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Part 27
Shovel Knight

Part 27

Follow this guide to conquer Part 27 of Shovel Knight, featuring the boss battles against Tinker Knight and the Tinker Tank, with strategies and tips for victory.

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Follow this guide to conquer Part 27 of Shovel Knight, featuring the boss battles against Tinker Knight and the Tinker Tank, with strategies and tips for victory.

The path begins with three pits, each featuring large descending gears. Jump the first gear and fish at the SPARKLE for a [_GOLD FISH_]. Continue to the ladder, using the spinners to cross more pits and ascend.

You'll encounter two welders; defeat them. While the left wall can be destroyed, it only contains a bunny enemy and is not worth the effort, as the [_MUSIC SHEET_] is obtained regardless. Proceed right, ignoring the ladder leading down to a previous path split. Continue right after defeating the knight.

The next section is a scrolling ascent. Quickly move right and climb the ladder. Beware of the torpedos in the lower area. Use the platforms to keep pace, ascending when possible. Conveyor belts require jumping in place to maintain position. Upon seeing the spinner, move right swiftly to reach the gem deposit, then ascend. Use the platform extender to reach the upper ledge and proceed right.

Break the wall for a meal and hit the switch multiple times to descend to Tinker Knight.

Boss Battle - Tinker Knight
General InformationTinker Knight attacks after Shovel Knight's dialogue. This is a two-part fight, serving as a warm-up. Avoid losing too much health. A reader discovered that using the mobile gear on this first form defeats Tinker Knight in ONE HIT.
Wrench ThrowTinker Knight's basic attack. The wrench acts as a boomerang; watch for its return trip. Bounce on him as he performs this move. He may occasionally trip over himself.
Wrench ShowerTinker Knight stops and launches wrenches upward. Retreat and wait out this attack, especially when his health is low.

After defeating Tinker Knight, you will fall through the floor to face the Tinker Tank.

Boss Battle - Tinker Tank
General InformationThe Tinker Tank is large, with its only weak point being its head where Tinker Knight's head is visible. The drill is made of spinner material, allowing jumps on and through it. Use the Large Missiles or Small Missiles to reach the head. Once at the head, alternate between bouncing on it and dodging shoulder missiles. The tank will eventually push you down, but by returning to its shoulder after the second missile, you can jump over the third and resume attacking. This is a safe but slow method.
Large MissilesOne of the two methods to reach Tinker Knight's head. The tank fires three large missiles, which can be used as platforms. Jump your way up to the drill, avoid the below move, and attack.
Small MissilesSmall missiles are constantly fired from the shoulder cannon to impede progress to the head. They always fire from left to right. Use this pattern to reach the head and attack.
Explosive BallsThis is the second w

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