Shovel of Hope Walkthrough: Regions and Difficult Sections
Check the normal campaign's main progression using map state and scene landmarks. Region requirements, difficult sections and boss responses are in collapsed solutions.
Edition: Shovel of Hope within Shovel Knight: Treasure Trove for PC Steam (app 250760), normal single-player main campaign. New Game+, co-op, other campaigns, Showdown, DX, Dig and Pocket Dungeon are treated separately.
Verification scope: Public sources compared on 2026-10-04. The game has not been launched, the current build number has not been checked, and not every current Japanese UI name has been verified. Follow the controls shown in your settings.
Sources checked: 2026-10-04
40 / 40 rows
Searching does not open answer tables. Choose the answer you want to reveal.
Use map names and on-screen landmarks
Upcoming opponents and steps are separated into solutions. Choose your current stage, then check preparation before entry, one action during the stage, the boss's cue and your next destination.
The order within each region is one example. This walkthrough does not cover every room or hidden collectible.
Solution 01
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Main map unlocks and detours
Wide tables scroll horizontally.
| Region or section | Entry requirement | What to do | Check next |
|---|---|---|---|
| The Plains→Village | New game | Defeat the first boss, pass through the Village once and reach the map | The first region becomes accessible |
| Pridemoor Keep/The Lich Yard | First region | Defeat the bosses of both stages in either order | The gate to the next region opens |
| Explodatorium/Iron Whale/Lost City | Defeat the two bosses in the first region | Complete three stages; visit the Armor Outpost if needed | Proceed toward the next three stages |
| Clockwork Tower/Stranded Ship/Flying Machine | Defeat the previous region's three bosses | Complete three stages and check map paths and newly appearing events | Proceed to the Tower of Fate |
| The Tower of Fate's three sections | Complete the regions' main bosses | Proceed through Entrance, Ascent and the deepest section in order | End of the normal campaign |
| Optional areas | Accessible on the map | Keep relic practice and treasure collection separate from the main route | Do not turn an unverified detour into a requirement |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Forest of Phasing is a relic-focused detour for the Phase Locket, Knuckler's Quarry for the Dust Knuckles, and Frigid Flight for the Propeller Dagger. Completing regions for main progression is separate from collecting everything in detours.
Solution 02
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The Plains: Introduction to Bubbles and Shovel Drops
Start a new game. First confirm that normal attacks, jumping and down inputs respond separately.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Bubbles and pits | Bubbles rise over a pit | Shovel Drop onto a bubble, then steer toward the far side after bouncing | Check the floor beneath you before continuing |
| Sleeping dragon | Blows bubbles and moves left and right when approached | Aim a Shovel Drop at its head rather than running into its body | Defeat the dragon and reach the ladder |
| Black Knight | Jumps high and performs a Shovel Drop | Move out from directly underneath and hit once after landing. Jump over or reflect projectiles | After winning, pass through camp and continue to the Village |
No matching entries in this table. Shorten the query or clear it to restore all entries.
After failure, first repeat your approach onto the bubble. Do not become so focused on another hit to the enemy's head that you fall into a pit.
Solution 03
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Pridemoor Keep: Book Platforms and King Knight
First region. If you want to reserve money for relics, check the purchase table in the relic guide first.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Shield knight | Guards overhead and charges horizontally | Do not repeatedly hit the shield; strike once when exposed after a charge | Leave room to land beyond the enemy |
| Books and temporary platforms | Hitting a book makes platforms appear | Watch the fire cycle ahead while bouncing on the book, then keep moving once you commit to crossing | Reach the next book or ladder |
| King Knight | Braces at the edge and charges sideways / brings down his scepter | Jump over the charge toward his head. Move into the air before the downward swing | Watch the ground during the confetti and avoid greedy follow-up attacks |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Keep a checkpoint and practise the book section. Prioritize a single landing rather than forcing repeated hits during the confetti.
Solution 04
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The Lich Yard: Darkness and Specter Knight
First region. When the light returns, identify ground where you can wait for the next flash.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Green bushes | Rise when struck from the side | Launch one with a normal attack, jump above it and Shovel Drop, then move sideways toward the ledge you need | Reach the ladder or upper floor |
| Weighted platform | Sinks under a large skeleton's helmet | Push the helmet across from the side, then use the passage once the platform sinks | Recheck platform positions before and after darkness |
| Specter Knight | Throws a scythe and catches it at another position | Do not chase only its outgoing path; avoid the return and attack from the nearer side | As one approach, counter charges from above and slow approaches with a horizontal attack |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Do not chain jumps through darkness from memory alone. Check the next platform when the light flashes. After winning, tackle the other unfinished stage, or advance to the next region if both are complete.
Solution 05
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Explodatorium: Explosions and Plague Knight
Second region. Explosions often destroy platforms, so preserve ground you can retreat to.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Bouncing lids and the ceiling | Lids move up and down beneath spikes | Avoid repeated high bounces; move after checking where the lid lowers and where the next floor lies | Move right without touching the ceiling |
| Enemies dropping explosives | Bottles hit the floor and open holes | Avoid the explosives' drop lines and preserve the platforms you need | Recheck the landing point before crossing a gap |
| Plague Knight | Jumps around throwing explosives | Leave ground where an explosion is starting; attack horizontally or Shovel Drop onto the head only when you can approach | Avoid chain reactions around purple containers |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Do not use the same landing point after the floor has been destroyed. Continue to unfinished stages in the second region.
Solution 06
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Iron Whale: Underwater Sections and Treasure Knight
Second region. Falling is slower and jumps are higher underwater, so watch for hazards near the ceiling too.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Underwater bubble-like platforms | Jump height and disappearing ground | Cross in short sections and do not stand on bubble-like platforms for long | Avoid spikes both above and below |
| Falling anchor | Drops when approached, then reels back up | Move out from directly underneath, then stand on top once it starts returning | Move from its upper surface to the next platform |
| Treasure Knight | Anchor cannon firing and retraction / central chest | Avoid the anchor's outward and return paths; move beyond the chest's suction range to attack | Also jump over the wave when the anchor hits the floor |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If the boss's chest pulls you in, stop attacking and make space first. Continue to the rest of the second region.
Solution 07
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Lost City: Lava and Mole Knight
Second region. Break the habit of landing on an enemy's head when it is covered in flames.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Large lava-walking creature | Bouncy back and forward horn | Stand toward the horn and move with it while avoiding falling lava | At the end, move onto the next floor |
| Green blobs and lava | A blob falling into lava creates a temporary platform | Send the blob with a horizontal attack, then use the changed area to continue | Reach stable ground before it changes back |
| Mole Knight | Horizontal charge / dirt blocks / flaming state | Jump early over the charge toward the head. Break only dirt in your path. Switch to dodging while the boss is aflame | Wait for an opening after the flames end |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Do not destroy a green blob you still need. Once all three bosses in the region are done, check camp and changes on the map.
Solution 08
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Stranded Ship: Ice and Polar Knight
Third region. Stopping is harder than on normal ground, so do not start at the very edge.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Statue that leaves a rainbow bridge | How the statue responds horizontally and vertically | Strike it from the side to move it forward. Use its reactions to jumping above it or riding it to adjust the height | Follow the statue's path to the next safe platform |
| Snow and spikes | Snow can be dropped from above | Drop snow over the spikes and cross the covered area | Do not descend onto ground that is still exposed |
| Polar Knight | Guards overhead with his shovel / digs snow | Stop unconditional Shovel Drops; dodge or return snowballs, then move away from exposed spikes and attack horizontally | Even when using an invincibility relic, keep a retreat point for before it wears off |
No matching entries in this table. Shorten the query or clear it to restore all entries.
After spikes are exposed, prioritize correcting falls and contact positions over healing more. Continue to unfinished stages in the third region.
Solution 09
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Clockwork Tower: Gears and Tinker Knight
Third region. Before jumping, check how the conveyor moves your body even while you stand on it.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Conveyors and large gears | Direction of movement and landing point | Judge how far you are carried forward and jump earlier; do not jump into gears other than those meant for Shovel Drops | Reach a ladder and pause once |
| Auto-scrolling ascent | The screen's lower edge rises toward you | Prioritize platforms that lead upward over treasure. Alternate horizontal movement and climbing | Reach the exit at the top |
| Tinker Knight, first phase | Runs while throwing tools | Avoid tools and Shovel Drop onto his head. Keep away from the flurry after he falls over | Stay alert until the next phase begins |
| Second phase in the giant machine | Stepped projectiles and a rotating spear | Climb using the projectiles as platforms, then approach the pilot's head from the spear side. Drop down when shoulder projectiles arrive | Do not keep attacking the machine's torso |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If you fail to climb up, wait for the next projectile and climb again instead of forcing the quickest follow-up on the head.
Solution 10
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Flying Machine: Wind and Propeller Knight
Third region. Watch crosswinds, updrafts and ceiling spikes together. Movement relics do not create landing platforms.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Windy gaps | Wind direction and the moment it stops | Check the direction from safe ground, then cross to one platform at a time | Do not bounce too high beneath ceiling spikes |
| Small flying craft | Blade on top; exposed side | Attack from the side rather than landing on top, and avoid dropped objects | Reach the checkpoint after defeating it |
| Propeller Knight | Sword charge and suction / cannon fire | Jump over the sword toward the head; recheck the ground if the wind pulls you. Avoid broken floor after cannon fire | As platforms disappear, prioritize ground you can return to over follow-up hits |
No matching entries in this table. Shorten the query or clear it to restore all entries.
If you fall often, watch one wind cycle and adjust your takeoff rather than repeatedly using relics to stay airborne. After all three bosses, head for the tower.
Solution 11
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Tower of Fate: Entrance: Crushing Walls and the Final Black Knight Battle
After completing the main regions, replenish healing supplies and check for unused upgrades before entering.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Moving walls | The opening width and platforms you can retreat to | Do not force your way into a closing gap; pass each opening separately | Reach the next checkpoint |
| Dark bridge in the rain | Whether raindrops bounce on a platform | Identify real ground by the rain hitting it, then cross | Do not jump onto a merely visual floor |
| Empowered Black Knight | Airborne movement, meteors and movement after landing | Avoid meteor drop lines and stones left on the ground. Strike the head once when you can approach | After winning, continue to Ascent |
No matching entries in this table. Shorten the query or clear it to restore all entries.
After respawning, recheck the moving walls and bridge as they were just before your failure. Invincibility does not remove the need to cross gaps.
Solution 12
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Tower of Fate: Ascent: Combined Terrain and Consecutive Battles
After completing the tower entrance. These steps cover the normal campaign; do not apply them directly to New Game+ meal placements.
Wide tables scroll horizontally.
| Scene or opponent | Action cue | Action to try | Completion and next check |
|---|---|---|---|
| Water, statue and moving walls | Previously encountered terrain appears in succession | Readjust your height after the water, build a path with the statue, then check the safe opening width as you climb through vertically moving walls | Reach the upper checkpoint |
| Eight consecutive opponents | Meals appear between changes of opponent | Use each opponent's earlier cues one battle at a time. Collect meals between battles and conserve magic | Finish every opponent |
| Fail during the sequence | Retry from the point before the consecutive battles | Save relics for difficult opponents and rely mainly on the shovel against those you handle well | Check support relics and magic after restarting |
No matching entries in this table. Shorten the query or clear it to restore all entries.
A full magic refill is not guaranteed in every fight. Some meals become bombs in New Game+, so do not run toward plates without checking.
Solution 13
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The Deepest Section: Preserve the Floor, Then Join the Final Battle
The tower's final section. This contains specific solutions from immediately before the ending.
- In the room with blocks that shoot out, avoid them while watching the next platform. Do not break the remaining floor by leaving Shovel Drop active
- Return the Enchantress's fireballs that can be reflected with the shovel. Attack only when she is near and do not fall below the floor while chasing her
- Lure the floor-restoring magic from below toward a pit's edge, then jump away. Use the restored ground as your next retreat point
- After the first phase, health is restored and you fight alongside Shield Knight. Sources state that subsequent failures restart from this phase
- Shovel Drop twice in succession on your ally's raised shield to gain enough height, then move to the giant opponent's head. When the opponent moves, descend onto safe ground again
- Return near your ally's shield during large attacks and move out from directly beneath the floor-breaking downward attack. After winning, check through the closing scene and credits
Some sources simply call the final opponent the Enchantress. This guide distinguishes phases by combat and appearance without adding a story interpretation.
Frequently asked questions
Is the stage order within a region fixed?
Some regions let you choose among accessible stages on the map. The progression table, including gate requirements, is in solution 01; consult it only when you cannot advance.
Do I have to finish every optional stage to advance?
Main progression and relic-focused detours are separate. Check the map's unfinished markers and compare which requirement applies in solution 01.
What if I keep losing to a boss?
Learn one cue and one retreat point per attempt, and keep a nearby checkpoint. The relic guide covers preparing health, magic and equipment.
Healing is different in New Game+
New Game+ has fewer healing pickups and checkpoints, and damage is higher. Do not rely on this walkthrough's meals; follow the New Game+ notes and what is on your screen.