide mentions all the fishing spots as you go, there's way more
than 5 in the game.
Decked Out – Purchase or unlock all relics, equipment, and upgrades.
Notes: Must get and turn in all 6 meal tickets, buy all 7 magic upgrades,
all 12 relics (counting the Troupple Chalices), all 3 shovel techniques
and purchase all 5 armor suits.
Relic Roundtable – Defeat an enemy by using each relic.
Notes: Not exactly what it says. You can't kill anyone with the Phase
Locket or the Troupple Chalices so those are exempt. Otherwise use the
remaining nine to kill at least one enemy each to unlock.
I Scream for Ichor – Sample each of the Troupple King's Ichors.
Notes: Use each kind of Ichor once. You can actually do this right in
Troupple Pond. Just drink there and ask for more until you drink all
three.
Nice Hat... – Help out all the moochers in the fancy shop.
Notes: Give each patron $1000 in the hat shop (room 2) of the Armor Outpost.
This triggers the fight against Mr. Hat.
Reflect Lord – Hit enemies with a reflected projectile 30 times.
Notes: You can work on this throughout the game, but probably the easiest
enemy to do it on is the red wizards. A good place to grind them is in
Pridemoor Keep, room 10. Just keep re-entering the room and killing the
upper-right wizard until you have it.
Again! – Finish new game plus.
Notes: Beat the game on New Game+ mode. See that section of the guide for
Some tips.
Hall Champion – Solve the woes of the Hall of Champions.
Notes: Finish the Hall of Champions. See that section of the guide.
Well Met – Defeat all of the wandering travelers.
Notes: This just means Reize, Baz, Phantom Striker and Mr. Hat. Yes, Mr.
Hat, even though he doesn't technically wander.
Halfway – Defeat 4 of the Order of No Quarter.
Notes: Awarded automatically when you defeat your fourth Knight.
Hey Big Spender – Spend a combined 25000 gold.
Notes: Should get this easily on your way to getting "Decked Out".
Impossible! – Finish the game without dying.
Notes: Not as impossible as it sounds. This only counts deaths that are
saved to your file. If you die in a regular stage, pause and select
"Return to Map" to try again without that death counted against you.
Beware of the random map encounters though. If you die in them, you are
kicked to the map and the game autosaves. To get around that, make a copy
of your save file for safety each time you go to challenge a map
encounter. If you're going to go for this, you might as well get
"Checkpointless" at the same time. You'll also unlock "Perfect
Platformer" if you pull this off.
Penny Pincher – Finish the game without spending any money.
Notes: This means beating the game with only the 3 meal tickets you get at
the end of each Knight set as upgrades. No relics or other upgrades.
Doing this will also unlock "True Shovelry". Remember as you play that
you don't need to go to any side areas or any dangerous paths for
treasure. As the guide here is written to cover any area without relics,
it should be useful. Alternatively you can accomplish this in a New Game+
if you bought everything the first time through. Just don't enter the
Hall of Champions or give money to the hat shop patrons, since that counts
as spending!
Perfect Platformer – Finish the game without falling into a bottomless pit.
Notes: See "Impossible!" above. Even if you go for this without being
completely deathless, the same principles apply.
Checkpointless – Destroy every possible checkpoint in the game.
Notes: The checkpoints in Plains and Tower of Fate: ???? cannot be broken
and don't count. You need to break every checkpoint in the 8 Knight
Stages and the first 2 Tower of Fate stages and THEN beat the game for it
to take. The Feat is awarded when you deliver the final blow to the last
boss. The only reason to do this and not to go for "Impossible!" at the
Same time is if you have trouble doing Tower of Fate: ???? all in one
life.
First Purchase – Buy your first item.
Notes: Buy anything from any of the vendors.
Master Shoveler – Purchase all available Shovel Blade upgrades.
Notes: Buy the 3 upgrades from the Shovel Smith. Will get as part of
"Decked Out".
Flare Wanderer – Defeat an enemy with the Flare Wand from more than 25
blocks away.
Notes: I'm sure there's other ways to do this, but here's one that works.
In room 13 of Pridemoor Keep, go all the way to the right end at the
bottom. Now walk back left. Shoot the Flare Wand on the level when you
reach the right edge of the leftmost window. Keep running left and the
Shot should kill a propeller rat just on the left edge of the screen. If
it misses, time your shot a little later. If it hits but doesn't trigger
the feat, shoot a little earlier.
Another Dimension – Collect 2000 worth of gold lying on spikes, while using
the Phase Locket.
Notes: If you don't get this automatically during your playtime, head to
room 6 of the Iron Whale with at least 8000 gold in your possession and
not wearing the Final Guard armor. Trigger the checkpoint and then turn
on your Phase Locket, walk under the platform with the gray crab and die.
The platform will keep your dropped gold at ground level. Respawn and use
the Phase Locket to recollect your gold for the achievement.
Super Sphere – Destroy 5 enemies within 5 seconds using Chaos Spheres.
Notes: Notice this is plural, so you can keep tossing as many as the game
allows. There's a few good places to do this, especially during the dream
Sequences, but room 7a of the Explodatorium can work well.
Knuckle Down – Hang in the air for more than 4 seconds using the Dust
Knuckles.
Notes: You should get this right away using the block line just to the left
of where you collect the Dust Knuckles in the Lost City. That's room 10a
if you need to head back there.
Reflected Riches – Bounce the same Alchemy Coin 5 times in a row.
Notes: There's different ways to do this, but the easiest is to bounce it
back and forth with a shielded enemy who's not "activated" yet. Easiest
place is in Pridemoor Keep, room 6. Just keep hitting the coin with your
Shovel when it's bounced back to you.
Arc of Iron – Defeat 3 enemies with one Throwing Anchor.
Notes: Again, lots of places you could get this. Pridemoor Keep, room 13
with all the propeller rats offers some great opportunities. As mentioned
in the walkthrough, the ladder Vikings in room 15 of Stranded Ship also
present an opportunity during normal progression.
Flying Feat – Defeat 3 enemies using the Propeller Dagger without touching
the ground.
Notes: Pridemoor Keep, room 13 is again the location of choice to grind this
out. Otherwise, you could try hammering it during the last dream sequence
too.
Boom! – Defeat 5 foes at once using the war horn.
Notes: Pridemoor Keep, room 13, on the right end there are 5 propeller rats
all there. Let them get in close and blast them.
Clearing a Path – Run over 5 enemies using the same Mobile Gear.
Notes: For this one you'll want to go back to the Explodatorium, room 7a.
Defeat the knight above and lure the slimes below over to one side. Run
back to the other, wait for the rats to be out of the way and toss the
Gear down. Hop on and off quick and let it run through. Don't stay on or
run above it, it will make the green rats jump and dodge it.
I'm Alive! – Finish any stage without dying.
Notes: You'll get this of course if you're going for "Impossible!" but if
you just want to get this one out, go back and do the Plains with all your
upgrades and equipment.
True Shovelry – Beat the game without collecting any relics.
Notes: If you're going to do this, you might as well do "Penny Pincher" too.
The only advantage to just this one is you can upgrade your health more if
you need to.
Hurry Up! – Finish the game within 1 hour and 30 minutes.
Notes: This is based on the game time listed on your save file. Time passes
in stages, in towns and on the maps. Exiting a stage without completing
it does NOT add to your time, except a few seconds on the map for the
wanderers to reshuffle. You can also keep backup saves and return to them
if you mess up terribly. There's a variety of choices you can make as to
what to go for and what to skip to save time. In general you want to
avoid any map encounters. You'll also want to be playing deathless to
save game time, so smash checkpoints to get most of the gold you'll spend.
Ignore any side areas except necessary relics, don't stop to dig dirt
piles. Bypass any mid-bosses you can damage through.
Otherwise my suggested order is as follows:
-Plains
-Enter Village, exit immediately
-Defeat King Knight and Spectre Knight, get both relics
-Enter Village, buy 1-2 meal tickets, upgrade health, buy magic upgrades
up to 50.
-Defeat Plague, Mole and Treasure Knight (get the Dusk Knuckles and
Throwing Anchor).
-Return to Village, buy remaining meal tickets, more magic if you can
afford it, save 10,000 gold. Catapult to Armor Outpost.
-Buy Shovel Handle charge and Dynamo Mail.
-Defeat Propeller Knight (get Propeller Dagger)
-Defeat Tinker Knight (get Mobile Gear to one-shot him in both encounters)
-Defeat Polar Knight (alternately you can buy the Chaos Sphere earlier to
use on him and a few other bosses that stay on the ground a lot)
-Do the Tower of Fate; win.
Keep backups of your saves and keep an eye on your time. Ideally you
Should have almost a half hour to spare going into the Tower of Fate. At
least 20 minutes.
Order of Hoarders – Have 50,000 gold on hand.
Notes: You'll probably get this if you do New Game+, but wear the Final
Guard Mail if you're having trouble holding on to your gold. Not too hard
to grind out otherwise if you need to.
Get the Point – Destroy all checkpoints in a single stage.
Notes: What it says. You'll get this automatically if you're going for the
"Checkpointless" Feat.
Untouched – Emerge unscathed from a battle with any knight of the Order of
No Quarter.
Notes: Even spamming the Phase Locket, this will take a little practice. I
usually do it on King Knight as he's the most harmless, just watch out for
his confetti rain.
Shovel Economy – Finish a level and swing the shovel blade fewer than 20
times.
Notes: Notice it says "swing". You can shovel drop to your heart's content,
this only counts if you use the attack button. Easy to do on the Plains
or Pridemoor Keep. Just stick to the shovel drop attack, break the few
blocks you need to from the side and you should be fine.
On a Diet – Finish a level without eating any food.
Notes: In New Game+ you'll probably get this automatically since you almost
have to. But if you want to grind it out easily, then just head back to
the Plains or Pridemoor Keep with all your upgrades. Don't open any meal
platters or even dig up dirt piles. And don't stand under the large
enemies as they die, since they tend to drop turkeys or apples!
Sparker – Finish off any boss using the Ground Spark technique.
Notes: If you kill Tinker Knight's first phase with this it counts, but
doesn't unlock until you defeat his second phase. Either refill your
health with Ichor when he's down to 1 health point and hit him, or do it
in the Tower of Fate: Ascent when you face him there. Leave the meal
platter until he's just about gone, fill up and then spark him from a
distance.
You're Fired – Finish off the Black Knight with a reflected shot.
Notes: Easiest to do on his first form in the Plains. You can even do it on
your first encounter as mentioned in the walkthrough.
Pungent – Listen to all of Croaker's puns.
Notes: He's located in room 6 of the Village. Just keep talking to him
until he says he's done. There's a lot.
Juggler – Impress Mona with your skills.
Notes: Get enough in the vial mini-game in room 4 of the Village to earn the
Song Scroll from Mona and you'll get this Feat as well. See the
walkthrough for some minor tips.
Dirt Poor – Don't collect any gold for an entire Order of No Quarter stage.
Notes: I do this in Pridemoor Keep, but there's just a few things you need
to watch out for. Be careful whenever you break any dirt block. Don't
jump behind any banners. Stand clear when you kill a gryphon. Try not to
Shovel drop enemies in case their loot bounces into you. Do not shovel
drop the gold knight on the dirt block bridge, those blocks will give you
gems if you hit them. Take your time and let any dropped gems disappear
before you move on.
Hooper – Bounce on the Hoop Kid's hoop for 5 seconds.
Notes: Located in room 3 of the Village. Just what it says. Try to start
at one end of the room and bounce with it across. Doesn't take too much
effort.
Troupple Acolyte – Discover the secrets of the Troupple King.
Notes: Buy at least one Troupple Chalice from the Troupple Acolyte in the
Village, room 6 and take it to Troupple Pond.
Only You – Use caution and common sense around campfires.
Notes: Dig up your campfire when you wake up after beating any stage.
Cheats [SCHT]
=============
As part of the backer program, some 321 cheat codes were programmed into
this game. Through digging into the game's code, the cheat codes have all
been unearthed.
The Cheat System - Explained
----------------------------
The game turns any name entered into a 32-bit number and checks that against
a list of 321 values to see if it matches. This means that the odds of
entering a random name to get a cheat are about the same as winning the
lottery, but at the same time that more than one combination of letters and
numbers can activate a cheat. What exists in the list below are primarily
codes that were "brute-forced" by Sparktail25 to find the cheats and not
necessarily the official codes intended by the developers. The codes
function the same, however.
The Cheat System - Use
----------------------
When you start a new game just enter the cheat code as your. It will warn
you that you are entering a cheat code and Feats will not be available.
That only applies to the particular save file/profile using a cheat. You
will then be able to enter a proper file name. You can only enter one cheat
at a time, if you enter two in a row only the effect of the last code will
count. You can see if the game considers you "cheating" and has Feats
disabled by a blue-green pumpkin icon on your save file status screen.
The Cheats - List
-----------------
The numbers of the codes are their references in the game's code and are
just handy ways to refer to them. I have not personally tested every code,
these are the results of a group online effort.
0 - X&BUTT - Butt mode. Many regular words in the game dialogue are
replaced with the word "Butt".
1 - TEIGCABP - Start with the Conjurer's Coat.
2 - ISIQCFDN - Start with the Dynamo Mail.
3 - GWFCCFHP - Start with the Mail of Momentum.
4 - NRXNCIBS - Start with the Ornate Plate.
5 - URCICMLP - Start with the Final Guard.
6 - SJPACXWH - Start with a Flare Wand that uses no magic.
7 - ZXXFEDJC - Start with a Phase Locket that uses no magic.
8 - JBSZELSC - Start with a Dust Knuckler that uses no magic.
9 - PLEFFJSN - Start with a Throwing Anchor that uses no magic.
10 - SXXKGZWE - Start with an Alchemy Coin that uses no magic.
11 - IGIUIETR - Start with a Mobile Gear that uses no magic.
12 - NRDUIWCW - Start with a War Horn that uses no magic.
13 - NXTXIZMV - Start with a Propeller Dagger that uses no magic.
14 - SBYHIZRA - Start with a Fishing Rod that uses no magic.
15 - FHOYIZYI - Start with a Chaos Sphere that uses no magic.
16 - MWRFJPYZ - Start with the Throwing Anchor.
17 - GRESJWXN - Start with the Alchemy Coin.
18 - BINOKOAF - Start with the Chaos Sphere.
19 - UUPEKOQG - Start with the Flare Wand.
20 - NILTKPBA - Start with the Flare Wand and Phase Locket.
21 - BJDNKUIQ - Start with the Flare Wand, Phase Locket and Dust Knuckles.
22 - SJHNLAID - Start with the Flare Wand, Phase Locket, Dust Knuckles and
Throwing Anchor.
23 - YJYFLBYZ - Start with the Flare Wand, Phase Locket, Dust Knuckles,
Throwing Anchor and Alchemy Coin.
24 - ZMDMMXOO - Start with the Flare Wand, Phase Locket, Dust Knuckles,
Throwing Anchor, Alchemy Coin and Mobile Gear.
25 - SLFVNLJB - Start with the Flare Wand, Phase Locket, Dust Knuckles,
Throwing Anchor, Alchemy Coin, Mobile Gear and War Horn.
26 - FVDNOSYB - Start with the Flare Wand, Phase Locket, Dust Knuckles,
Throwing Anchor, Alchemy Coin, Mobile Gear, War Horn and Propeller Dagger.
27 - XYLHOXNG - Plains cleared.
28 - NEBBOZPP - Plains and Pridemoor Keep cleared.
29 - MNAVPDHT - Plains, Pridemoor Keep and The Lich Yard cleared.
30 - QZNSPDVO - Plains, Pridemoor Keep, The Lich Yard and Iron Whale
cleared.
31 - YQCNPHFT - Plains, Pridemoor Keep, The Lich Yard, Iron Whale and Lost
City cleared.
32 - SJXDPXEP - Plains, Pridemoor Keep, The Lich Yard, Iron Whale, Lost
City and Explodatorium cleared.
33 - CSJZPYHA - Plains, Pridemoor Keep, The Lich Yard, Iron Whale, Lost
City, Explodatorium and Clockwork Tower cleared.
34 - ULFKRDIA - Plains, Pridemoor Keep, The Lich Yard, Iron Whale, Lost
City, Explodatorium, Clockwork Tower and Stranded Ship cleared.
35 - MXYAREAL - Plains, Pridemoor Keep, The Lich Yard, Iron Whale, Lost
City, Explodatorium, Clockwork Tower, Stranded Ship and Flying Machine
cleared.
36 - EAEJRGWJ - Plains, Pridemoor Keep, The Lich Yard, Iron Whale, Lost
City, Explodatorium, Clockwork Tower, Stranded Ship, Flying Machine and
Tower of Fate: Entrance cleared.
37 - MHFGRQXE - Plains, Pridemoor Keep, The Lich Yard, Iron Whale, Lost
City, Explodatorium, Clockwork Tower, Stranded Ship, Flying Machine, Tower
of Fate: Entrance and Tower of Fate: Ascent cleared.
38 - ENTSSYSQ - All stages cleared. If you select this file, you are given
the option of a New Game+ which will start without the "cheating" logo and
let you get feats.
39 - DIOQTDNQ - Just the Hall of Champions cleared.
40 - GGWBUCFV - Start the game with everything unlocked (except music).
41 - BXFGUEKM - Start the game with all armors unlocked.
42 - RQQYUKIJ - Similar to code 38, except game continues to count you
cheating after you start New Game+.
43 - STGZURSC - Start New Game+ with all relics/armors/upgrades.
44 - KZXIVKAE - Start the game with all song sheets collected (but not
turned in). Apparently has a small glitch that doesn't give you track 46
even after you turn it in.
45 - JDTIYMUW - Start the game with the Charge Handle.
46 - ZJNGYVWY - Start the game with the Trench Blade.
47 - FKKLYZKU - Start the game with the Drop Spark.
48 - EJBHZACP - Start the game with all 3 shovel abilities.
49 - XTMUZCBS - Start the game with one Troupple Chalice.
50 - LKYOABSL - Start the game with both Troupple Chalices.
51 - LFGQCRMP - Start the game with the Fishing Rod.
52 - SZKWAIKV - Start the game with 5 health bubbles.
53 - VIVCCBJP - Start the game with 6 health bubbles.
54 - HWZPCLGL - Start the game with 7 health bubbles.
55 - JRDWDZGN - Start the game with 8 health bubbles.
56 - VQPBDZHM - Start the game with 9 health bubbles.
57 - LBSHEAOQ - Start the game with 10 health bubbles.
58 - XRCSEOIL - Start the game with 40 magic.
59 - BUUUEREK - Start the game with 50 magic.
60 - CZSIFVOM - Start the game with 60 magic.
61 - MNOIGUZZ - Start the game with 70 magic.
62 - UACCHCUH - Start the game with 80 magic.
63 - RUJRHIZL - Start the game with 90 magic.
64 - GVLEHQQF - Start the game with 100 magic.
65 - YNQEICXR - Effect Unknown.
66 - BKXBIPIX - Effect Unknown.
67 - FYTUIXPC - Effect Unknown.
68 - IZLCIYYK - Effect Unknown.
69 - QXIEJJWS - No clouds covering map.
70 - TZIJJYAG - No checkpoints.
71 - GVKZKDWW - Checkpoints break after 1 use (bugged on Plains and Tower
of Fate: ????, can crash game, same warning applies to any combo codes below
that use this effect).
72 - UDBPKFFX - Health does not deplete when hit.
73 - IGJKKPCK - Take 4x normal damage.
74 - QMPGLCRA - Any damage kills.
75 - URPULDVW - Relics use no magic.
76 - WKQSLFWC - Relics use half usual magic.
77 - UEPVLJGR - Relics use double usual magic.
78 - SFZHLNLG - All Bosses start with 1hp.
79 - QWXELSUK - Bosses start with half usual health.
80 - KYRNMAPC - Boss battles start with Shovel Knight and Boss at 1hp.
81 - SVHMMLYN - Shovel Knight blows bubbles out of helmet as though
underwater.
82 - XTIQMQGE - Start with 1000 gold.
83 - IFDSMQGZ - Start with 5000 gold.
84 - BQAMNMPT - Start with 10,000 gold.
85 - XDDYNOUD - Start with 50,000 gold.
86 - ZNSKNTGG - Start with 99,999 gold.
87 - CXZLOHGP - Entering a level sets your gold at 100 if you have less
than that.
88 - ADYSOYBB - Entering a level sets your gold at 500 if you have less
than that.
89 - GYMEPHLM - Entering a level sets your gold at 1000 if you have less
than that.
90 - QWNLPQDL - Entering a level sets your gold at 2000 if you have less
than that.
91 - THVZQFLN - Entering a level sets your gold at 10,000 if you have less
than that.
92 - UCDIQWMQ - The Gastronomer is missing.
93 - KASKQYYQ - The Magicist is missing.
94 - REYTRJNG - Chester is missing from the Village.
95 - SWJSROSY - No map encounters.
96 - QJRSSKOT - All surfaces behave like ice.
97 - WOLPSNLK - Chester has all relics available to buy from the start.
98 - NVVYSZFD - Chester's prices are randomly higher, up to $9999.
99 - JLPWUFJT - Entering a level clears your relics and assigns you one at
random.
100 - AGLHVAFR - Entering a level randomly changes your armor.
101 - HMOGVRDH - Lose 100% of your gold when you die.
102 - FZGZWEBA - Lose 50% of your gold when you die.
103 - ZZIHYVDQ - Lost gold is in only 1 bag when you die.
104 - MQFCYYUU - Invincibility time after damage is reduced 50%.
105 - LKZJZKUS - Invincibility time after damage is increased 50%.
106 - DGBPAFJY - Enemies always drop magic refills.
107 - ECXDASGN - All sources of damage do not make contact (does not apply
to instant kills).
108 - UWXYBGAX - Enemies drop 2x normal gold.
109 - BQOSCHJA - Enemies drop 3x normal gold.
110 - FTNRCLNG - Enemies drop 4x normal gold.
111 - NHBRCQCE - Enemies drop 5x normal gold.
112 - HMJECSMB - Enemies drop 10x normal gold.
*codes 113-150 are purely cosmetic*
113 - LYHSDNUX - Green armor.
114 - DFPIDWVT - Blue armor, blue horns.
115 - JSAJEOQL - Light red armor.
116 - RTZCEQNW - Brown armor.
117 - PJDRGKUC - Dark purple armor, gray horns.
118 - ETWBGRTH - Glowy purple armor and horns.
119 - UOMBGSDR - Shiny purple armor, fluorescent green horns.
120 - AQJDHEUM - Purple armor.
121 - GGTUHHUZ - Light red armor, yellow horns.
122 - ESQEHMQL - Light blue armor, lavender horns.
123 - JRUWHQUA - Pink armor.
124 - QNXIITJY - Glowy brown armor.
125 - XQGRITOH - Mint armor.
126 - JHEIJDLR - Silver armor.
127 - AKMTJHTW - Peach armor, cyan horns.
128 - SUPLJZHD - Glowy dark teal armor and horns.
129 - TVSPKGAT - Purple-pink armor, cream horns.
130 - RLQFLLOW - Some blue armor, mint horns.
131 - KCRULXOV - Brown armor, teal horns.
132 - INCJMBQE - Blue armor, orange horns.
133 - ZTKQMPKQ - Black armor, purple horns.
134 - HRCKMYHQ - Red armor, silver horns.
135 - AUBQODIO - Yellow armor.
136 - NQEFOFHU - Dark Blue armor.
137 - CUFROLJP - Red armor.
138 - BAFNOODV - White armor, cream horns.
139 - FFDVPBPF - Lime green armor, pink horns.
140 - FZEEPOZB - Tan armor, orange horns, green outline.
141 - PXXARADP - Totally blue armor.
142 - KOGXSIPL - Totally light orange armor.
143 - YLFBUMJC - Blue armor, orange outline.
144 - SLDXVRTZ - Bright orange armor.
145 - LJCPWRKQ - Grass green armor.
146 - ACFQXMIK - Purple armor.
147 - EJYYXOCY - Extremely bright yellow-green armor.
148 - QAGFXTQN - Armor color changes at every room transition.
149 - IZETYNHQ - Armor color changes whenever you take damage.
150 - RQVFYUUB - Armor color changes whenever you jump.
151 - QJDVZKBV - Lose all relics on death (can be rebought).
152 - XZSAZOMQ - Lose all relics on clearing a stage (can be rebought).
153 - KWETZPXR - Troupple King waltz music replaced with bonus track.
154 - AYNRZQGV - Gems from enemies and dirt piles always in rising bubbles.
155 - ZMKFBAXY - Gems from enemies instantly collected (except minibosses).
156 - TURJBNDR - Gems bounce.
157 - J&2JMP! - Super jump.
158 - J&!JSMP - Moon jump.
159 - XRTKESSB - Super pogo bounce.
160 - XPRAFCFK - Moon pogo bounce.
161 - PIJMFJUG - Fast movement speed.
162 - CRGYGUKP - Super fast movement speed.
163 - RYAQGVIE - Fast movement on ladders.
164 - JARXHTMF - Much faster on ladders.
165 - TURNIGTF - Further knockback on shovel attacks.
166 - GAPWIIZJ - No knockback from shovel attacks.
167 - PGPHIJJH - Fast attack speed.
168 - QHGOILFF - Super fast attack speed.
169 - OXLKJCGV - Spikes do not kill or damage you.
170 - XZZCJNNP - Can jump back out of bottomless pits.
171 - FCCKJOIQ - Pogo bounce on any surface.
172 - DSHHKILX - Treasure attracted to you.
173 - KJWSLXLJ - Further knockback from taking damage.
174 - ALTFMMOW - Invisibility.
175 - XGTBMQVW - Can have unlimited Alchemy Coins on screen.
176 - SODLMWTW - Can have unlimited Mobile Gears on screen.
177 - ICGHNASB - Can have unlimited Chaos Spheres on screen.
178 - WOTINLUI - Can have unlimited Throwing Anchors on screen.
179 - LSZXOOOA - Can have unlimited Flare Wand shots on screen.
180 - CXHEPCVT - Phase Locket lasts twice as long.
181 - CYWGROJF - Dust Knuckles move twice as far on hit.
182 - TFTCSSSH - War Horn can fire twice as fast.
183 - LTUGSVVX - Propeller Dagger moves twice as far.
184 - VDCZTQSG - Fishing Rod works twice as fast.
185 - YGVYUWSW - Shovel Knight is 2x bigger.
186 - TRGSVPPW - Shovel Knight is 4x bigger.
187 - BBROWETT - Village already cleared (you can go past it without
entering).
188 - QMCJWTGT - Reize defeated.
189 - QCECXUSN - Baz defeated.
190 - PMHTYAUA - Phantom Striker defeated.
191 - QNFYYUSV - Ichors do not get used up (can't replace them either, so
chose wisely).
192 - IM&SGC14 - Iron Man of Gaming Mode - Start at first checkpoint of Lost
City with 12hp, 60 magic, Dynamo Mail and Trench Blade. You have 3 minutes
to complete the stage. Competition for score used at SGC 2014.
*The following codes are all combinations of one or more previous codes.
As such not all effects may be completely documented.*
193 - XJRZZWAK - No checkpoints, die in one hit, relics use half magic
194 - BJLHZXED - Game cleared with all upgrades, can start New Game+ and
remove "cheat" mark to earn feats.
195 - AZUIAOPF - Start with Throwing Anchor, Alchemy Coin and Trench Blade.
Breathe bubbles, gems in bubbles, Chester has random prices.
196 - DWLAAPJH - Start with Plains and Village cleared, 5000 gold.
197 - GSYZBJME - Start with Map Section 1 cleared, Flare Wand, Phase Locket,
one Troupple Chalice, Fishing Rod, 5 health bubbles, 5000 gold.
198 - MYUGBYWX - Start with up through Map Section 2 cleared, Flare Wand,
Phase Locket, Alchemy Coin, Throwing Anchor, Dust Knuckles, 2 Troupple
Chalices, Fishing Rod, 8 health bubbles, 10,000 gold, Reize defeated.
199 - RSUGCEOG - Start with up through Map Section 3 cleared, all relics
except Chaos Sphere, 10 health bubbles, 10,000 gold, Reize, Baz and Phantom
Striker defeated.
*For description of "enhanced" relics, see codes 175-184*
200 - SOXQCGJR - Start with enhanced Fishing Rod that uses no magic.
201 - LLFICYDZ - Start with enhanced Alchemy Coin that uses no magic.
202 - NSZEDFQQ - Start with enhanced Mobile Gear that uses no magic.
203 - AVYMDUZS - Start with enhanced Chaos Sphere that uses no magic.
204 - YHZTECZD - Start with enhanced Throwing Anchor that uses no magic.
205 - PVZPEETF - Start with enhanced Flare Wand that uses no magic.
206 - DEYAGLTE - Start with enhanced Phase Locket that uses no magic.
207 - TGWKGUNK - Start with enhanced Dust Knuckles that use no magic.
208 - YMZUHABU - Start with enhanced War Horn that uses no magic.
209 - CVPYHAON - Start with enhanced Propeller Dagger that uses no magic.
210 - AFOFHFMJ - Health does not deplete when hit, permanent Fortune Ichor
effect.
211 - HAAYHJZY - Start with all enhanced relics that use no magic.
212 - FNFTHZMP - Start with enhanced Alchemy Coin and Fishing Rod that use
no magic.
213 - BUJMILMS - Start with enhanced Mobile Gear and Chaos Sphere that use
no magic.
214 - UNUJIQXG - Start with enhanced Phase Locket and Throwing Anchor that
use no magic.
215 - WHISITMD - Start with enhanced Dust Knuckles and Propeller Dagger that
use no magic.
216 - YZDXJNTH - Start with enhanced Phase Locket and Mobile Gear that use
no magic.
217 - NJYKJXZZ - Start with enhanced Flare Wand and Throwing Anchor that use
no magic.
218 - GJAPJYZF - Start with enhanced Phase Locket and Chaos Sphere that use
no magic.
219 - WZBVKHOO - Start with enhanced Mobile Gear and Propeller Dagger that
use no magic.
220 - WPTPKIRF - Start with enhanced Flare Wand and Dust Knuckles that use
no magic.
221 - CRZILHQZ - Start with enhanced Flare Wand and Alchemy Coin that use no
magic.
222 - DOABLPYA - Start with enhanced Flare Wand and Mobile Gear that use no
magic.
223 - YUKOMBHM - Start with enhanced Flare Wand and Chaos Sphere that use no
magic.
224 - QMXGMNNW - Start with enhanced Propeller Dagger and Chaos Sphere that
use no magic.
225 - QCEJMVAR - Start with enhanced Flare Wand and Fishing Rod that use no
magic.
226 - TXPPQUCI - Start with enhanced Throwing Anchor and Fishing Rod that
use no magic.
227 - NQMPSBCJ - Start with enhanced Phase Locket and Fishing Rod that use
no magic.
228 - BPLHSYKV - Start with enhanced Flare Wand and Phase Locket that use no
magic.
229 - PPKDSZKP - Start with enhanced Dust Knuckles and Throwing Anchor that
use no magic.
230 - GZKTTTQD - Start with enhanced Alchemy Coin and Chaos Sphere that use
no magic.
231 - WDYJUDWF - Super jump and fast movement.
232 - QITSUGJT - Moon jump and super fast movement.
233 - DIFUUQDE - Super jump, super pogo bounce and fast movement.
234 - EOSOUYJW - Moon jump, moon pogo bounce and super fast movement.
235 - LFLXVDRF - Super jump, fast movement and fast ladder speed.
236 - DVKDWHCG - Moon jump, super fast movement and super fast ladder speed.
237 - AABNWHME - Super jump, super pogo bounce, fast movement and fast
ladder speed.
238 - JFFQWOJV - Moon jump, moon pogo bounce, super fast movement and super
fast ladder speed.
239 - BBPOXDRR - Super fast movement, armor color changes on taking damage.
240 - FVRKXEOC - Super fast movement and fast ladder speed.
241 - TWINXFCV - Moon jump, spikes do not kill/damage.
242 - BQDXXQBJ - Super fast movement, spikes do not kill/damage.
243 - WNPEXRMA - Super jump, super pogo bounce, further knockback on shovel
hit.
244 - GABMXVDP - Moon jump, super fast movement, further knockback on shovel
hit.
245 - WKVTXZNT - Super jump, fast ladder speed, super fast attack speed.
246 - ZJGNYTHQ - Super fast movement, super fast attack speed.
247 - MLNZYVST - Super jump, super pogo bounce, fast movement, super fast
attack speed.
248 - TPJMZLMG - Moon jump, moon pogo bounce, super fast movement, super
fast climbing, armor changes color on screen transition.
249 - ACVGZQDS - Pogo on any surface, spikes do not kill/damage.
250 - EEHGZSSL - Pogo on any surface and super pogo bounce.
251 - TLZYAPLO - Armor changes color on taking damage or screen transition.
252 - VBFDBFFG - Armor changes color on taking damage or jumping.
253 - PCNIDOFR - Armor changes color on screen transition or jumping.
254 - WRCJDOWG - Armor changes color on screen transition, taking damage or
jumping.
255 - LAHODUHG - Start with Plains and Village cleared, one Troupple Chalice
and Troupple Waltz music replaced with secret track.
256 - HDANEGGJ - Start with Flare Wand and Phase Locket that use no magic.
257 - KPJNEPQN - Start with Dust Knuckles and Throwing Anchor that use no
magic.
258 - CBSKEVWI - Start with Alchemy Coin and Mobile Gear that use no magic.
259 - CKWKGLVY - Start with War Horn and Propeller Dagger that use no magic.
260 - XWKIHBGW - Start with Fishing Rod and Chaos Sphere that use no magic.
261 - SOMKHFRP - Start with Flare Wand, Phase Locket, Dust Knuckles and
Throwing Anchor that use no magic.
262 - RJBBHUWP - Start with Dust Knuckles, Throwing Anchor, Alchemy Coin and
Mobile Gear that use no magic.
263 - VYWAINOS - Start with Alchemy Coin, Mobile Gear, War Horn and
Propeller Dagger that use no magic.
264 - GJAFJFDR - Start with War Horn, Propeller Dagger, Fishing Rod and
Chaos Sphere that use no magic.
265 - MLPHKHHV - Start with all relics (except chalices) that use no magic.
266 - ZPZDKLYF - Start with Phase Locket and Dust Knuckles that use no
magic.
267 - OUMIKOVR - Start with Dust Knuckles and Alchemy Coin that use no
magic.
268 - MKIDKVFY - Start with Mobile Gear and War Horn that use no magic.
269 - PUVTLPEV - Start with War Horn and Fishing Rod that use no magic.
270 - AGNXPEMB - Start with Phase Locket and Chaos Sphere that use no magic.
271 - CCXZPHJK - Start with Flare Wand and Dust Knuckles that use no magic.
272 - KZOCPTBL - Start with Throwing Anchor and Mobile Gear that use no
magic.
273 - BNQYQNHC - Start with Alchemy Coin and War Horn that use no magic.
274 - SDGPRPCI - Start with Propeller Dagger and Chaos Sphere that use no
magic.
275 - HWOXRVEF - Start with Flare Wand and Fishing Rod that use no magic.
276 - YFZNRZOP - Further knockback on shovel hit or taking damage.
277 - JEKGSNJT - Super fast attack speed with no knockback.
278 - STQQTXVX - Start with all relic enhanced that use no magic, all damage
sources do not connect, no death from pits or spikes, permanent Fortune
Ichor, moon jump, moon pogo bounce, super fast movement, super fast ladder
speed, super fast attack speed.
279 - TVSVUEIO - All of code 278, start with all Knights stages clear, all
relics/armors/upgrades, max health, 10,000 gold, Reize, Baz and Phantom
Striker defeated, Shovel Knight 2x size, Pogo on any surface, enemies drop
10x gold, gems bounce, further knockback from shovel hit, breathe bubbles,
armor changes color on screen transition, taking damage or jump.
280 - GNUCVKND - Start with Chaos Sphere that use no magic, super jump and
light blue armor with blue horns.
281 - EKJOVNLF - Start with enhanced Flare Wand that uses no magic, can jump
out of pits and red armor with silver horns.
282 - XIZIWMUK - Start with War Horn that uses no magic, all surfaces act
like ice, fast movement and dark purple armor with gray horns.
283 - MNWAWWDZ - Start with Ornate Plate, Alchemy Coin that uses no magic,
Chester sells all relics from start and enemies drop 2x gold.
284 - YCHMXBAD - Start with enhanced Dust Knuckles that use no magic, take
4x damage, fast movement and purple armor.
285 - CRQHXNWO - Start in New Game+, die from any hit, fast movement, fast
ladder speed, fast attack speed, bosses have half health, purple armor.
286 - ALRLXUQC - Start in New Game+ with enhanced Phase Locket that uses no
magic, die from any hit, fast movement, fast ladder speed, fast attack
speed, no knockback from shovel hit, no Magicist, red armor.
287 - JRJEYIBG - Take 4x damage, Chester missing from Village, enemies drop
2x gold, lose all relics on death.
288 - HZWOYMNU - Drop 100% of gold on death, lose all relics on death.
289 - OWHFYQTW - Chester sells all relics at the start, lose all relics on
death.
290 - UPSOYSRA - Chester sells all relics at the start, lose all relics on
stage clear.
291 - HSDGYZMT - Start each stage with one random relic and armor.
292 - QJNDZPDZ - Start each stage with one random relic and armor, armor
color changes on each screen transition.
293 - NMHOALKO - Checkpoints break after one use, super fast movement and
super fast ladder speed.
294 - GEQGAROE - Shovel Knight 4x as big, super jump, fast movement and fast
climbing.
295 - PNXPAVYY - Start with 10,000 gold, Magicist and Chester are missing
from Village.
296 - RXYABXTA - All surfaces behave like ice, invincibility after damage is
50% longer, fast movement.
297 - FBRVCJUV - Chester sells all relics from the start, prices are
randomly higher, drop 100% of gold on death.
298 - HBWVCLBP - No checkpoints, no death from pits or spikes.
299 - QXXFCRCA - Start with enhanced Flare Wand that uses no magic,
invisibility.
300 - KUOZCULE - Relics use 2x magic, lose all relics on death,
invincibility after damage is 50% shorter.
301 - USAKCVHU - Enemies always drop magic refills, lose all relics upon
clearing a stage, permanent Fortune Ichor.
302 - RLIHFVFI - Fast attack speed, enhanced Alchemy Coin.
303 - KYQZGLEX - Die from any damage, all relics use no magic, fast
movement.
304 - TNFCGUGO - Start with 99,999 gold, pogo on any surface, take 4x
damage, further knockback on damage.
305 - ZZGCHFTV - Relics use half as much magic, enemies always drop magic
refills, Magicist is missing, no map encounters.
306 - OLGSHXIN - Gems bounce, moon jump.
307 - PKHNIBIF - Checkpoints break after one use, enemies drop 10x gold,
fast attack speed.
308 - CNOWICRU - Drop 100% of gold on death, no map encounters.
309 - GKWHIXJJ - All surfaces behave like ice, fast movement, no death from
spikes.
310 - JNSYJKGE - No clouds on map, no map encounters, Village cleared, all
shops/upgrades are missing from Village.
311 - AMNVJKJQ - Chester sells all relics at the start, drop 100% of gold on
death, enemies drop 10x gold.
312 - XGBXJQHX - Die from any damage, bosses have 1 hp.
313 - YJWOJUBP - Breathe bubbles, gems appear in bubbles.
314 - ZWYRJWIE - Relics use no magic, Gastronomer missing.
315 - EOYALQJU - Damage sources do not connect, [and...?]
316 - XTLLLTLL - Reize, Baz and Phantom Striker are defeated.
317 - MCGHMAHT - Start with Propeller Dagger that uses no magic, light red
armor with yellow horns and moon jump.
318 - RHZVMKMG - No checkpoints, enemies drop 10x gold, drop 50% of gold on
death.
319 - PYRAMYUZ - Relic use 2x magic, enemies always drop magic refills,
shiny purple armor with green horns.
320 - TZWXNAXM - Take 4x damage, relics use 2x magic, Chester's prices are
randomly higher, relics Flare Wand, Phase Locket, Dust Knuckles, Alchemy
Coin, Mobile Gear and Propeller Dagger are enhanced when you get them.
The ongoing sheet to determine the exact effect of each code can be found at
the following link:
http://tinyurl.com/p3weooo
Credit goes to Sparktail25 for finding the codes and organizing the sheet.
Enemy Index [SENM]
==================
Below you will find an entry for each enemy in the game along with their
vital stats and any notes. Most of these enemies do not have official names
and so these are just how I've decided to refer to them. At the bottom of
the list is the listing of stage hazards that can also damage you, the only
distinction being that you cannot kill/destroy a stage hazard. They are
listed roughly in order of appearance, with the exception of variations on
the same enemy, listed directly underneath.
Roach
-----
HP: 1
Damage: 1
Gold: 5
In: Plains, Pridemoor Keep, Stranded Ship, Flying Machine
Notes: Moves back and forth slowly on whatever platform it's on. You have
to try in order to get hit by this guy.
Bubble
------
HP: 1
Damage: 1
Gold: 0
In: Plains, Treasure Bonus 1, Knuckler's Quarry, Tower of Fate: Entrance
Notes: Spawned in stage as a pogo-platform or shot by the Giant Dragon. If
the former, it will respawn after you destroy it.
Giant Dragon
------------
HP: 7
Damage: 1
Gold: 200+food
In: Plains
Notes: After waking will lumber back and forth shooting bubbles forward.
Its weak point is the head which can be shovel dropped repeatedly without
danger.
Yellow Skeleton
---------------
HP: 2
Damage (contact): 1
Damage (sword): 2
Gold: 30
In: Plains, The Lich Yard, Enemy Encounter 1, Enemy Encounter 2, Frozen
Flight, Tower of Fate: Entrance
Notes: Wanders back and forth but will back off when you approach until it
is ready to attack, indicated by raising its sword over its head. Difficult
to shovel drop until then because it will always back away from your jump.
The skull it leaves behind when it dies can be hit at enemies for 1 damage.
Red Skeleton
------------
HP: 2
Damage (contact): 1
Damage (sword): 2
Gold: 30
In: The Lich Yard
Notes: Acts just like a yellow skeleton except that one hit will cause it to
lose its head, at which point it will simply walk back and forth aimlessly.
If it is spawned without a head, it will still take 2 hits to kill.
King Skeleton
-------------
HP: 2
Damage (contact): 1
Damage (sword): 2
Gold: 30
In: The Lich Yard
Notes: Acts just like a yellow skeleton except when it dies it leaves behind
a giant crowned head that is weighted for platforms and cannot be destroyed.
Green Skeleton
--------------
HP: 1
Damage (contact): 1
Damage (sword): 2
Gold: 30*
In: The Lich Yard, Tower of Fate: Ascent
*Not when summoned by Spectre Knight
Notes: Identical to the yellow skeleton except in HP. Only exist in one
segment outside of being summoned by Spectre Knight.
Green Slime
-----------
HP: 2
Damage: 1
Gold: 15
In: Plains, Forest of Phasing, Enemy Encounter 1, Lost City, Tower of Fate: </pre><pre id="faqspan-5">
Ascent
Notes: Moves back and forth slowly on the ground, occasionally hopping to
one side. Has no problem jumping to lower platforms or into pits. Getting
hit with a lava vent will change it to a flame slime.
Flame Slime
-----------
HP: 2
Damage: 1
Gold: 15
In: Lost City, Tower of Fate: Ascent
Notes: Behaves just like a green slime but you can't shovel drop it. Turns
into a green slime if you hit it with green jelly.
Green Dragon
------------
HP: 2
Damage: 1
Gold: 10
In: Plains, Forest of Phasing, Enemy Encounter 1, Tower of Fate: Entrance
Notes: Depending on the location in the game has a few possible flight
options. It may hover in a predetermined path or loop, it may cross the
stage in a straight line from right to left or it may hover at the top sides
of the screen and swoop down at you.
Blue Dragon
-----------
HP: 2
Damage: 1
Gold: 10
In: Stranded Ship
Notes: Just like a Green Dragon except can only be damaged from the sides or
below. Shielded on top.
Jouster
-------
HP: 1
Damage: 1
Gold: 10
In: Pridemoor Keep, Forest of Phasing
Notes: Charges when you get close enough, will die if it hits a wall during
the charge.
Propeller Rat
-------------
HP: 1
Damage: 1
Gold: 5
In: Pridemoor Keep, Flying Machine, Tower of Fate: Entrance
Notes: Alternates between hovering in place and drifting a fixed distance in
your general direction. Mostly harmless, useful for reaching higher
platforms.
Red Wizard
----------
HP: 3
Damage (contact): 1
Damage (shot): 2
Gold 40
In: Pridemoor Keep, Tower of Fate: Ascent
Notes: Stationary, powers up a shot that moves slowly in a straight line.
Easy to deflect or dodge.
Black Wizard
------------
HP: 3
Damage (contact): 1
Damage (gear): 2
Gold: 40
In: Clockwork Tower, Tower of Fate: Entrance
Notes: This one conjures gears that roll on the ground. Do not try to
deflect the gears, they just pop up in the air and keep coming at you.
White Wizard
------------
HP: 3
Damage (contact): 1
Damage (shot): 2
Gold: 40
In: Stranded Ship
Notes: Shoots a white shot similar to the Red Wizard but the shot drops
snowflakes down at intervals.
Navy Wizard
-----------
HP: 3
Damage (contact): 1
Damage (shot): 2
Gold: 40
In: Flying Machine
Notes: Shoots a green shot like the Red Wizard's but when it reaches your X
position on screen the shot splits and shoots up and down fast. The same
happens if you hit the shot with your shovel.
Gold Knight
-----------
HP: 5
Damage (contact): 1
Damage (stab): 2
Gold: 100
In: Pridemoor Keep, Clockwork Tower, Tower of Fate: Entrance
Notes: This enemy will shield in front, and above if you try to shovel drop.
He is vulnerable in front or above when he rears back to stab forward. He
is briefly vulnerable on the sides after he starts blocking above from a
shovel drop. All the Knights share these same basics, they just add in
other attacks.
Red Knight
----------
HP: 5
Damage (contact): 1
Damage (stab): 2
Gold: 120
In: Lost City, Clockwork Tower
Notes: Like the Gold Knight, but rears up to attack from further back and
does two stabs forward in rapid succession.
Green Knight
------------
HP: 5
Damage (contact): 1
Damage (stab): 2
Gold: 140
In: Explodatorium, Tower of Fate: Entrance
Notes: Like the Gold Knight but can also do a jumping downstab attack.
Usually leads off with this one.
Purple Knight
-------------
HP: 5
Damage (contact): 1
Damage (anchor): 1
Damage (stab): 2
Gold: 160
In: Iron Whale, Tower of Fate: Entrance
Notes: Like the Gold Knight but can also throw anchors identical to your
Throwing Anchor.
Gray Knight
-----------
HP: 5
Damage (contact): 1
Damage (stab): 2
Gold: 200
In: Clockwork Tower, Tower of Fate: Ascent
Notes: Combines the extra attacks of the Red and Green Knights.
Gryphon
-------
HP: 8
Damage (contact): 1
Damage (fire): 2
Damage (slash): 1
Gold: 200+meal
In: Pridemoor Keep, Tower of Fate: Entrance
Notes: Primary attack is spitting lines of fireballs from its mouth. Does
this twice in a row. Standing directly in front of the gryphon is safe
during that attack. Can also attack with a claw swipe, but will only choose
that attack if you get close. Does an attack and then has a cooldown
period. He is only vulnerable on the front of his head.
Electric Frog
-------------
HP: 2
Damage: 1
Gold: 10
In: The Lich Yard
Notes: If "nesting" in the ground you can leave them undisturbed. Hops
around the ground occasionally charging up with electricity followed by a
longer jump. Shovel dropping them when charged will hurt you.
Ghost
-----
HP: 1*
Damage: 1
Gold: 200
In: The Lich Yard, Hall of Champions
*Can only be damaged by the light spheres in the Hall of Champions.
Notes: Most of them slowly drift towards you. They can be stunned with any
attack temporarily. Have a chance of spawning from any tombstone you
destroy. In the Hall of Champions a few are on a predetermined back and
forth line and some only appear when you get close to their spawn point.
Giant Skeleton
--------------
HP: 8
Damage: 1
Gold: 200+meal
In: The Lich Yard, Enemy Encounter 2
Notes: When you get close enough it comes to life and starts jumping towards
you a few times ending with one large jump when it collapses. While
collapsed it is invulnerable, but it can be hurt as it comes back to life
before it is fully reassembled.
Armor Horse
-----------
HP: 1
Damage: 1
Gold: 15
In: Lost City, Stranded Ship
Notes: Comes in red/gold or white/blue varieties. Charges back and forth
and is shielded in the front. Can be turned around with a regular shovel
swing.
Eagle Head
----------
HP: 4
Damage: 1
Gold: 10
In: Forest of Phasing, Lost City
Notes: Bounces around the room in predictable 45 degree angles. Won't
scroll off the screen except at a room change.
Giant Moleman
-------------
HP: 4
Damage (contact): 1
Damage (flames): 2
Damage (sword): 2
Gold: 200
In: Lost City
Notes: Starts with a double flame-line attack that has two safe zones on the
floor, followed by stabbing forward with a sword. You can shovel bounce off
the sword. Vulnerable only at the head but from the side or above. Always
leans forward with the sword attack, leaving him open for up to 3 shovel
drop attacks.
Mole
----
HP: 1
Damage: 1
Gold: 0
In: Lost City, Enemy Encounter 2, Stranded Ship, Frigid Flight, Tower of
Fate: Entrance
Notes: Hidden in a number of predetermined dirt piles. Pops out and runs
towards you.
Fire Fish
---------
HP: 1
Damage: 1
Gold: 5
In: Lost City, Tower of Fate: Entrance
Notes: Pops out of predetermined pits. Shielded on top but can be destroyed
from the side. Shovel dropping on them will only produce a short bounce.
Green Rat
---------
HP: 1
Damage (contact): 1
Damage (explosion): 2
Gold: 5
In: Explodatorium, Tower of Fate: Ascent
Notes: Runs back and forth on whatever platform it's on. When it gets close
it will try to jump on you, even if that means leaving the platform. When
it hits the ground after being hit it explodes.
Beaker Bird
-----------
HP: 1
Damage (contact): 1
Damage (beaker): 2
Gold: 0
In: Explodatorium
Notes: Flies across the top of the screen at intervals in predetermined
sections of the Explodatorium and drops a pink beaker just in front of where
you are (if you're moving forward, you'll hit it). The beaker produces a
small explosion on impact. You can kill the bird and/or shovel drop off it,
but at the next interval another will fly by.
Plague Bomber
-------------
HP: 3
Damage (contact): 1
Damage (flares): 1
Gold: 100
In: Explodatorium, Knuckler's Quarry, Tower of Fate: Entrance
Notes: Bounces a bit in place and throws out exploding flares, one far one
close. Stand between and then charge to attack.
Gray Ghost
----------
HP: 1
Damage: 1
Gold: 5
In: Explodatorium, Clockwork Tower, Flying Machine, Stranded Ship, Tower of
Fate: Entrance, Tower of Fate: Ascent
Notes: Slowly drifts towards you until it gets about a block away and then
goes nuts chomping at you.
Purple Spider
-------------
HP: 2
Damage (contact): 1
Damage (flares): 2
Gold: 15
In: Explodatorium
Notes: Walks slowly back and forth in its area shooting out purple flares in
relatively random directions.
Mad Doctor
----------
HP: 24
Damage (contact): 1
Damage (beaker): 2
Damage (beast contact): 2
Gold: 200+meal
In: Explodatorium
Notes: In "doctor" form throws out beakers across the room at you. You can
shovel drop him on the top but might be hit by a beaker. If you can get on
his opposite side you can just shovel swing him. Invulnerable while
changing forms. Just before he transforms he throws a beaker off to either
side. When in monster form he charges the room back and forth in faster
charges. You will only be able to keep up with him on the first pass. Ends
up on the opposite side of the room when he changes back and repeats.
Shovel Phantom
--------------
HP: 1
Damage (contact): 1
Damage (shovel): 2
Gold: 15
In: Explodatorium
Notes: Mimics your basic moveset. If above you it will try to shovel drop.
If charging from the side, will try a shovel swing. You can beat it to the
swing but safer to use a charged swing because that has a greater reach.
Purple Crab
-----------
HP: 1
Damage: 1
Gold: 5
In: Iron Whale, Treasure Bonus 2
Notes: Moves slowly across the ground and walls. After it is dead, the
shell can be hit to damage enemies or destroy blocks. Shell does 2 damage
to anything it hits (except you).
Mollusk
-------
HP: 2
Damage (contact): 1
Damage (shot): 1
Gold: 15
In: Iron Whale
Notes: Sits in place and spits out white shot orbs. May shoot at left or
right angles or straight up or alternate, each mollusk is set with its own
parameters.
Eel
---
HP: 2
Damage: 1
Gold: 10
In: Iron Whale, Tower of Fate: Ascent
Notes: Appears when you get close and then follows you in the water. Can
pass through it safely until it stops blinking.
Octopus Arm
-----------
HP: 1
Damage:
Gold: 15
In: Iron Whale, Treasure Bonus 2
Notes: Vulnerable at the end, mostly harmless. Some that are used as pogo
platforms will respawn after being killed. A few are programmed to pop in
and out at intervals.
Stingray
--------
HP: 1
Damage: 1
Gold: 5
In: Iron Whale
Notes: Just moves back and forth across a straight-line path.
Angler Fish
-----------
HP: 12
Damage (contact): 1
Damage (fish): 1
Gold: 0
In: Iron Whale
Notes: Starts by giving chase while spitting out fish at you. One the chest
opens it can be hurt but only from the front side of the chest. When he
drops a little and shudders he is about to charge to the opposite side.
Drops the Throwing Anchor Chester chest when dead.
Fishman
-------
HP: 4
Damage (contact): 1
Damage (fire): 2
Gold: 100
In: Iron Whale
Notes: Floats near the top of the screen, occasionally drifting back or
forward at set distances. Conjures a ring of 5 green fireballs around him
and then launches them at you. The fireballs can be destroyed.
Clockwork Rat
-------------
HP: 2
Damage: 1
Gold: 15
In: Clockwork Tower, Tower of Fate: Ascent
Notes: Runs along the ground on its platform. Speeds up a bit when you get
close and then dives and short circuits when you get really close. This
last move may cause it leave its platform.
Mini-Rocket
-----------
HP: 1
Damage: 1
Gold: 0
In: Clockwork Tower
Notes: Shoots across the room slowly in a wide sine-wave. Respawns
indefinitely in any area they're called for.
Welder
------
HP: 4
Damage (contact): 1
Damage (gear shot): 2
Gold: 100
In: Clockwork Tower
Notes: Wanders back and forth slowly in a small area, always facing you.
Shoots out red gear shots in one of two pre-determined arcs, up and around
clockwise or forward and around counterclockwise. The stance they take
always shows which type they will shoot.
Wolf
----
HP: 2
Damage: 1
Gold: 10
In: Stranded Ship
Notes: Runs at you with a great deal of speed and will turn around if it
overshoots you. Has no problem running off platforms to get to you.
Viking Yeti
-----------
HP: 3
Damage (contact): 1
Damage (spear): 2
Gold: 15
In: Stranded Ship
Notes: When you first approach it will jump back from where it is standing
and then start throwing spears at regular intervals. If you get too close
it will try to jump over your head back to where it was. Shielded from
above.
Ladder Viking
-------------
HP: 1
Damage (contact): 1
Damage (hammer): 1
Gold: 0
In: Stranded Ship
Notes: Climbs up and down on ladders in a set path, throwing hammers to the
left and then to the right.
White Jellyfish
---------------
HP: 1
Damage: 1
Gold: 0
In: Flying Machine, Frigid Flight, Tower of Fate: Ascent
Notes: Basically a different version of the Bubble, but doesn't respawn
unless you leave the room.
Blue Jellyfish
--------------
HP: 1
Damage: 1
Gold: 0
In: Flying Machine, Frigid Flight
Notes: Much like the White Jellyfish except this one occasionally goes
electric and will hurt you if you try to bounce on it then.
Green Fan Knight
----------------
HP: 2
Damage: 2
Gold: 10
In: Flying Machine, Tower of Fate: Entrance, Tower of Fate: Ascent
Notes: Very obnoxious if you don't know they're coming or rush them. When
one appears, wait for it to charge you. It will stop short and do a fan
attack to blow you back, but if you didn't move you'll be just out of range.
After that attack get in close with a charge swing or a quick double shovel
drop.
Black Fan Knight
----------------
HP: 2
Damage: 2
Gold: 10
In: Flying Machine
Notes: Only appears once in the game to give you something to pogo/blow off
of to clear a gap.
Gold Fan Knight
---------------
HP: 4
Damage (contact): 1
Damage (slash): 2
Gold: 150
In: Flying Machine,
Notes: Jumps and flies around you rather randomly. If it tries to pass over
you it will swing down but will miss unless you try to jump into it. Stand
somewhere safe and go for hits on the side.
Airship
-------
HP: 16
Damage: 1
Gold 200+meal
In: Flying Machine
Notes: When it lands it will stick you in the ground if you're not in the
air. Throws out 2 bombs each time it lands, which you can shovel into the
ship then. Bombs do 2 damage to it each time. You can also land some blows
when it's flying between landings. When it crosses the midpoint of the
screen go under it to the other side.
Sword Samurai
-------------
HP: 2
Damage: 1
Gold: 100
In: Tower of Fate: Entrance, Tower of Fate: Ascent
Notes: Can hide in the floor or ceiling until you get close then appears and
charges or jump-charges at you. Can be damaged or killed while still in the
floor/ceiling.
Samurai Archer
--------------
HP: 2
Damage (contact): 1
Damage (shot): 2
Gold: 100
In: Tower of Fate: Entrance, Tower of Fate: Ascent
Notes: Similar to the Sword Samurai but when it drops it shoots at you in a
straight line with a bow and arrow. Will try to jump away if you get too
close. Unlike other enemies in the game, though the shot does 2 damage to
you it will only do 1 damage to it if you reflect the shot back (which is
probably the safest way to kill them most times).
Attack Blocks
-------------
HP: 1
Damage: 1
Gold: 0
In: Tower of Fate: ????
Notes: Shudder, then launch toward wherever you were when the launch
started. Only occur in one room and the pattern in which they launch is
predetermined. Bounce high off one or two then drop low and repeat.
Damage from Stage Hazards
-------------------------
Lava Cauldron: 2
Bomb: 2
Lava Vent: 2
Fire Jet: 2
Purple Pot: 2
Pot Spikes: 3
Gray Crab: 1
Rocket Platform: 2
Anchor: 2
Giant Gear: 2
Cannonball: 2
[FIN]