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Shovel Knight Dig

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Shovel Knight Dig (Video Game)
"Jump, slash, and dig your way down an ever-changing chasm of mystery!"

Shovel Knight Dig is a roguelike and Platform Game, and the third title in the Shovel Knight series after Shovel Knight: Treasure Trove and Shovel Knight Pocket Dungeon. A collaboration between Yacht Club Games and Nitrome, it was released on Steam, Nintendo Switch, iOS and Apple Arcade on September 23rd, 2022, and on PlayStation 5 and Xbox Series X|S on May 15th, 2025.

Shovel Knight is in the middle of taking a reprieve by a campfire when a massive drill suddenly crashes next to him. Its pilot: Drill Knight, who grabs Shovel Knight's bag of loot and takes off into the ground with his drill. Grabbing his trusty Shovel Blade, Shovel Knight plunges into the depths to chase down him and his crew, the Hexcavators, to take them down and take back what's his.

Gameplay combines the base moveset of Shovel Knight: Shovel of Hope with roguelike elements. You take control of Shovel Knight as he descends through levels made from predetermined segments and evades the Omega Saw, fighting enemies and navigating hazards with the Shovel Blade and whatever relics you can get your hands on. New to this game is "Speed Shoveling", where you can rapidly dig paths through chunks of dirt. As you explore, you'll also find side rooms like shops, treasure caches, and ambushes that can help or hinder you, and cogs that are spent on the Drill Capsule at the end of each level to get healing or accessories.

Dig would later receive two free content updates. The first, Fate and Fortune, was released on PC, iOS and Apple Arcade on March 17, 2023 and Switch on May 15th, 2025, and centers around the Knightmares, a series of escalating difficulty modifiers introduced by Black Knight. The second, Wicked Wishes, was released on all platforms on May 15th, 2025, and introduces Hoofman's Adventurer's Guild, a new section of the hub area with its own side story and new quests, mechanics, relics, and accessories.


Shovel Knight Dig contains examples of the following tropes:

  • 1-Up: The Fenix Feather accessory gives a one-time revive. It stays in your inventory after use, so you can't get another unless it's discarded through the true ending path or by the effect of Knightmare 10.
  • Anvil on Head: The Enchanted Slamvil accessory takes the form of an anvil that drops from the sky at the start of each boss battle, clonking the boss on the head for 3 damage.
  • Armor-Piercing Attack:
    • Most of the Relic subweapons deal damage to enemies while disregarding any shields they may have.
    • The Boulder Blade enables Shovel Knight's Shovel Blade attacks to ignore enemy shields.
  • Attack Its Weak Point: The True Final Boss, the Enchantress-empowered Drill Knight, has large cyan weak points on his head and drill that you have to hit to damage him.
  • Beat the Curse Out of Him: The Post-Final Boss encountered in Knightmare 10 is Black Knight, seemingly driven mad by the Enchantress's power. Shield Knight nearly quotes the trope name upon seeing him: "Mad, or possessed; he leaves us no choice! We have to knock this curse out of him."
  • Be the Ball: The Ballistic Armor allows Shovel Knight to curl into a small ball when you press the jump button in midair, giving a brief moment of invincibility to enemies and allowing you to roll along the ground and through dirt quickly.
  • Big, Bulky Bomb: The Siege Bombs return from Showdown. They're roughly the size of Shovel Knight and explode with a radius of half the screen large.
  • Blow You Away: The Gusteo Wizzem launches small balls of wind that travel slowly along walls, floors and ceilings. The Gusteo Wand relic allows you to use a projectile that behaves the same.
  • Books That Bite: One enemy archetype that appears in the Magic Landfill is a book that sprouts sharp teeth. They appear facing both upwards and downwards; upwards ones can be defeating by doing downward digs to rip out their pages, while you can attack the spines of downwards ones or run under them to make them lunge down further.
  • Call-Forward: Seeing as Dig was released after all of Treasure Trove and Pocket Dungeon but is set before them, several things from later games come up.
    • The Bubble Frog Heirloom from King of Cards appears here as a Relic for Shovel Knight.
    • Joustus, the card game that King of Cards centers around, is mentioned offhandedly a few times.
    • Duelist Di appears as a still-living NPC, with multiple Black Comedy lines foreshadowing the eventual death that leads to her appearing as a ghost in King of Cards.
    • Cooper appears as an NPC. He'll mention the Glidewing, King of Cards' Hub Level, and also has dialogue with Duelist Di that suggests she was their previous Joustus champion who was only vaguely described in KoC.
    • Hoop Kid can be found on top of Hoofman's shop and looking out at the land, musing about how she'd love to "explore the world in a flying machine", with Shovel Knight encouraging her dreams. In addition to being a minor reference to Propeller Knight's Flying Machine from Treasure Trove, Hoop Kid's position and dialogue echo her role in KoC, where she stands on the balcony of the House of Joustus and admires the Glidewing (with King Knight being much more disparaging of her desire to ride in an airship). Hoop Kid also sings the same poem from KoC at the end of her dialogue.
    • You can hatch a Griffoth follower that will shoot projectiles at enemies and a Troupple follower that will heal you; King Knight can use Decrees in King of Cards to summon both for the same purpose. You can also hatch a Fairy follower that will chase down and bite enemies, much like the item in Showdown.
    • Tinker Knight and Mole Knight's portions of the "Where Are They Now?" Epilogue feature them preparing for the events of Treasure Trove; Tinker is in the middle of crafting his Tinker Tank, while Mole transitions from his water-based aquatic form to his cave-based fiery form.
    • Some of the lesser healing items resemble Specter Knight's from Specter of Torment: chicken bones and mostly-eaten apple cores.
    • The large orange Siege Bombs return from Showdown, showing up in the Grub Pit and Magic Landfill. Unlike in that game where they were purely a hazard, this time you can pick them up and escort them to destructible walls to reveal secret areas.
    • The Berserker Bauble's design and purpose are based on the Berserker Bee, an item from Showdown which temporarily doubles the user's damage.
    • A few armors return from Shovel of Hope with similar purposes: the Final Guard (loses less money upon death), Conjurer's Coat (increases your base magic energy cap and the damage you take), and Ornate Plate (still just a fancier version of the base armor), in addition to the default Stalwart Plate.
    • The Dynamo Greaves and Dynamo Gauntlets give you a temporary boost to your abilities for Shovel Dropping twice in a row, just like the Dynamo Mail from Shovel of Hope; the Gauntlets even have the same function as the Mail of letting you do a stronger slash once.
    • The Drop Spark upgrade returns from Shovel of Hope; this time it's an accessory rather than a permanent upgrade.
    • Several relics come from Shovel of Hope: the War Horn, Mobile Gear Drill (similar to the Mobile Gear, with the addition of drilling through dirt), and Rising Dagger (one of Custom Knight's relics). Wicked Wishes adds the Fishing Rod.
    • One of the Shovel Blade Techniques is the Glide Cloud Drop, based on the Glide Cloud that Custom Knight can use in Shovel of Hope. The Wicked Wishes update adds another Custom Knight ability as a technique in the form of Flare Razer.
    • The Magic Landfill biome and its boss Scrap Knight debuted in earlier release Pocket Dungeon, which is chronologically set during Shovel of Hope.
  • Cap Raiser:
    • Health upgrades will add one orb to your health meter (equivalent to two hit points), while magic upgrades will permanently increase your max ammo for Relics for the duration of the run. Some of Gastronomole's food will provide upgrades to one of the two, while Chester and Tom Bola can also offer them against payment, and some side rooms will have free-floating pickups or an NPC who gives them to you.
    • If you collect a duplicate Relic of the one you're already holding, it will increase your ammo by the amount of max ammo a fresh pickup of the Relic will give you (including any magic upgrades you have). This increased ammo isn't permanent, though; as you use it you'll continue to lower your max ammo until it's back to normal levels.
  • Cardboard Prison: After beating the game, Drill Knight gets locked up during the "Where Are They Now?" Epilogue. This proves to be exactly as effective as you would expect for a man who's covered in drills; he smashes through the wall behind him seconds later and walks out a free man.
  • Critical Status Buff:
    • The Berserker Bauble doubles the damage dealt with the Shovel Blade when your health is two orbs or less.
    • The Hoofling Boot makes you launch damaging projectiles every time you land on the floor after jumping, but only at low health (the value varying depending on your current max health).
  • Cross-Popping Veins: If you attack and stun Fleck during Hive Knight's boss fight, the latter will temporarily get mad, denoted by turning red and having a large cartoony red cross-vein appear on his head.
  • Cute Owl: Shield Knight's pet owl Altius is presented as cute, frequently twirling and flourishing with a smile on his face.
  • Discount Card:
    • There are two things that grant discounts at all shops, both of which stack: the Suave Salve accessory cuts prices by 25%, while the Scrounger's Suit armor cuts prices in half. If you have both, Scrounger's Suit takes effect first, and Suave Salve will reduce by 25% of the new price (e.g. a Blackened Turkey costs 360 gold in the second biome normally, 180 with Scrounger's, and 135 with both Scrounger's and Suave Salve).
    • Normally, Master Argus is on-guard at all times and responds to you trying to hit him with your Shovel Blade by blocking the attack. If you manage to hit him by knocking an object into him before striking him with your shovel, he'll be impressed and slash his prices by half for that room.
  • Down in the Dumps: The Magic Landfill is a biome with all sorts of wrecked junk, scrap and debris filling the background and walls.
  • End-Game Results Screen: Dying or finishing a run will show a screen showing your progress and the route you took, how much money you earned and how much is in your banked gems, what Shovel Blade Techniques you had, your armor, relic(s), number of health and magic upgrades, and accessories. The second page has stats such as the money you spent, dirt you dug, enemies you killed, and cogs you collected.
  • Evolving Weapon: The Morph Lance relic deals 1 damage, increases that number by 1 every time you successfully land a hit with it, and reverts back to its base form if you whiff. It also changes its appearance as it goes, getting thicker with every hit, gaining small spikes at level 4 and large ones at level 5, and changing its secondary stripe color and the color the weapon flashes when you use it: level 1 is yellow, 2 is green, 3 is indigo, 4 is purple, and 5 is red.
  • Fast Tunneling: One major mechanic of this game is digging through dirt.
    • Pressing the attack button while facing dirt will cause Shovel Knight to instantly dig out a chunk about as large as he is, and holding in a direction while digging dirt or dirt blocks will make Shovel Knight move into the space as he digs, similarly to the Dust Knuckles in Shovel of Hope. This allows you to forge your path through massive chunks of dirt in just a few seconds.
    • The Ballistic Armor allows for even faster tunneling: by entering the ball form, Shovel Knight can rapidly cut through dirt while rolling.
  • Fishing for Sole: The Fishing Rod added in the Wicked Wishes update lets you catch some useful things like health, magic refills, and money, but you can also pull up junk like discarded helmets, bent swords, cracked shields, and yes, old boots.
  • Full Health Bonus: The Drop Spark, as in Shovel of Hope, makes you send a damaging spark along the ground if you do a grounded Shovel Slash while at full health.
  • Goomba Springboard: As in Shovel of Hope, you can get extra height by landing on enemies and objects with the Shovel Drop ability to bounce off of them.
  • Hailfire Peaks: The Smeltworks combine an Eternal Engine, with mechanical bits like steel walls and spinning nut platforms, with a Lethal Lava Land, with flamethrowers, lava pits and Charflounders.
  • Hyperactive Metabolism: The majority of health refills and upgrades come from eating food, as in most Shovel Knight games. In addition to the carrots, apples and turkeys found in levels, Gastronomole serves dozens of foods that are themed per biome, from literal lava cakes in the Smeltworks to donuts and curly fries in Drill Knight's Castle.
  • Ice Breaker: The Blizzeo Wand lets you freeze enemies and bosses with an ice projectile. If you or a pet hit someone while they're frozen, the ice will shatter and they'll take 3 extra damage on top of the normal damage of the attack.
  • Incredible Shrinking Man: There are large pink Shrinking Spores that occasionally drift through the Mushroom Mines and will temporarily shrink Shovel Knight to about half of his normal size on contact. This makes him deal less damage and take more damage, but it can also be used to access side rooms with entrances too large for him at his normal size.
  • Inexplicable Treasure Chests: Chests can be found hidden inside of breakable walls, and some will even fly across the screen on a pair of wings.
  • Instakill Mook: Knightmare 3 makes it possible for almost every enemy type in the game to spawn as a red-flashing variant that kills you instantly upon contact. Curiously, this doesn't apply to any projectiles used by them, which will deal regular damage.
  • Interchangeable Antimatter Keys: Keys can be found in the Well, and will follow you around once you touch them. They come in five varieties; one is the Skeleton Key that can open locks infinitely, while the rest (wooden, metal, glass, and Knightmare) can be used to open any one lock and will instantly vanish after doing so.
  • Interface Spoiler: Despite the Armorer having 10 armors in his catalog, looking at the armors in the Compendium will give the maximum count as 11, spoiling that there's a hidden armor somewhere.
  • Invincible Minor Minion:
    • While the upwards-facing books in the Magic Landfill can be defeated by ripping out their pages, the downwards-facing ones will simply lunge downward three times when attacked, then warp back to their initial position none the worse for wear.
    • Armored Rolling Beetos are indestructible enemies that appear in the Grub Pit. They roll atop balls of dirt, with their invulnerable nature making them perfect to ride along with by bouncing on them with your Shovel Drop. It is possible to defeat them, but not by yourself — if the level generation allows you to steer a ball of dirt from a normal Rolling Beeto into them, you'll destroy both dirt balls and any Beetos involved, armored or not.
  • Knockback: The Comet Collar accessory causes your Shovel Slash to launch any enemy that you hit roughly a third of the screen's length backwards.
  • Leaning Tower of Mooks: The aptly-named Stack Squad are small, yellow-armored enemies found in Drill Knight's Castle, who are typically seen in numbers ranging from just one to seven atop each other. If they see you, they'll charge you as far as they can, stopping at the edges of platforms or at low ceilings. Each member of the stack dies in one hit, but they usually also carry shields that require you to hit them from the back.
  • Macrogame: As a roguelike, there are a few things you can do in the hub area between runs to make the game easier and harder.
    • When your run ends, win or lose, you'll take most of the money you finished with back to the surface, where it can be spent on different armors and unlocks.
    • The Fate and Fortune update adds in the Knightmares, ten stacking modifiers that make your runs more difficult. Clearing a run with one unlocks the next.
  • The Maze: One of the unlockable side rooms added in Wicked Wishes is a mausoleum maze where you have to find the right path to meet Master Argus and Brother Bargus, who will reward you with your choice of a free Shovel Blade Technique. Taking the right path leads to the next room; taking the wrong path leads to a dead end that warps you back to the start, throws a Boneclang ambush at you, and prevents you from trying again. The solution is given to you in the form of arrow-shaped bone patterns in the walls when entering the level the maze is in.
  • Monster Compendium: The Compendium includes a section regarding the enemies you've fought, with almost every normal enemy found there with a picture and description.
  • Notice This: The Looking Glass accessory denotes secret-hiding terrain with noticeable purple sparkles.
  • One-Hit Kill:
    • If the Omega Saw manages to touch you, it'll kill you instantly. The only exception is if you have Brash Bracers on and active: you'll get hit and your health meter will be halved due to the armor's effect, like usual. After that, though, it'll kill you like normal.
    • Knightmare 3 gives most enemies in the game a chance to spawn as a red-flashing variant that will instantly kill you if they hit you with a physical attack or Collision Damage (though not if they hit you with a projectile). Like the Omega Saw, the Brash Bracers can protect against this once per floor.
    • The Omega Driver oneshots any enemy and boss you throw it at. However, there are a lot of caveats to it: getting it means either having three keys or doing all of the steps to get the true ending, getting it the latter way means you only get to use it starting at Drill Knight's Castle, it only has one max ammo even with magic upgrades, using it on Drill Knight means losing out on the true ending, and using it on the Omega Saw gets rid of the Omega Driver permanently.
  • Pinball Projectile: The Throwing Trowel relic is thrown at a diagonal downward angle and will repeatedly bounce diagonally off of any surface it hits until it runs out of bounces.
  • Player Nudge:
    • Altius's presence denotes things related to the process of reaching the true ending. After finding him in the Mushroom Mines, he'll hover around Chester's chest in the first stage of the second biome until you buy the Cog on a String from him, and will show up on the Drill Capsule at the end of the stage, shaking his head in resignment if you failed to get all three cogs and the Cog on a String and cramming in the fourth cog if you did get all of them. Afterwards, he'll show up in the fourth and fifth worlds at the side rooms you need to open for him.
    • Shield Knight will appear and provide a hint in her dialogue in the event you miss any of the steps to reach the true ending.
  • Playing with Fire: The Flameo Wizzems shoot fireballs that bounce off the floor and walls before expiring. The Flameo Wand will let Shovel Knight do the same.
  • Popcorn on the Cob: One of Gastronomole's foods that's exclusive to the Smeltworks is "Popped Corn on the Cob", depicting an ear of corn on a stick with kernels popping off and becoming popcorn.
  • Post-Final Boss: On Knightmare 10, Black Knight interrupts Shovel Knight and Shield Knight's escape on Drill Knight's drill, leading to one last fight against him in his winged form before the run ends.
  • Power Glows: The Brash Bracers armor makes Shovel Knight's Shovel Blade attacks stronger until he gets hit. As long as the effect is active, his entire sprite will subtly glow a warm orange.
  • Power-Up Letdown: There are a number of Accessories you can collect as you go through the Well, with many of them having to be bought from Chester in the Hub Level to make them appear during runs. While some of them are an instant-take as soon as you see them, others are best left in his shop to avoid permanently diluting your item pool—or if you play having bought everything, best used as sacrifices for the true ending:
    • The Blizzeo Ring allows you to completely negate ice-based attacks once every few seconds. The only enemy in the game that attacks with ice is the Blizzeo Wizzem, who only appears in the Magic Landfill, and depending on how the game feels, you might not even be allowed to access the Magic Landfill in favor of being ushered to the Grub Pit. Even without the ring, you can just negate the damage (but not the freeze) by hitting the projectile with your shovel, making the Blizzeo Ring more or less just a mild convenience.
    • The Book of Bomb gives enemies a chance to drop a bomb when you defeat them. While the bombs can deal big damage to enemies, they also damage you if you're in the blast radius, cause enemies killed by them to not drop gems, and block your Shovel Drop, briefly preventing you from going downward in a game that is entirely about going downward. Even the Blast Ring, a separate item that blocks explosions, only upgrades the Book of Bomb from "terrible" to merely "bad".
    • The Boom Rock Trigger causes rocks found in dirt to be explosive, allowing you to hit them at enemies to blow them up. Except you'll very rarely be in a situation where you'll have a rock onhand, since most of the time rocks are found in dirt and will be activated and explode just by you digging through them trying to progress. Killing an enemy with an exploding rock also doesn't count as you killing them, so they don't drop money, the explosions will trigger a path of fire if they detonate against coal in the Smeltworks (harmful to you if you don't have the Flameo Ring), and they can also destroy money, healing items, wooden keys, and the cogs for the Drill Capsule (your most reliable source for Accessories).
    • The Dirtwrecker Curse lives up to its name: when you walk or jump into dirt, you automatically destroy some of it. This effectively means giving up all of your control over the Temporary Platforms afforded by dirt in a game that, as its name implies, has tons of digging through dirt in it. The Wicked Wishes update suggests it's meant to be an outright Poison Mushroom, as taking a boon from the Lamp Lord may result in receiving a non-Accessory version of the curse that behaves identically.
    • The Enchanted Slamvil deals 3 damage to a boss as the fight begins. The further you go in the game, the less impact this has, to say nothing of Knightmare 4, which increases enemy and boss durability; 3 health means practically nothing when Drill Knight has 54 health.
    • The Gusteo Ring is the wind-element equivalent of the Blizzeo Ring; it blocks damage from a single enemy—the Gusteo Wizzem—that only appears in a single biome—the Magic Landfill. Their attack can also be negated entirely by hitting it with a Shovel Slash, which is even worse than the Blizzeo Ring can say.
  • Power-Up Magnet: The Inverse Repeller is a passive money magnet that pulls in gems at range.
  • Prequel: This game precedes the entire saga of Shovel Knight, with the true ending depicting Shovel Knight and Shield Knight's first encounter with the Enchantress and the amulet containing her, setting up the events of everything in Treasure Trove.
  • Purple Is Powerful: The "Sinister Spikes" effect from the Lamp Lord makes all Spikes of Doom deal 4 orbs of damage like the strongest spikes in the game do. Spikes that are impacted by this will flash and sparkle purple.
  • Quad Damage: The Brash Bracers armor quadruples the damage you deal with Shovel Blade attacks as long as you don't get hit, which will drop your damage back to normal. If you lost the effect, it'll be refreshed upon moving to the next stage.
  • Quirky Miniboss Squad: The Hexcavators are the group of six antagonists who kicked off the plot of the game:
    • Spore Knight, a short mushroom-themed knight who guards the Mushroom Mines.
    • Tinker Knight, engineer extraordinare and a returning boss from Treasure Trove, encountered in the Smeltworks.
    • Mole Knight, also returning from Treasure Trove and hired to guard the Well, this time in a blue suit of armor more suited to swimming. He's fought in the Secret Fountain.
    • Scrap Knight, a scrounger and general pack rat who first appeared in Pocket Dungeon. She's found in the Magic Landfill.
    • Hive Knight and Fleck, a bug-themed knight and his Beeto companion who are holed up in the Grub Pit.
    • Drill Knight, the leader of the bunch and a master of digging with mechanical drills. He's all the way at the bottom of his eponymous castle.
  • Red Filter of Doom: When playing with the difficulty-increasing Knightmares active, a faint red border occasionally pulses at the screen's corners.
  • Retraux: Whereas the first game had an 8-bit aesthetic, Dig uses a 16-bit aesthetic, complete with a soundtrack made with the Yamaha YM-2608 chip, making it sound extremely close to a Sega Mega Drive/Genesis game.
  • Shapes of Disappearance: In the "Where Are They Now?" Epilogue, Chester finds a heart-shaped treasure and shows it to Scrap Knight. Then a Scrap Badger leaps by and nabs it, with a dotted outline of it flashing in Chester's hands afterwards.
  • Similar Objects, Similar Description: Every time you complete a run in any armor besides the Stalwart Plate or Pandemonium Plate, you'll unlock a Memento of its helmet on the Armorer's shelf. In the menu, each one begins with the text "A helm honoring...":
    Final Guard: ...a risk averse run.
    Scrounger's Suit: ...a thorough run of scrounging after every piece of treasure.
    Combo Cuirass: ...a run of stringing hits together and moving with purpose.
    Conjurer's Coat: ...a run of magic and relics, despite physical fragility.
    Brash Bracers: ...a brash and risky run that paid off in the end.
    Ballistic Armor: ...a mobile run of rolling through adversity.
    Ornate Plate: ...a pointlessly flashy and acrobatic run.
    Streamline Mail: ...a run completed without unnecessary distractions.
    Black Knight: ...a run of peerless skill.
  • Skeleton Key: If you complete the criteria needed to reach the true ending in the first three worlds, after the third boss Shield Knight will give you the Skeleton Key, a unique purple-pink key with a skull shape. This key can be used to open as many locks as you want without expiring, including the triple-locked door to the Omega Driver needed for the true ending.
  • Spikes of Doom: There are several types of spikes: small drills, large drills, bone spikes, and traditional metallic spikes. Small drill spikes and bone spikes deal 1 orb of health, large drill spikes deal 2 orbs, and regular spikes deal a whopping 4 orbs. The Spikeproof Sabatons will allow you to safely walk on spikes, though ceiling-based ones are still painful.
  • Spin Attack:
    • The Spiral Air Slash replaces the aerial Shovel Slash with a somersaulting, spinning shovel strike that hits around Shovel Knight.
    • The Cyclone Slash makes Shovel Knight spin around when doing a grounded Shovel Slash to hit on both sides of him. If you have the Drop Spark, you'll also shoot a spark in both directions.
  • Springy Spores: The Mushroom Mines' abundant mushrooms are all bouncy, with large ones bouncing you much higher than small ones. The mushroom caps atop the Bouncecap enemies and Spore Knight's hat are also springy.
  • Squishy Wizard: The Conjurer's Coat armor makes you take more damage, but gives you a higher amount of magic power to let you use relics more, as in Shovel of Hope. Unlike in that game, it also lets you carry two relics and switch between them freely.
  • Stalked by the Bell: The Hexcavators' Omega Saw chases you down from above, punishing excessive loitering. If it touches you, it'll kill you instantly, though it has a guard on top that can be safely Shovel Dropped off of... at least prior to Knightmare 7, which removes it. Some signs at the end of each level will increase or decrease the speed at which the saw approaches, or even remove it entirely.
  • Tennis Boss: As in Shovel of Hope, it's possible to reflect some projectiles back at enemies with a Shovel Slash. Also like in Shovel of Hope, this includes Black Knight's fireballs.
  • Traveling-Pipe Bulge: When sending Altius down to Drill Knight's Castle from the biome above it in the true ending route, he gets sucked into a metal tube and can be seen as a large bulge that follows the path offscreen.
  • True Final Boss: Successfully following the path to the true ending will lead to a second fight after Drill Knight: upon reaching the amulet in the Crystal Core, the Enchantress gives Drill Knight "a taste of [her] power", turning him into a massive beast that you have to chase down to defeat.
  • "Where Are They Now?" Epilogue: After the completion of your run and the End-Game Results Screen, there's an ending montage showing what became of each member of the Hexcavators.
    • Spore Knight — "A new chef in town"; Spore Knight begins selling food on the surface, with Gastronomole partaking and growing a small mushroom on his head.
    • Tinker Knight — "Devious machinations begin"; Tinker Knight begins putting together his Tinker Tank from Treasure Trove.
    • Mole Knight — "A radical transformation"; Mole Knight takes a dive into lava and transforms into his more familiar fiery form.
    • Hive Knight — "Beaten by the buzzer"; Several of the NPCs play a game of soccer, with Fleck scoring a goal and celebrating with Hive Knight.
    • Scrap Knight — "Romance in the rubbish"; Chester and Scrap Knight root through the Magic Landfill together, with the former presenting a heart-shaped medallion to the latter... until a Scrap Badger takes it, making him cry and her laugh.
    • Drill Knight — "Justice served... forever?"; Drill Knight gets locked in prison... and promptly smashes the wall behind him within seconds, strolling out of his cell.
  • X-Ray Sparks: Shovel Knight's skeleton will be revealed when he's hit by electric enemies, such as Tadvolts or Voltsomes.

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