FAQ - Guide for Shovel Knight
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Shovel Knight FAQ V1.2 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] 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 youâre 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 â Complete walkthrough and game overview. 1.2 â Added New Game+ Section. Added Feat Guide. Added Map overviews of each stage where applicable. 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 â Pause menu/skip dialogue or cutscene D-Pad â Movement D-Pad Down in air â Shovel Drop Attack â Swing your shovel/Cancel in menus/speed up text Jump â Jump in the air/Select in menus/speed up text Relic Menu â Pauses game and opens a menu to change current relic Use Relic â 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. Each projectile rebounds differently when hit. 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! If you hit an enemy with the drop, you will bounce back higher than a standard jump, allowing you to reach areas you couldnât otherwise. Not everything in the game provides a full-height bounce. A charged swing is available later in the game. This arcs wider and does a full point of damage. A regular shovel swing or shovel drop both do a half-point of damage. 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. Health can be restored by finding food on platters in stages, or buried in dirt piles, fishing for blue fish in any bottomless pit, or by drinking a red Ichor. Small health (carrots, small fish) restores 2 hp (one bubble), medium health (apples, medium fish) restores 6 hp (3 bubbles) and large health (turkey, large fish) restores all health. 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. Magic is restored by picking up small and large blue pots or with a red Ichor. 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 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 3 floating bags. You can retry each area indefinitely and you can recover you 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 scroll 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 gold and allow you to listen to the music track from the Bard\'s menu. 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, youâll 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 youâre in. Section 1 â Plains, Village, Pridemoor Keep (King Knight), The Lich Yard (Spectre Knight), Troupple Pond, Forest of Phasing Section 2 â Explodatorium (Plague Knight), Iron Whale (Treasure Knight), Lost City (Mole Knight), Armor Outpost, Knucklerâs Quarry Section 3 â Hall of Champions, Shortcut?, Clockwork Tower (Tinker Knight), Stranded Ship (Polar Knight), Flying Machine (Propeller Knight), Frigid Flight Section 4 â Tower of Fate: Entrance, Tower of Fate: Ascent, Tower of Fate: ???? At different points in the quest, random map encounters will also. They wander the map each time it is reloaded. These encounters are optional if you can avoid them, but there is reward for finishing them all. 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. Dreams ------ At certain points in the quest (after the Plains and each set of Knights), you\'ll have a dream sequence. 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, youâll 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. Block Types ----------- There are three basic destructible block types in the game; sandstone, dirt/ice, or rock. Sandstone are light yellow 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 can be destroyed from the side or the top in the same manner, but you will short bounce off them. Rock functions the same but takes two hits to destroy. All come in smaller and larger varieties. 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. 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 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 produces more gold than usual. 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 1 hp. If it hits an enemy when tossed out before it lands, it does a half-point of damage and disappears. Can be used to safely cross spikes or to get a 1-block boost up to a higher ledge. 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. Can be stopped short by enemy impact. 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 sometimes 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 same as a carrot, apple or turkey respectively. You can also kill enemies with it, though it\'s a bit unwieldly, 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. 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 \"screens\" 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 9a â Song Scroll #20 12a â Song Scroll #21 21 â Black Knight Walkthrough ----------- 1 â 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 â First Shovel Drop Teaches you to use the shovel drop to break blocks from above. Dirt pile too! 3 â Bubble! Use the shovel drop to bounce off the bubble to get to the higher platform. 4 â 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 â Spikes Teaching you that spikes kill you instantly. Move along. 6 â 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 â 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 â 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 â 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 â 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. 10 â Big Pile of Dirt Blocks Get the wall dirt pile, 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 platter for some healing if you need it. 11 â Checkpoint 2 Just bounce across and climb up. Shovel Drop the dirt blocks for some cash. 12 â 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 â 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 â Double Breakable Wall Smash the lower wall on the right with the knot in it for some gems and a skeleton. Jump up and smash the right wall above that for another 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 â Checkpoint 3 Treasure chest can be gotten from a hidden ladder on the previous screen. 15 â Green Dragons and Slimes Nothing fancy, work your way across. 16 â 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 â Narrow Jump The skeleton will run right into the pit if you let it. Just watch your step after that. 18 â 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\'s 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 â Dragon Jump Alternate area to the left if you bounce off the green dragon. Otherwise just move on to the right. 19a â Falls Basic platforming over to a $300 treasure chest. Head back once you got it. 20 â Boss Checkpoint Smack the wall just to your right when you walk on for a food platter. 21 â 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. 22 â Campfire After the cutscene, jump to wake up. Each time you end up at a campfire you can dig it out for treasure if you like. Each time you finish a \"set\" of Boss Knights, your campfire will have a chest with a meal ticket next to it. --------------- |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* -Enemy Encounter 1** -Treasure Bonus 1*** *Must clear The Lich Yard to access **Random Map Encounter â Appears after clearing 1 Order of No Quarter stage. ***Appears on top of Pridemoor Keep some time after clearing it. 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]-â2--[3] | 4--5--6 Walkthrough ----------- 1 â 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 (by the way, you start with songs 1-5 already in your inventory). 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 â 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 one point. 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 â 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 #06. When you open Map Section 3 a catapult will be here that launches you to the Armor Outpost room 5. 4 â 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 â 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 â Cellar Talk to Croaker over and over until he\'s done for the Feat \"Pungent\". Smash the left wall above the exit for Song Scroll #07. 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, both Troupple Chalices 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 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 in front of him. Go fishing between the platforms for Song Scroll #10. Pridemoor Keep (King Knight) [SKGK] ===================================== Map Layout ---------- 10b--11--12--[ 13 ]-â[13a] | | | 10a--10 14 | | 5--6--7--[8] 15 18--19--20--21 | || | | 4 9 --9a 16a--16--[17] | 3 | [1a]-â[1]--2 Rooms of Note ------------- 5, 8, 11, 13, 16, 20 - Checkpoints 9a â Flare Wand 1a â Song Scroll #23 16a â Song Scroll #24 21 - King Knight Walkthrough ----------- 1 â 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 â 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 â Cauldron Back and Forth You can fish a treasure fish out of the pit here. 3 â 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 â Back and Forth with a Mage Try to lure the propeller rats down so you can hit them below before jumping up by the red mage. This is a good place to practice reflecting shots at him. Deal with the mage before digging up the dirt pile. There\'s a breakable wall with a red gem in by the roach on the upper level. 5 â 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 â 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 â Jousters Bounce off the second jouster to get to the red gem above to the right. 8 â 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. You won\'t be able to just run under the one over the spike pit, jumping over the pit will make you hit the chandelier. For the one on the far side of the spikes, either dash, or jump just to the far edge 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 â 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 â 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 â 3 Mages for Dinner Another good spot to practice reflecting shots. The lower mage 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 â Dirt Blocks Smash the blocks here for treasure, but don\'t smash the sticking out from the wall under the ladder on the left or you won\'t be able to climb that ladder. 10b â Alt Path Continued Either use the Flare Wand or run up and kill the mage right away. Dig out the dirt path 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 screen 11. 11 â 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 â 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 fire the gryphon shoots. 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, get back to the safe spot and wait. You can damage through him and move on if you\'re in a hurry. 13 â 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 â 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 â 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. 15 â 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 â 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 â Flying Rats and Page The propeller rats here can cause more trouble than you think. Kill them as safely as you can. If you\'ve got the Flare Wand, use that from a distance or lure what you can over to you away from the pit first. Ride the platforms to collect Song Scroll #24. 17 â 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 â 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 â Gryphon 2 Safe spot here is about halfway between the gryphon\'s platform and the left overhang. Deal with him same as before. 20 â Boss Checkpoint Worth $210. 21 â 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 14a - Phase Locket 9a - Song Scroll #26 15 - Song Scroll #25 20 - Spectre Knight Walkthrough ----------- 1 â Intro 2 â 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. When the land raises up, 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 â Break Stuff The platters in this room all have bombs in. Smack the bombs with your shovel to break parts of the stage. If you want to get to the area on the upper left where there\'s a chest, you\'ll have to break it open with a bomb and jump across, or break it as you fall and bounce back up off a skeleton or jump over, smack it at the top and swing back to the right so you can jump across. 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 â 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 â Little Graveyard Treasure around and a breakable wall for more to the left. Watch out for the ghosts. 5 â 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 â 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 â 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 â Checkpoint 2 Worth $210. The platter has a bomb in. Open it when the skeletons are at the other end and get out of the way. The far right wall can be broken to reveal food and go to an extra area with treasure. Otherwise head up. 8a â Watery Graves Bounce across the three gravestones to the ladder and get the chest. Break the wall to the right of the chest and watch out for a red skeleton. 9 â 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 â 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 Gold Armor so you can see yourself better. For your trouble you get Song Scroll #26. 10 â Weighted Lifts The skeleton lifts in this section go 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. 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 a 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 â 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 â 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 â 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 â Skeleton Pit If you want the Phase Locket Relic here, you need to bounce off a skeleton up to the left path. The 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 â 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 â Checkpoint 3 Worth $500. Work your way right, kill the skeleton 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 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 â 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 â Giant Skeleton 2 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 â 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. 19 â Boss Checkpoint Break the block under you on the left for a dinner. Checkpoint is worth $350. 20 â 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 â a C-shaped arc from upper to lower and then back again in the same arc reversed. 2 â 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. 3 â across the top to the bottom opposite side and then back again across the bottom up. -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 have half the hp of a yellow skeleton. -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, smack him back. Dodge his sickle tosses, attacking if he does pattern 3 when he appears below you to the side and changing arena sides if he does pattern 3. 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 â Intro Hit the Phase Locket to get over the first set of spikes and get a feel for its timing. 2 â Traps 1 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 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 â 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 â Eagle Heads This can be navigated without the Locket, but why risk it? 5 â 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 scroll 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. They have one health point. 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 some time after clearing it. (5) Random encounter, appears some time in section 2. 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 7a - Alchemy Coin 4a - Song Scroll #30 9 - Song Scroll #29 18 - Plague Knight Walkthrough ----------- 1 â 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 â 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 â Explosions There\'s no secrets here, but the area is 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 usually 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 â Checkpoint 1 Worth $500. Most of the blocks in this room are destructible, and the two on the bottom, middle and right 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 â 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 â 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 â 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 grey ghost before it goes nuts on you. Backtrack if you want the gold to the left. Never let those guys go unchecked. 7 â 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. Wait there. When that one pops, jump and shovel drop bounce off the grey ghost and get up above the ceiling. Skip the rest of the section easily until you have to drop off. Land on the last pot and wait there for the two grey 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 â 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 grey ghost. 8 â Purple Spider The purple spider throws random 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 â 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 â Mr. Hyde? While the doctor is throwing potions, 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 â 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, you might be better off skirting by him, up to you. After hopping down the steps, up the ladder and dropping down the flaming wall, you come near the end. Kill the grey ghost before anything else. The wall to the left of that drop can be broken for a dirt pile with a carrot in. The timing on these last 3 blocks is super tight. You have to be in the air when they flame. 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 â 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 â Flames and Ladders Climb the ladder quickly so you can be on level ground to dispatch the two 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 â 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 dinner platter. 14 â 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 â 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 they 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. 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 â Boss Checkpoint Worth $350. Smack the bottom left stair for a meal platter. 17-18 â 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. 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 12 - Throwing Anchor 8a - Song Scroll #27 14a - Song Scroll #28 22 - Treasure Knight Walkthrough ----------- 1 â Bubble Blocks Nothing here, just teaching you that if you stand on a bubble block it evaporates. 2 â 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 â 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. 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 â 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 â 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 â 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 â Checkpoint 1 Worth $350. Also worth noting this room is the best place to quickly 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 â Crabs on Spikes Bounce across the spikes on the grey 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 â 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. Over a moving platform pit against a random 4 hp enemy is dangerous. Best to jump over him and move on. 8 â Octopus Arms Stab the arms that pop out at the end 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, the wall to the left of them can be broken for a dinner platter. The wall on the far right then can be broken for a bonus area. 8a â 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 â 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 and move on to the next screen. 10 â 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 â Checkpoint 2 Worth $350. Dodge the grey crabs and break the upper blocks for treasure before dropping down. 12 â 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 it 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 ready to fight him. He can only be damaged at the light in the treasure chest. 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 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 â Checkpoint 3 Worth $500. The wall under the checkpoint can be smashed for a dinner plate. 14 â 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 â More Bubbles and Arms Use the bubble platform or Arm bounce to get to the next platform. Fishman attacks. If you got the Anchor, use it, otherwise do you 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 â 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 â 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 â 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 â Checkpoint 4 Worth $350. The anchor platforms in this section drop when you get close and then reel up. 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 â 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. If you don\'t have the anchor or charge slashes, you probably don\'t need the money anyway so just skip this area. 19 â 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 right into the wall. The trajectory should clear out the whole room. Grab the dinner platter and everything that dropped and move right. 20 â 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 â Boss Checkpoint Worth $350. 22 â 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. Always starts with this one. -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. -Anchor down: While hovering, shoots down and causes a local explosion of treasure that hurts. Does this twice in a row. -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 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 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 10a - Dust Knuckles 7a - Song Scroll #31 11a - Song Scroll #32 16 - Mole Knight Walkthrough ----------- 1 â Dig Down You can\'t shovel drop flaming slimes. If you jump up over to the right, you can get some extra treasure. 1a â 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 â 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. The last lava vent on the ceiling on the far right doesn\'t drop anything. 3 â Further Down Smack the wall to the left and then again to the left inside that for some treasure and a dinner platter. The flying eagle heads have 2 full health points, so take care around them. Get what treasure you want and drop down. 4 â 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 â 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 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â Knuckle Treasure Knuckle your way across the top, grab the chest and Knuckle back underneath. Easy. 15 â 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 â 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 last 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, later rounds 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 that. 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. At the end, he\'ll slam the ground and drop some blocks on 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 â Town Proper The only thing of value here is Song Scroll #08. 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. 2 â 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 some 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. Neither is terribly dangerous. Just keep on him with shovel drops, and 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 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 â 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: Doubles your magic limit 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 â 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 â 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 #09 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 â Intro If you have the Dust Knuckles you should be familiar enough with how they work to clear these areas easily. 2 â Gaps Knuckle your way across the gaps as usual. 3 â 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 â Double Fun Knuckle, bubble bounce, Knuckle across. 5 â 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 â Entrance Pay $5000 to the Ticketer to access the hall of champions. 2 â Foyer Nothing here. 3 â 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 6 hp 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. 4 â 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 â 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 â Secret Room 1 This room has a dinner 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 â Interlude Nothing here. 7 â 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 â 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 â Secret Room 2 This area also has a dinner 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 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. On the next screen, don\'t break any blocks that would open up a pit for you. Get the chest in the middle and move on. 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 â 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. When you\'re done, drop down on the right half of the screen. 2 â Rockets Ride the first rocket platform to the pink gems, and the second across to get all the reds. 3 â 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 â 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 â Arms Each red gem has an octopus arm under it. Work your way bouncing right to left. 6 â 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) -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 8a - Mobile Gear 6a - Song Scroll #34 10a - Song Scroll #33 13b - Song Scroll #35 17 - Tinker Knight Walkthrough ----------- 1 â Conveyors Nothing special here, just getting you used to conveyor belts. 2 â Clockwork Mice The mice dive and break when they get close, be ready for that and pound them. Under the first overhang to the left you can smash the wall for a red gem. 3 â 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 mage 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 â Gear Bouncing Bounce repeatedly on the yellow gear to clear the gap for your treasure. 4 â 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 mage\'s gear attacks. If you hurry you can avoid the grey ghost altogether. When you come back up the right from room 5, climb high so you don\'t fall all the way down if the grey ghost hits you. Smack him as best you can, but frankly I always get hit by him. Clear the gap and eliminate the mage 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 â Timed Bars Run to the left and stand on the block pile. When the grey 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 â Welders by Day To the right is a breakable wall with a food 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 â Dangerous Gems Wait for the grey 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 â 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 bypass 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 â 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 grey 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 â 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 â 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 â 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 â 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 â 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 grey ghost. At the end a grey knight is waiting. 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 â 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 mages. Just hit them carefully between dodging the gears to get by. If you have the Phase Locket you could just bypass them too. 13 â Path Split As you climb the ladder you can smack the left wall for a dinner 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 â 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 â 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. 14 â 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 â 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 â 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 â 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. 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. 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 13a - War Horn 17 - Song Scroll #36 17a - Song Scroll #17 19 - Polar Knight Walkthrough ----------- 1 â Opening The far right wall is breakable for a red gem and a bomb. Watch out for bombs in this stage. 2 â 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 â Viking Yeti Try to kill the wolf before approaching the 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. 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. 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 â Checkpoint 1 Watch for the falling snow from the white mage. The moving platforms will catch most of it but be careful. Hit the checkpoint ($500) and climb up. Drop on the mage 3 times and cross over. 5 â 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 â Blue Dragons Work straight across the top until you drop in on the first dragon. Hit him twice from the side to kill him. Then when the second dragon is almost all the way left and about to turn around, drop down to through the ice to the big ice block and then get out of the way of the bomb that releases. The bomb should kill the second dragon, if not hop down and do it yourself. 7 â Snowy Spikes Carefully knock down the snow to head left. 8 â 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 â Mage and Treasure At this point, you\'re probably just better off skipping this. If you have the Throwing Anchor you can use that to kill the mage before dropping down. Also the large ice block has a bomb in it. The reward is a standard ($300) chest. 9 â 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 â Rainbow Dragon 2 Take the dragon platform over to the right and go up through the opening. Kill the mage and break open the hole with 2 large ice blocks (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 â 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 dinner 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 â Checkpoint 3 The guys on ladders follow very specific patterns and rules. They always move the same ways, throwing hammers right then left and on. The hammers do not hurt you if you\'re on the ladder with them. 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 dinner platter. Smash the hanging ice blocks and jump up to kill the last ladder Viking and move on up. 13 â 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 do the same thing with the wolf, jump after you smash the block so it runs under you. 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 â 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 grey ghosts at each diagonal. Let them in close enough and blast the horn. 14 â Checkpoint 4 Bounce across on the blue dragons, getting treasure if you want and hit the checkpoint ($500). 15 â 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 â Down and Up At the top of the ladder 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, take out the ladder Viking, then change ladders, break the ice, change again and climb up to 17. 17 â 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 mage. 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 mage and blue dragon to your right. The mage 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). If you\'re daring you can bounce from the dragon to the mage\'s platform to kill him. Going under where the mage 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 mage on the lower level. From the snow just past where the ice blocks were you can reflect the mage\'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 mage\'s snowflakes. 17a â Spiked Note Straightforward, just be careful. Use the Phase Locket if you need to and have it. Reward is Song Scroll #37. 18 â Boss Checkpoint Worth $750 with good reason. Don\'t break this one unless you\'re deliberately doing a run with no checkpoints or deaths. Above to the left you can break the wall for a dinner. Mind the gap. 19 â Polar Knight Polar Knight starts off with a relatively predictable pattern and then it goes to hell. 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. 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 13a - Propeller Dagger 13b - Song Scroll #39 15b - Song Scroll #38 26 - Propeller Knight Walkthrough ----------- 1 â Opening Bounce off the white jellyfish to the ladder. 2 â Drops The platforms drop when you stand on them. Ride the last one down until you can jump to the ladder. 3 â 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, 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 â Hidden If you have the Throwing Anchor use it on the black mage first. Work across to the left, there\'s a roach on the second and third lower platform. 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 mage\'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 â Electric Treasure You can fish in the first pit for a Troupple fish. Use the fans to fly up and kill the blue jellyfish, then get across to the chest by running into the second fan from the right and letting it blow you high and left. 5 â 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 â 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 â Cannons Go inbetween the large cannon shots and then bounce across the small shots to the dirt block on the upper right to move on. 8 â 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 â 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 â 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 â 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 â Checkpoint 2 Bounce off the cannonballs to the checkpoint ($500). The wall just to the right of the checkpoint can be smashed for a dinner platter. Hop over to the ladder. 13 â Relic Path Drop down this gap with a shovel drop to bounce off a grey 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 â 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 â 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 â Patterned Jelly There\'s an alcove on the top right you can just walk in with a pink gem and magic. Watch that the non-electric jelly moves to the left. Land on the rightmost one when safe and bounce over to the left and the ladder. 15 â Fans and Mage Nothing super complicated here, just tricky to navigate. There\'s a bonus area above if you smash the wall behind the black mage. 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 â 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 â 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 â 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 â Checkpoint 4 Worth $500. Use the timed fans to get up and not blow you off on your way to the ladder. 19 â 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 â 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 â 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 dash 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 â 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. 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 â 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 â 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 â Boss Checkpoint Worth $350. Hit the wall on the right for a meal platter. 26 â 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 â First Gap Jump and Dagger over the first gap, get your chest. 2 â 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 â 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 â 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 â 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] =================== 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] ====================== He mostly lances at you 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. 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 $???? 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 7 - Song Scroll #22 13 - Song Scroll #40 16 - Black Knight Walkthrough ----------- 1 â 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 â 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 â 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 â 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 â 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. But 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 â 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 â 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 grey 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 #22. 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 â 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 â 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. 10 â 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 â 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 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 â 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 â 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 â 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 â Boss Checkpoint Worth $1000. 16 â 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 (these may happen in either order), two right hitting the middle and right edge, 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. If he downthrusts into the meteor fragments as man or bird, they will explode sideways. 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. 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 8 - Song Scroll #19 10 - Song Scroll #41 13 - Boss Rush Walkthrough ----------- 1 â The Drop Shovel Drop through the sandstone and head right for the center drop before the eels can appear. 2 â 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 â Down and Down Either side, shovel drop off the white jellyfish and down the center. 4 â 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). 5 â 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 â Fire, Ice and Slimes If you have the Dust Knuckler, plow a path straight through to the end, hop up and shovel drop down the right. The second block down the drop has a slime in. If not, work your way carefully across the top without doing any shovel drops to the far side. Many of the blocks contain more slimes so be careful. 7 â Checkpoint 2 Cancel your shovel drop before you land in the lava. Break the right wall from the checkpoint for a meal. Checkpoint is worth $1000. 8 â 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 mage and wait for the dropping lava to pass. Strike twice in a row to run into the mage and then settle the platform onto where the red mage was standing. Shoot it forward once, let it lower so it\'ll hit the next mage and shoot it forward again without hitting the platform he was standing on. Shoot forward once more and then move to the right edge of the dragon to trigger the samurai into dropping. 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). 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 #19. 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. A little more skill needed but much faster and easier if you can do it. 9 â Checkpoint 3 Worth $1000. Climb up to the ladder 10 â 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. You want to use the edge of the moving section to hop up past the spikes if you can. 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 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 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. 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 â Meals? Some of these platters are booby trapped and you should have full health now so ignore them. 12 â Boss Checkpoint Worth $1000. Another one you probably should leave unless you\'re doing an achievement run. 13 â Boss Rush Face off against all 8 knights in a random order. Between each battle you get a meal platter. Every other 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: Propeller Knight can no longer make holes in the stage. Spectre Knight\'s double C sickle arc swings lower the first toss and will hit you if you\'re standing opposite him (before it would go over your head). 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. Plague Knight won\'t have destructible floor under him, so the arena will stay mostly level. 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 ------------- 4b - Song Scrolls #42-46 7 - Enchantress 8 - Evil Presence Walkthrough ----------- 1 â Boom Strike anywhere in the room to start falling down. 2 â 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 surprise you. 3 â The Drop Head in and fall down. 4 â From Where Platforms Head to the left for a bonus area. Walk right and jump up and continue on. 4a â Lava Run Carefully work your way left over the lava pit with the platforms that rise up. 4b â Bonus! Enjoy the last 5 Song Scrolls #42-46, a meal platter, pink gems and a Troupple fish at the edge. 5 â 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. 6 â Final Checkpoint You can\'t break this one. 7 â 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 â Evil Presence Catch Shield Knight and be ready to fight again. 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. 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\'ve bought before unlocking the Armor Outpost. 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 â Finish the game. Notes: Self-explanatory. Defeat the final boss the first time. Music Lover â 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: Ascent, Room 8 Scroll 20: Plains, Room 9a Scroll 21: Plains, Room 12a Scroll 22: Tower of Fate: Entrance, Room 7 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 â 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 â 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 â 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 â 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... â 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 â 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 mages. A good place to grind them is in Pridemoor Keep, room 10. Just keep re-entering the room and killing the upper-right mage until you have it. Again! â Finish new game plus. Notes: Beat the game on New Game+ mode. See that section of the guide for some tips. Hall Champion â Solve the woes of the Hall of Champions. Notes: Finish the Hall of Champions. See that section of the guide. Well Met â 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 â Defeat 4 of the Order of No Quarter. Notes: Awarded automatically when you defeat your fourth Knight. Hey Big Spender â Spend a combined 25000 gold. Notes: Should get this easily on your way to getting \"Decked Out\". Impossible! â 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 â 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. Perfect Platformer â Finish the game without falling into a bottomless pit. Notes: See \"Impossible!\" above. Checkpointless â 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 â Buy your first item. Notes: Buy anything from any of the vendors. Master Shoveler â Purchase all available Shovel Blade upgrades. Notes: Buy the 3 upgrades from the Shovel Smith. Will get as part of \"Decked Out\". Flare Wanderer â 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 â 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 â 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 â 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 â 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 â 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 â 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! â 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 â 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! â 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 â 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! â 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 â 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 to hard to grind out otherwise if you need to. Get the Point â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â 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 â Use caution and common sense around campfires. Notes: Dig up your campfire when you wake up after beating any stage.