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INDIE GAME / PLAY GUIDE

SteamWorld Dig 2: 7 Final Trials | Entrance, Preparation and Key Steps

Main-story, Artifact and Secret ledgers expanded · Updated 2026-10-13

Do not memorize the 7 rooms as a fixed linear sequence; judge by each room’s mechanisms. The normal main-story ending is distinguished from the additional challenge after collecting 42.

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Open the floating-island door

Show Davy the 42 standard Artifacts to obtain Sigillum Caelum et Infernum. Ascend above Windy Plains, fly to the floating island on the right and open its door.

  1. Check Lv14, Air Cooling for flight and the Long-Range Grappler.
  2. Prepare defence and lighting in town, and check True Survivor’s setting.
  3. Head above Windy Plains. Release flight in short intervals to cool it, and link anchor points with the Hook Shot.
  4. Enter the 7 trials beyond the door.

Acoknights | Moving platforms over lava

Knock casters off platforms or deal with them using bombs while avoiding ceiling fireballs. Before breaking blocks that stop moving platforms, check the landing point beyond them.

  1. Push enemies into lava with the Hook Shot, or use Pressure Bombs from a safe distance.
  2. Alternate checking ceiling fireballs and the blocks stopping platforms.
  3. Run across the later belts without stopping.

Buttons | Switches that drop rocks

Break sand supporting the upper rocks to move them onto floor switches. Watch how the broken terrain changes, and use the route returning to the starting side too.

  1. Open the supporting sand at the upper right and upper left, then descend leftward and step on the floor switch.
  2. Return toward the entrance and break the special block on the right and the lower section.
  3. Fly to the upper left through the passage left by the vanished soil, then enter the crusher area.

Crushers | Choose top surfaces and escape sides

Step onto a crusher’s top when it rises, check spikes and lava, then move to the next platform. Do not rush into narrow gaps; wait on a safe surface for the movement cycle to finish.

  1. Cross the crushers’ top surfaces and use a bounce pad to reach the next height.
  2. Climb the left side of the vertical wall and stay away from danger on the right.
  3. Avoid the lift’s fireballs and run left just after the crusher descends.
  4. Reach the exit from the final bounce pad.

Escape | Pursuit and activating robots

Link short flights to keep away from the fast pursuer and explosions. Fly above stacked robots; in the final left passage, let the activated group pass first.

  1. Use the Jet Engine in short bursts and move between explosions with the Hook Shot.
  2. Fly over the vertical line of 3 robots.
  3. When the final group activates, retreat right and wait in the provided hole.
  4. Head to the left exit after the group passes.

Flight | Fly between fireballs

This flight area doubles back right, up and left above lava. Do not enter corners at full momentum; leave stretches for cooling. Fly over the final caster to the floor switch.

  1. Fly to the upper right, then double back left at the next height.
  2. Follow the up-and-down zigzag while keeping away from the fireballs’ paths.
  3. Fly over the final caster, drop it with the switch and exit.

Rockets | Break rocks with guided missiles

Guide missiles toward the target rocks and reflect them with the pickaxe or Hook Shot. Do not assume they must go around walls; watch paths through walls too and keep your distance.

  1. Stand above or on the opposite side of the target rock to choose the reflection direction.
  2. For rocks in the narrow lower route, reflect a projectile downward from above.
  3. Do not hold position with bounce pads alone; create an anchor using the Hook Shot.
  4. Hit the final rock blocking the exit with a projectile.

Skillness | Running jumps and wall turnarounds

This room requires running jumps and wall climbing because you cannot rely on flight or the Hook Shot. Keep running across small platforms, then change direction in midair to reach the upper wall.

  1. Run and jump left, then change direction in midair to reach the wall above.
  2. Do not stop on collapsing clay; continue to the next anchor point.
  3. Check the narrow landing point and repeat the movement to gain height.

Proof of Completion after the 7 trials

Collect the additional Proof of Completion after passing the 7 rooms. To Hell and Back is the achievement for surviving the final trials.

If you have not earned the normal Master Collector, do not substitute the additional reward; return to the 42-Artifact table and check what is missing.

FAQ

Frequently asked questions (FAQ)

Q1 The trial order differs from the guide. ▼
A

The 7 room types are organized by mechanism. Their displayed order is not presented as a fixed in-game sequence. Choose according to the features of your current room.

Q2 I cannot use the Jet Engine in Skillness. ▼
A

This trial uses running jumps and wall turnarounds. Rather than relying on flight or the Hook Shot, switch to running jumps from platform edges.

Q3 I cannot find the trial entrance. ▼
A

First check that you showed Davy the 42 standard Artifacts and received the key. Then fly to the right above Windy Plains and head to the floating-island door.

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