Shovel Knight Wiki
Advertisement

Ride over hazards and reach higher places! Hop on and hold on!

The Mobile Gear is a Relic in both Shovel of Hope and Plague of Shadows, and an ability in both Showdown and the Puzzler's Pack DLC of Shovel Knight Pocket Dungeon.

Specter of Torment and King of Cards revealed that the Mobile Gear originally personally belonged to Tinker Knight himself, before it was stolen by Plague Knight, with the Gear itself being an essential part of Tinker Knight's fighting style in his boss fights.

The Mobile Gear made up for Tinker Knight's natural lack of mobility and clumsiness, drastically increasing his ground speed; furthermore the engineer is capable to activate hidden capabilities of the device, unlike Shovel Knight who can only ride it, such as deploying an impressive retractable row of spikes or make the Gear take off flight.

Shovel of Hope[]

Usage[]

The Mobile Gear is used to safely traverse over spikes and small pits and can also be used to kill small enemies and damage larger ones. When used, Shovel Knight tosses out a small box onto the ground that turns into a device comprised of two gears. One of the gears is standing up vertically and the other is laying down horizontally on top of the standing gear. The device will move in the direction the player is facing once the player jumps onto it, including over spikes. If the device encounters a pit, it will hop a small distance into the air, clearing short pits. If the device hits a wall while in midair it sticks to the wall and can be used as a platform. It costs Magic 8 on each use.

The Mobile Gear is the subject of the Clearing a Path Feat, which requires to run over 5 enemies with a single use of the Relic.

Interestingly and rather ironically, Shovel Knight can defeat the first form of Tinker Knight in a single hit with Mobile Gear, being the only Relic in the game capable of doing so with a boss.

Availability[]

The Mobile Gear can be purchased from Chester for Treasures icon 3000 in the Clockwork Tower or in the Village for Treasures icon 3500if it was not picked up before completion of the level.

Plague of Shadows[]

In Plague of Shadows, Plague Knight can find the Mobile Gear in the secret area of Clockwork Tower and trade it with Chester for the Fleet Flask Arcana in the place Shovel Knight normally buys it.

Showdown[]

In Showdown, the Mobile Gear is part of two of Tinker Knight's fighting techniques, Mobile Gear Wheel and Mobile Gear Flight.

  • With Mobile Gear Wheel, the Mobile Gear can be deployed with the first activation. It moves left, right and jump like characters would, exponentially increasing Tinker Knight's default ground speed. During a jump or a leap, the wheel produces sparks which can damage enemies, and landing on top of them will also result in damage for them.
  • Upon a second activation, Mobile Gear Flight, the wheel separates from the Mobile Gear itself, which then takes flight for Tinker Knight to control. In this airborne form, it can be moved in all directions, albeit slower. Meanwhile, the wheel become a projectile, damaging whatever it collides with in its rolling path, before eventually disappearing.

Pocket Dungeon[]

At Castle Quandary, a location exclusive to the Puzzler's Pack DLC, Tinker Knight is offered to tackle a Refract Ability Quandary Challenge, Mobile Gear, in which the engineer is once again equipped with his trusty Mobile Gear instead of his Mech; once the challenge is beaten this refract ability can then be freely swithed for whenever Tinker Knight is in an HUB area.

Constructed with gathered metal just like the mini-mech, after it's built, the Mobile Gear has two functions: it can move and attack, even on its own, and if Tinker Knight is riding it, he can eject himself out of it to a free space above. Once a direction is chosen, it cannot be changed, or Tinker Knight will automatically fall from the Gear without the boost towards the cealing; if the down direction is chosen, once the bottom is reached, the Gear, either when on its own or when Tinker is on it, will then turn either left or right and proceed in that direction until all of its own HP are depleted. Furthermore, in order to be boosted above, or just step down from the Gear, a free space, above for the boost, in the other directions otherwise, must be available, or Tinker will remain on the Mobile Gear.

Unlike the mech, it can be built with any quantity of metal, and multiple ones can be active at the same time, however, the maximum hit capacity of the device will be equal to the metal spent, with a maximum of 5 HP for 5 metal, which is the quantity used by default if spare metal is available. However, Tinker Knight may be safe from floor hazard such as Spikes and the like, as well as trade-off damage, while riding on the Mobile Gear, but he cannot take advantage of the effects of attack Relics, such as the Single Glove, Coin of Carnage, Third Amulet and so on, nor attack boosting items.

The Mobile Gear has a fixed attack power of 2, and can damage everything with the exception of Treasure Chests, Keys, shielded foes, and the exit door; in the case of the chests and the door, the Gear will simply move past them, even when Tinker Knight is riding on it. However, If Tinker is not on it, any Potions or Turkeys on the Mobile Gear's path will be simply destroyed and not remotely collected. Lastly, Tinker Knight has still a reduced base HP of 3 even with this Refract ability equipped.

Gallery[]

Trivia[]

  • If showed the Mobile Gear, the Deposed King will take note of it in amusement; it may be a hint to King Pridemoor's own tinkering with machines such as his mechanical armor suit used for combat.

See Also[]

Advertisement