Hollow Knight: Silksong

Hollow Knight: Silksong

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How to Eviscerate the Silken Pantheon of all the Bosses in Hollow Knight: Silksong! *MAJOR SPOILERS*
By TheHollowGuy
Having trouble with Pharloom’s audacious nerve to hurl trauma-inducing monstrosities in your path? Perhaps you’ve been flattened into a regrettable pancake by the brutish Beastfly, or diced into a tragic sashimi platter by the ever-elegant Lace. Maybe the air itself seems to conspire against you, threads tightening like snares as you flail helplessly amidst the chaos.

Well fear not, valiant traveller, for within this silken compendium (created by a guy who suffered throughout this game for 140 hours might I add) XD, lies the knowledge to turn frustration into finesse! No longer shall you be a hapless insect in a kingdom of predators, where every hit sends your sanity slipping out the window, but you can emerge superior to them! This is no mere survival manual; it is an art form, a meticulous study in the beautiful brutality of dismembering every vicious foe you encounter in Silksong lol.

With needle in hand and strategy in mind, you will glide through Pharloom’s arenas like a conductor leading a violent symphony. From the first duel against a mother living in a shamans basement to the finalised crescendo of carnage against a boss who doesn't have sanity in their local dictionary, each encounter will eventually become a performance of mastery — and every boss, a humbled audience to your prowess, in turn steering you around from the path of shattering your keyboard into smithereenes! XD

So steel your focus (not your soul, since steel soul doesn't happen to be particuarly riveting, I know that from experience lmao), sharpen your wit, and prepare to eviscerate these foul perpetrators with beateous elegance. Pharloom shall experience an epiphany not to mess with the weavers, and by the time this guide is through, you’ll have stitched your legend into Pharloom's very fabric!
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Prelude to the Silken Storm - The Calm Before the Carnage
Greetings, deft weavers of death and admirers of needlepoint carnage! Welcome to my ultimate guide on dismantling every formidable foe that lurks within the haunting realm of Pharloom. Here, you’ll uncover the tactics, tricks, and tiny mercies required to turn this silken nightmare into your personal stage for domination — and perhaps salvage a shred of your sanity in the process.

For those audacious enough to brave the Kingdom’s labyrinthine horrors, Hollow Knight: Silksong offers an astonishing 47 bosses, some locked deep within the shattered reaches of Act 2 and Act 3. And yes, fourty-seven... because apparently Team Cherry believes emotional stability is optional. Each encounter is a duet of grace and brutality, where poise, patience, and a single mistimed jump determine whether you triumph… or resemble a decorative bloodstain on the nearest wall.

Perhaps you’ve already been flattened by the Sister Splinter who decided to take a belly flop straight on Hornet's face, or found yourself pinned under the relentless onslaught of Skarrsinger Karmelita with her bard-warrior tempo of death? Well fear not—this guide will unravel every one of Pharloom’s cruel surprises. Within these threads lie boss locations, optimal preparation, equipment advice, cunning “cheese” strategies for those who want to keep their sanity (that doesn't include me unfortunately lol), and step-by-step combat techniques to ensure that not a single foe survives your artistry.

As you ascend the silken towers and delve into shadowed catacombs, you’ll face adversaries that embody the kingdom’s twisted beauty — each a reflection of decay draped in elegance. Yet, with this compendium at your side, you’ll turn despair into dominance, weaving victory upon victory until even the proudest lords of silk bow before your needle. So steady your breath, sharpen your senses, and let your movements sing with deadly grace. The storm is coming — and when the threads of Pharloom finally unravel, they shall do so by your hand.




NOTE: The bosses will be listed in the side of the article as well, so you can skip to a certain boss to avoid spoilers from the subsequent ones. Nonetheless here's what your journey through Pharloom entails!

Table of contents:

1) Moss Mother
2) Bell Beast
3) Lace
4) Fourth Chorus
5) Savage Beastfly
6) Moorwing
7) Sister Splinter
8) Widow
9) Skull Tyrant
10) Moss Mother Duo
11) Great Conchflies
12) Skull Tyrant Rematch
13) Savage Beastfly Rematch
14) Last Judge
15) Phantom
16) Cogwork Dancers
17) Trobbio
18) Garmond & Zaza
19) The Unravelled
20) Disgraced Chef Lugoli
21) Father of the Flame
22) Forebrothers Signis and Gron
23) Groal the Great
24) Raging Conchfly
25) First Sinner
26) Broodmother
27) Second Sentinel
28) Shakra
29) Lace Rematch
30) Grand Mother Silk
31) Bell Eater
32) Plasmified Zango
33) Lost Garmond
34) Crawfather
35) Palestag
36) Clover Dancers
37) Tormented Trobbio
38) Pinstress
39) Shrine Guardian Seth
40) Nyleth
41) Gurr The Outcast
42) Skarrsinger Karmelita
43) Watcher At The Edge
44) Voltvyrm
45) Crust King Khann
46) Summoned Saviour
47) Lost Lace


The start of a weaver's journey - The ferocious foes of Pharloom emerge:


1) Moss Mother: Guardian of the Verdant Veil -
The Moss Mother is an early tutorial boss in Hollow Knight: Silksong, found nestled above the Ruined Chapel in the Moss Grotto — your first true test after you’ve grown comfortable with the rhythm of combat and evasion. Think of her as Pharloom’s way of checking whether you’ve truly mastered the basics or just been flailing gracefully through the tutorial.

Most players won’t need a guide for this one — but if you do, perhaps it’s time to start mentally preparing yourself for the decades this game is going to consume. Still, worry not! That’s where I come in, ready to ensure you don’t end up as Hornet purée on the mossy floor.




Tips and Tricks for Defeating Moss Mother -

As a tutorial boss, the Moss Mother only has fairly basic attacks that will test your knowledge of how to perform aerial attacks and dodge simple swoops and dives. The Moss Mother will begin by slowly floating up and down one side of the room, and then performing a quicker dive bomb low to the ground moving to the opposite side of the room. While floating upward slowly, you'll be able to jump up and perform a few slashing attacks while you wait for her dive bomb to begin. Once you hear her screech, she'll begin to move low to the ground. Consider this a good time to practice your own dive attack. Unlike the first Hollow Knight, Hornet's downward aerial attack is a dive at a 45-degree angle, but landing the strike will cause you to bounce upwards to avoid taking any damage in return. Try to position yourself in front of her charge to dive into the Moss Mother at an angle, then bounce off to the other side as she passes. Don’t get greedy, though — one mistimed dive and you’ll be the filling in a mossy sandwich.



After performing a dive bomb, the Moss Mother will change things up by slamming into the ceiling to shake the room. Doing so will dislodge several chunks of rock that come crashing down after a moment, and they’ll damage you if you don’t evade them. Your visual cue comes from the small shafts of light and dust falling from the ceiling. The rocks are fairly small, so just avoid the indicators of the two or three falling chunks and keep focusing on the Moss Mother. Every other ceiling slam, she’ll summon some of her Moss Grubs instead of rocks, which will fall to the floor before wiggling around to limit your movement. Don’t hesitate to slice them down quickly — they may look harmless, but if you forget about them for even a second they can be deadly.



After dealing a good amount of damage, the Moss Mother may become temporarily stunned, indicated by a circle above her head. This is your chance to press the attack and deal as much damage as possible before she recovers. Once she’s been stunned once, she’ll usually start moving faster, diving twice in succession and summoning two grubs instead of one. Keep close after each swoop to deliver aerial strikes or upward slashes as you jump. Stay focused, stay mobile, and resist the creeping thought that you’ve spent two minutes dueling a plant that screeches at you like an offended tea kettle. But soon after her second stun she'll go down.

And with that, you’ve bested the Moss Mother — a gentle introduction to the perils of Pharloom, and a reminder that even motherhood can be weaponized. She’s a polite warm-up, ensuring you can handle the basics before the kingdom starts testing you in earnest. Take a moment to savor your victory, brush off the moss, and ready yourself — the road ahead grows harsher, the enemies less forgiving, and the screams much louder, usually coming from the player! ;) Stay strong fellow weaver, the next boss awaits...


2) Bell Beast: Herald of Soothing Resonance -
High in the Marrow, just to the right of the Moss Grotto and the quaint town of Bone Bottom, awaits the Bell Beast — a massive hardboned creature ensnared within a vast arena of ringing bells. To reach this unlikely guardian, you’ll need to navigate past the map merchant Shakra and unlock the upper pathways, eventually finding yourself standing before an enormous coliseum of chimes, silk, and impending danger. But don’t expect to simply hack your way through — the Bell Beast insists on proper introductions. Only after acquiring the silk spear can you slice through the tangled threads and officially commence the duel. Apparently, this is how bell beasts thank their guests these days: a deathmatch in a bell-strewn arena!

Nonetheless this boss although proving to be the first skill check of the game, is still pretty simplistic compared to the ptsd inducing fights later onwards lol, so prepare yourself to face off against the slightly more aggressive version of the armadillo! XD




Tips and Tricks for Defeating Bell Beast -

The Bell Beast may look like a hulking terror among the bells, but in truth, she’s not much more formidable than the Moss Mother — though you’ll want to pay attention to the environmental hazards that start appearing. Her primary tactic is simple: dig beneath the bell-littered floor and charge at you. Watch for the subtle rumbling of the ground to know where she’ll emerge, and position yourself on the opposite side to prepare for her onslaught.

When she bursts forth, the Bell Beast will usually perform one of two charge attacks. By default, she will dash along the floor directly at you. This is the perfect opportunity to jump and use Hornet’s dive attack repeatedly, bouncing off her and landing safely to maintain pressure.




If however, you hear a deep growl accompanying the tremor, resist the instinct to leap. Stay near the centre of the arena — the Bell Beast will spring through the air, proceeding to land on the opposite side. After touching down, she’ll be momentarily vulnerable before burrowing again, giving you a chance to strike with your weapon or your freshly acquired Silk Skill. Try not to get distracted by the thought that you’re being leapt over by a hardboned bug with better air time than you — it’s rude, but impressive lol.



As the fight progresses, the Bell Beast will occasionally introduce a new trick. When the ground shakes from the centre of the room, brace yourself: she’ll send two massive chimes arcing into the air before slamming them down and rolling outward. Since these land right next to her, don’t try to attack immediately — either keep your distance and time a dodge, or hit safely with your Silk Spear.



Like the Moss Mother, the Bell Beast can also shake the arena from his burrow, dropping additional hazards from above. Watch for shafts of light and falling dust to anticipate where chimes will strike. Unlike the Moss Mother’s falling rocks, these chimes will bounce once after hitting the floor, so maintain distance and be ready to evade both impacts. Occasionally, other large chimes may tumble from the ceiling when he emerges or lands after a leap, so remain alert.

Throughout the encounter, focus on dodging and countering his charges rather than overcommitting to attacks. With patience and timing, you’ll defeat the Bell Beast without a scratch — and, in a nice change of pace, Hornet won’t need to deliver the finishing blow; the creature will retreat underground of its own accord. A polite exit for a polite opponent — though the bell concerto may leave your ears in worse shape than you did the beast herself!




With the Bell Beast finally retreating and joining the weaver vigilante group lol, you’ve survived Pharloom’s first proper test of timing, positioning, and silk-based skill. Though she was far from the most fearsome foe, this fight introduces hazards, environmental cues, and quick-thinking strategies you’ll need for the challenges ahead. Take a breath, adjust your footing, and revel in the small victory — a polite opponent bows out when bested, unlike some of the creatures you’ll meet later.

Prepare yourself, for the next adversary awaits, and the challenges ahead will demand even more precision and cunning
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3) Lace: Pale Child of the White Monarch -
Lace awaits in the Deep Docks, directly east of the route connecting The Marrow to the Bellway. Stick to the lower level and proceed to the right, hitting the switch above the gate to unlock the path that leads to her domain. A bench nearby offers a convenient respite — both to save your progress and to gather your courage, as you’ll want all you can get lol.

Cloaked in mystery and danger, Lace delights in the thrill of battle, her gilded pin poised to make swift work of Hornet should she falter. Approach with respect, but don’t get too caught up in theatrics — even the most carefully measured leap can end with you impaled in a way that’s aesthetically impressive, if not particularly comfortable. Keep your wits about you, for she thrives on precision, and the arena is as much a trap as it is a stage for her deadly performance. After all this is basically Pharloom's welcome package to Hornet!




Tips and Tricks for Defeating Lace -

Lace can be a real shock to the system compared to the Moss Mother or Bell Beast. Far more agile and unpredictable, she has a variety of attacks and combos that can catch even seasoned players off guard — one wrong move, and Hornet could end up looking like fillet on a plate. The first thing to understand is that Lace can parry most of your hits, entering a defensive stance by crouching and holding her pin upwards after many of her combos. When she freezes in this pose with the accompanying noise cue, attacking will trigger a swift flurry of strikes that deals two masks of damage. This can be dodged with a well-timed jump backward or over her just before the counter lands, though it’s easier said than done. As a rule of thumb, try to land only one or two hits each time you go on the offensive — she won’t always counter, but when she does, it’s brutal.



Lace’s main moveset consists of a regular combo, a dash, and an aerial diagonal strike, with the dash and aerial attack being her most frequently used tools. To evade her ground dash, signaled by her holding the pin horizontally by her side, jump over as she lunges forward — landing nearby lets you punish her with a single hit or two. But beware: she can quickly follow up with her two-hit combo, swinging the pin in an arch directly in front of her. This attack can knock you back if you misjudge your positioning, so timing and spacing are crucial.



Her aerial diagonal strike has her leaping briefly before slamming down at a 45-degree angle. You can dodge this by running or walking beneath her after she’s airborne, backing up to allow for forward momentum, or jumping over as she lands. Most fights will involve a mix of these evasive manoeuvres depending on her positioning and attack patterns. The goal is to chip away at her health with one or two precise hits between her attacks. While the battle can be drawn out, your Silk Spear or similar skills will make the process significantly easier.



Midway through the fight, Lace will occasionally become stunned, giving you a prime opportunity to land multiple hits. In phase two, her moveset predominantly remains the same, but she gains an additional area-based attack: a circular light aura that she can summon anywhere in the arena. After charging for a few seconds, she unleashes a flurry of hits within the area. If caught inside, you’ll take two hits instantly and be vulnerable to a follow up attack so it’s vital to keep moving and vary your direction, using the arena’s corners to your advantage when necessary.



After completing this attack, she slams the ground, creating a perfect opening to strike with the Silk Spear or land a few well-timed hits. Continue this rhythm — dodge, punish, repeat — and eventually, Lace will retreat, leaving you victorious and perhaps a little winded from trying not to become her next airborne appetizer.

Still though, with Lace finally retreating from the arena, you’ve survived one of Pharloom’s first truly nimble and cunning challenges. She may not be the Pale Monarch herself, but her precision, speed, and deceptive tactics make her a formidable test of your skills. Take a moment to catch your breath, savor the victory, and maybe admire your ability to avoid becoming a pincushion.

The stage is set, and Pharloom’s tapestry of danger continues to unfurl. Each new foe will test not only your skill, but your patience, creativity, and timing — and some may leave you questioning which is sharper, your reflexes or her pin. But take heed, for lace isn't finished with us just yet!


4) Fourth Chorus: The Clockwork Colossus Awakened -
The Fourth Chorus lies dormant in the vast heart of the Far Fields, an immense clockwork titan whose shadow alone is enough to make most travellers reconsider their life choices. After earning the Drifter’s Cloak from the Seamstress by completing the Flexible Spines wish, you’ll be required to pass once more through the central chamber linking the region’s two grand halls. It is here—half buried in rust, half entombed in silence—that this colossal automaton finally stirs to life.

For all its astronomical scale and soul-powered engineering, the Fourth Chorus is far less formidable than its towering frame implies. Its awakening is dramatic, its presence overwhelming, and yet its actual battle mechanics are surprisingly straightforward—proof that even the most titanic constructs sometimes rely more on intimidation than intricacy. Of course, that doesn’t stop your first instinct from being, “Ah. So this is how Hornet becomes a fine, red smear on the rubbled floor.” But fear not—one deep breath and a steady grip on your needle is all it takes to realise this goliath is much more simplistic than they seem!




Tips and Tricks for Defeating Fourth Chorus -

Fourth Chorus is unlike many other bosses in the game, as the entire encounter spans the full screen, turning the arena into one immense mechanical theatre. Hornet must dodge its sweeping assaults and strike its head—the sole damage point—even if the scale difference makes the opening moments feel rather like showing up to a duel only to realise your opponent is roughly the size of a modest hill. When you step onto the central platform, the Fourth Chorus stirs from the background and immediately begins its attack cycle, initiating a long bout where offence and precise movement must be balanced carefully beneath its towering frame. Up-attacks quickly become essential, as most of the battle takes place directly under its massive head.



Its first signature move is a horizontal hand swipe across the lower third of the screen. This can sweep in from either side, heralded by the hand planting itself at the arena’s edge. A well-timed jump will avoid it.



The next danger is the vertical hand slam, which causes the struck platform to sink briefly into the lava, creating sudden gaps you’ll need to navigate. This attack is signalled by the Chorus raising its hand high near its head, and it can occur anywhere on the screen. You can dodge it by moving to either side of the targeted area. The boss frequently chains these manoeuvres, forcing swift reactions—double slams, slam-into-swipe sequences, and other combinations clearly designed by someone who wants the player to be screaming for their life trying to avoid the mechanical giant lol. Should you deal enough damage, the Fourth Chorus becomes stunned, offering a short opportunity to unleash Silkspear strikes or use Tools to inflict meaningful punishment.



Once it screeches for the first time, phase two begins. All prior attacks remain, but a new hazard enters the arena: flaming boulders raining from above. These can be dodged by moving side to side, though the challenge escalates when this bombardment overlaps with swipes sweeping the bottom of the screen or slams removing platforms from above. It will usually return to the ceiling attack after each swipe or slam, and after enough damage, it will again become stunned, providing another valuable window for heavy offence.




In the final stretch, there is no formal new phase, but the arena becomes harsher: platforms struck by hand slams remain submerged in lava for longer, widening the gaps you must cross. This often forces broader leaps or careful gliding with the Drifter’s Cloak. After the third screech, air currents appear on both sides of the room. Glide upward using the Cloak and strike the orange rock in the ceiling; the Fourth Chorus continues its usual attacks throughout this sequence, making your ascent anything but restful. Repeat the process on the opposite side, and the suspended boulder will crash down upon the automaton in a dramatic finishing blow — an ending so theatrical it feels as if the ceiling itself finally decided it had endured quite enough of this iron monolith, even joining Hornet’s efforts by delivering a chiropractic boulder-slam so forceful that not even the most optimistic mechanical surgeons would dare attempt the repairs! XD



And with the Fourth Chorus finally silenced, you'll likely find yourself blinking at the sudden stillness, as if your ears are waiting for one last clang or catastrophic hand swipe that never comes. Despite its astronomical size and clockwork theatrics, the encounter stands as a reminder that not every colossal foe is out to rewrite your will — some simply want to see how gracefully you can hop between rapidly vanishing platforms, not exactly a classic occurrence for us Hollow Knight veterans lol!

Take a moment to stretch your legs, steady your nerves, and maybe offer a polite nod to the ceiling for its unexpected chiropractic intervention. Then, onward through the Far Fields you go, where the path only winds deeper, stranger, and—if history is any indication—no less dramatic.


5) Savage Beastfly: The Sanctified Temper Tantrum -
The Savage Beastfly is an optional boss in Hollow Knight: Silksong, lurking deep within the Chapel of the Beast in the southeastern reaches of Hunter’s March — the kind of optional detour that feels suspiciously like a trap even before the door slams shut behind you. Getting here already demands a fair bit of precision: navigating the twisting, echoing corridors of Hunter’s March, threading through shifting platforms, and finally gliding in with the Drifter’s Cloak after completing the Flexile Spines Wish in the Far Fields. By the time you reach the Chapel itself, you’ve likely endured enough harassment from the local fauna to question whether optional content is ever truly “optional,” and players familiar with pre-release discussions will recognise this room as the birthplace of several community stress flashbacks.

This matured, hardened Beastfly wastes no time unleashing a whirlwind of slams, charges, and reinforcements, turning the chapel into a frenzy of wings and fury. For many players, this encounter is infamous not because it’s the hardest fight in Pharloom, but because its sheer aggression has branded itself into collective memory — the kind of encounter that inspires the community to speak in the hushed, thousand-yard-stare tone usually reserved for recounting natural disasters lol. So prepare yourself because what we're delving into surpasses the ramifications of an earthquake tenfold, at least mentally! XD


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Tips and Tricks for Defeating Savage Beastfly -

The Savage Beastfly boasts a hefty health pool, which makes the encounter feel more like a prolonged endurance trial than a quick skirmish. Fortunately, its individual attacks are straightforward — it’s the quantity, not the complexity, that tends to break players’ spirits. First of all, the Savage Beastfly won’t necessarily notice you the second you enter the room. Take this opportunity to charge at it and get a few hits in before it turns around and stuns you with its scream. Avoid taking damage as its recoils from smacking its own head against the wall. Its primary move is a horizontal charge that spans the entire room, with its trajectory adjusting based on your position. If you leap over it as it barrels past, it will usually respond by flying higher on the next pass, allowing you to stay grounded safely beneath it. Use these moments to land quick slashes, but be careful not to jump prematurely; the Beastfly has a habit of hesitating just long enough to make you misjudge its angle, a behaviour that has caused more than a few controllers to experience low-orbit flight.



Its follow-up pattern is a sequence of body slams, sometimes delivered in sets of two or three. These are best avoided by sidestepping to either end of the chamber as it descends, giving you a tidy window to strike when it reaches your height. This is also one of the only moments where you can safely heal — stand at the far sides of the room and take advantage of the Beastfly’s predictable landing zones.



Individually, the charge and slam are manageable. However the fight turns chaotic when the Savage Beastfly summons additional enemies, such as Kilik that fire spikes from their backs and the aggressive Vicious Caranid. Left unchecked, these reinforcements can rapidly overwhelm the arena. Prioritise eliminating them as soon as they appear to avoid being boxed in. Conveniently, Savage Beastfly can potentially kill its own minions with the vertical charge attack. Unfortunately, this is hard to line up on purpose, so don’t plan your battle strategy around this happening. Consider it a lucky break if a minion gets knocked out by friendly fire, but otherwise take it upon yourself to clear the field, the Savage Beastfly isn't THAT generous lol. The key here is to be aggressive and take any openings you can get to attack. If you’re having trouble with the Savage Beastfly’s attacks, deliberately stay in the first phase of the fight to practice dodging. It doesn’t seem to summon any minions until it’s taken enough damage, so get a feel for its two primary moves before contending with how busy the second half of the fight gets. Once you get the timing down on when it’s vulnerable, you’ll have a better handle on how to fight it alongside its minions.



Keep moving, keep trimming down adds, and maintain steady pressure on the Beastfly whenever its patterns open. Once the fight finally ends, proceed to the right side of the arena and Bind with the giant bug shell to obtain the Crest of Beast — a reward that turns Hornet into a wrath-fuelled blur, neatly reflecting the emotional state of anyone who just spent twenty attempts getting flattened into a decorative floor smear. As a reward for your valiant efforts, you’ll acquire the Beast Crest. However there are no blue slots within the crest itself though, so take that into consideration if you can’t live without your Druid’s Eye, as most of us end up doing lol.


Surviving the Savage Beastfly is a bit like trying to swat a mosquito the size of a family sedan while also filing your taxes—technically possible, but it demands a level of patience you probably didn’t know you possessed. By the time you’ve tangoed with its body slams, juggled its backup dancers, and narrowly avoided becoming flooring décor, you’ll have earned that Crest of Beast with the fiery righteousness of someone who’s been wronged. But don’t get too comfortable. Team Cherry, in their infinite benevolence, decided that this encounter wasn’t traumatising enough on its own—so much later, they treat you to a second, far angrier, far deadlier version of this fight… this time with molten lava politely hemming you in like a very warm, very deadly hug. Consider this your early warning: the sequel bout makes the first Beastfly feel like a warm-up stretch.

For now, though, savour your victory. You’ve crushed the bug, claimed your prize, and proven you will not be flattened into Hornet-flavoured jam without a fight. Go forth with your new rage powers—and enjoy the brief peace before the Beastfly’s volcanic rematch tries to ruin your day all over again.


6) Moorwing: Terror of the Twilight Reaches -
Moorwing is a main boss in Hollow Knight: Silksong, stalking the gloomy reaches of Greymoor like a predator perfectly adapted to its shadowed domain and has caused the community shared suffering galore lol. Unlike many other bosses, Moorwing is completely optional, giving players the choice to skip this encounter—or, if you’re chasing achievements or simply love chaos, to exploit a cheese strat for a swift, merciless victory. However, for those seeking the full experience, it’s worth enduring the creature’s punishing assaults to see just how satisfying its demise can be. Be warned however: this early-game encounter was notorious enough that Team Cherry once adjusted its difficulty, a gentle reminder that even in Greymoor, some beasts are too ornery for their own good.

The fight itself is deceptively simple with the right strategy. Moorwing’s movements are deliberate yet highly telegraphed, giving Hornet the chance to strike between charges and aerial assaults. By this point in the game, most players have access to a variety of crests that can drastically reduce risk, and alternate movement options—such as the Reaper or Wanderer—allow Hornet to adapt to the beast’s punishing 45-degree downward dives. Still, the encounter demands focus, precision, and a steady hand; one poorly timed jump or dodge can quickly leave you flattened under the weight of its enormous wings. Despite the looming dread and the occasional, unavoidable expletive, the battle is an exercise in controlled aggression. It encourages players to balance patience with opportunistic strikes, offering a perfect early test of timing, positioning, and strategic use of crests. And while Moorwing may provoke a scream or two from the more fragile of nerves, its defeat is immensely satisfying—a true testament to Hornet’s skill and perseverance in the dark heart of Greymoor.




Tips and Tricks for Defeating Moorwing -


Moorwing is best approached with aggression up close, striking constantly with double or triple hits to keep the beast off-balance. While it has considerable reach, staying beneath its massive form renders two of its main attacks almost harmless, giving Hornet a prime opportunity to punish its larger swings. For those struggling, allies like Garmond and Zaza can be recruited, adding extra firepower and helping to break through the encounter’s early intimidation factor. And yes, staring up at this flying menace while it glares down can feel like being judged by a particularly disappointed pigeon.

In its first phase, Moorwing has two principal attacks: a spinning projectile assault and a swooping strike. The spinning projectiles can be leapt over if timed carefully, but be wary—they often curve back, proving that even bugs in Silksong have commitment issues.



The swoop attack is easily evaded with a jump, allowing a well-timed downward swipe from Hornet to land safely. Using this approach keeps pressure on Moorwing while avoiding most incoming damage, and staying under the beast reduces the risk of surprise hits.



Once the battle transitions to the second phase, Moorwing introduces a midair swoop attack and alternating projectile barrages from above and below. The airborne spin attacks can be dodged away first, then re-approached as they spin outward, while the low projectiles follow the ground—keep your wits about you and sidestep accordingly. Staying beneath the beast remains the safest strategy, as its swoops no longer reach you, allowing Hornet to punish its claws or double projectile attacks with 2–3 quick hits. Defensive play is recommended during its other moves, particularly when it finishes a claw strike, as a small drop of damage can still occur if you misposition.



Positioning however is crucial. Shelter in the small cage on the left side of the arena if you need a moment to heal or recover Silk, and take advantage of crests such as the Reaper’s for extra reach. A faster movement crest and speedy healing setup allow for safer, continuous damage while managing resources. The fight culminates after Moorwing has been stunned three times—once that final stun lands, victory is nearly assured, leaving only a few frantic swipes and a final airborne attempt to overcome before the creature collapses, a satisfying conclusion to this intimidating yet manageable early-game trial. And let’s be honest, surviving a face-to-face with a flying mite that clearly skipped wing-training day deserves a quiet round of applause lol.



With steady reflexes, careful positioning, and a well-timed offense, Moorwing can be toppled without too much trouble. Staying beneath the beast and using the cage for a brief respite allows Hornet to weather the projectiles and swoops while landing consistent hits. Phase two adds a bit more chaos with midair swoops and alternating projectiles, but once the rhythm of its attacks is understood, the fight becomes more about timing than luck.

After the third and final stun, victory is yours, and the skies over Greymoor feel slightly less threatening. And as Moorwing finally falls, take a moment to revel in your triumph—though when the fleas arrive, the beast’s defeat practically guarantees they’re about to throw themselves a banquet, mainly overdosing and intoxicating themsleves with flea brew, but they're happy I'm sure! XD


7) Sister Splinter: Keeper of the Thorned Dominion -
Sister Splinter is another mandatory boss encounter in Hollow Knight: Silksong—well, mandatory unless you somehow pull off the fabled Garama Skip. (You know the one: aggravate a poor Phacia with the challenge button, endure Hornet unleashing a garama so seismic it makes me flinch in my chair, then pogo off the bewildered creature like some deranged gymnast. Most first-time players will never discover this arcane manoeuvre, and honestly, that’s probably for the best.) As the eldest of the Splinter brood and the de facto leader of their secluded little enclave, she takes her role with all the grace of a thorny bouncer who has never heard of conflict de-escalation.

You’ll find Sister Splinter tucked deep within Shellwood, standing guard just before the Cling Grip, the Ancestral Art that allows you to wall jump. While she herself isn’t the most daunting boss you’ll face, she compensates by summoning reinforcements and manipulating the vines around her to hem you in. If she gets her way, she’ll trap you in a cramped little enclosure and claw at you until you resemble artisanal mulch. But with quick reactions, some nimble footwork, and some extra tricks compacted inside this compendium, you'll reduce this viny villain to so many splinters before she knows what's hit her.




Tips and Tricks for Defeating Sister Splinter -

Once you step into the arena, Sister Splinter descends from the canopy like an especially disgruntled chandelier, hanging upside-down and already prepared to make your life thornier. Much like your clash with Fourth Chorus, expect to be airborne often — if you want even a whisper of needle contact, you’ll need to hop up and jab at her whenever she gives you an opening. Early in the fight she keeps things deceptively simple, rotating between her punch combo and the occasional thorn summon. Your best punish windows come right after she finishes her attack sequence or after she shifts position; during those brief lulls she can’t counter and isn’t threatening anything except the structural integrity of the floor. Just take care not to leap too high, unless you’d like your face to be introduced to her elbows.

Her first is Triple Slam, where she lifts one arm before smashing the ground three times with both hands. Always watch which arm she raises: left arm means dodge right, right arm means dodge left. It’s predictable, but she hits hard enough to make even a slight misread feel like you’ve been audited by a tree.



Her second attack is Summon Vines, where she retreats into the ceiling and calls down massive thorn ropes to restrict your movement. Break each rope with three hits (or a clean Silkspear) and track the beam of light that appears beforehand to know where they’ll drop. Later on, she’ll summon multiple vines at once — and yes, you can destroy several simultaneously with your Silkspear, which feels as cathartic as it sounds.



Her third move, Summon Splinterbarks, begins with a scream before two Splinterbark minions descend from above. You should always sneak in a few quick hits on her during that scream window. Once the adds arrive, dispatch at least one immediately, then use ranged attacks like Silkspear or Straight Pins to pick off the second while maintaining control of the arena.



Each Splinterbark dies in a single hit from a ranged silkspear, and the vines crumble just as quickly — so your silk economy becomes the real backbone of the fight. Also note that Sister Splinter will occasionally obliterate her own vines when slamming, so you can safely ignore them unless they’re trapping you in a bad corner.



As the battle escalates, her repositioning windows and post-combo pauses become your best openings. Jump just high enough to tag her without colliding with her mass, punish every knockdown, and always re-centre your footing before her next move. Beware that if you don't want to turn into a flattened weaver sandwich, Sister Splinter falls from her rooted position in the ceiling once you've staggered her so prepare to move out of her line of area before you get splattered lol. The rhythm becomes much clearer once you realise the entire fight is built around cycling between clean upward strikes and efficient arena maintenance.



In the final phase, Sister Splinter begins with a full-throated shriek that immediately summons six vines at once — an aggressive attempt to convert the arena into her personal botanical torture chamber. It’s imperative to destroy these quickly, either with rapid needle strikes or a charged Silkspear blast, because leaving them intact will trap you in an impromptu vine arena with a furious ceiling-bound tree deity. Historically, those encounters rarely conclude in your favour lmao. Once you’ve trimmed her little horticultural panic attack, she returns to her regular rotation of slams, vines, and Splinterbarks, only faster and more densely packed. Stay mobile, pick off minions as they land, clear ropes only when they restrict your footing, and punish her stagger windows relentlessly. Do that, and Sister Splinter will wither long before you do.



With Sister Splinter finally reduced to a heap of snapped twigs and wounded pride, Shellwood feels noticeably less suffocating — almost as if the forest itself exhales in relief. You’ve dismantled the eldest of the Splinter brood, carved a path through her sprawling tangle of vines, and proven that even a self-appointed arboreal tyrant can’t keep Hornet rooted in place for long. And now, with the Cling Grip in hand, your ascent through Pharloom only becomes more agile, more vertical, and far more satisfying.

Take a breath, centre yourself, and brush off whatever bark shrapnel she left embedded in your cloak. Because while Sister Splinter may be compost by now, Shellwood’s lesser relatives will undoubtedly gossip about their fallen leader — and if they’re anything like her, they’ll probably try to avenge her by tripping you with a twig or dropping a leaf directly into your eyes. The good news? At least they won’t summon six vines and build an impromptu plant maze around you… unless Team Cherry decides that’s funny for a future patch.


8) Widow: Silken Martyr of Twisted Websong -
Widow is found deep within the northern tunnels of Bellhart, though reaching her involves just enough running around to remind every gamer why we chose sitting indoors for hours over anything that involves real cardiovascular effort. The tunnel entrances lie in northeast Shellwood, and to even reach them you’ll need to trek across most of the region, defeat Sister Splinter, and acquire the Cling Grip so Hornet can actually scale the walls instead of dramatically sliding down them like a damp piece of spaghetti. Consider all this pre-boss exercise the game’s way of preparing you for pain—an aerobic warm-up, if you will, before one of Silksong’s earliest major challenges.

Once you arrive, you’ll quickly learn that Widow is no ordinary Weaver. She lurks in the dark, an agile and unhinged survivor of her kind, now driven by a fervour that borders on feral devotion. Her movements are sharp, panicked, and elegantly horrific—basically the bug-world equivalent of finding a tarantula scuttling across your room at 3 a.m., except this one has footwork that would make a ballerina jealous and absolutely zero hesitation about launching herself directly at your face. Widow is one of Silksong’s earliest major bosses, a frenzied opponent whose attacks escalate as the fight goes on and who eventually shifts into a far more desperate second phase. With the right planning and a clear understanding of her patterns, though, you can exploit her openings and come out on top—ideally before she gift-wraps you in silk like an inconvenient snack.




Tips and Tricks for Defeating Widow -

Widow is considerably harder than most bosses faced so far, largely due to her lightning-fast movements, the sporadic bells, and her unpredictable combinations of attacks. Her moveset is more complex than what you've seen previously, and she does have a second phase, so staying alert is crucial. Many of her attacks revolve around bells, but remember that any incoming bell can be struck away if dodging isn’t an option.

Her diagonal bell attack sends two bells flying across the arena at a 45 degree angle, each marked by a silk thread, prominently displaying the impending concussion that will occur assuming you remain standing beneath the thread! XD The bells bounce after hitting the ground, remaining a threat. The easiest way to handle this attack is to stand in the safe space between the two bells as they fall. In phase two, the bells move faster and bounce further, so timing becomes even more crucial.



The vertical bell attack drops two bells in a straight line, generally tracking the player’s position. A reliable strategy is to approach Widow, strike her once or twice, then retreat as the second bell descends. This allows you to safely return for another short strike without taking damage.



The curtain of bells summons a cluster of falling bells across the arena. The best approach here is caution: avoid the area entirely rather than trying to sneak in attacks, as even a single misstep can cost you heavily.



Her midair dive sees Widow leap and stab diagonally. Dash underneath in the opposite direction to evade, then be ready for her scuttling slash, which follows immediately afterward. You can often pogo on top of her during this move to completely avoid damage, and if timed carefully without hitting her weapon, get a few free strikes in. Widow unfortunately doesn't discriminate when it comes to slicing her enemies into fillets so good luck if you accidentally miss your shot lol!



Following this, with bells Widow can summon from below, she weaves four silk nets that explode into spiked bell conglomerations. Stand on the side opposite her entry point, then once the second bell appears, jump and use the Drifter’s Cloak to float over the third. By the time you reach the other side, the second bell should have dissipated, letting you attack safely while avoiding damage.



Continue this and eventually you'll land a solid hit that pushes Widow back before she leaps away dramatically. You may be celebrating, dancing around the arena like you’ve conquered the world, only to realise she immediately returns for phase two, and you have to run back to your computer at mach 10, sprinting, dodging, and evading so fast you half-expect to be Hornet sashimi before you even catch your breath! XD

Jokes aside, close-range attacks with long animations, like Thread Storm, are risky here, so Silkspear is a safer bet. You can conserve silk for healing and use long-range tools like the Straight Pin, Pimpillo, or Sting Shard, particularly if you’ve upgraded through the Forge Daughter in Deep Docks. With a Memory Locket expanding your crest, two tools allow you to chip away from a safe distance, particularly during phase two when openings are scarce. When your tools are gone, Widow is most vulnerable while stringing silk for her bells or immediately after scuttling past. Move in to attack, then retreat, jump over her scuttles to strike from behind, or exploit safe gaps created by diagonal bell patterns — she rarely counters until the bells hit the ground. Continue through the chaos, and eventually, you can bind Widow and enter her memories. In Pharloom, instead of traditional probing, Hornet's method involves a giant needle jabbed into your chest — not exactly a soothing form of acupuncture...



Defeating Widow is as much a test of endurance as it is of skill. Her relentless scuttling, diving, and cascading bells push Hornet to master timing and positioning, transforming the chaotic arena into a dance of precision and patience. By carefully navigating her attacks and striking only when safe, Hornet not only overcomes a formidable foe but gains insight into the depths of her madness, seeing firsthand the twisted loyalty that binds her to Grandmother Silk.

After surviving Widow’s onslaught and exploring the maze of her memories—not exactly the kind of carnival maze you’d want to get lost in—Hornet learns the Needolin skill, unlocking hidden weaver-marked doors and encouraging NPCs to reveal their inner thoughts. Along the way, the Fanatic achievement is earned, and the “Threadspun Town” quest is completed, restoring life to Bellhart. And if you ever find yourself groaning about the fight, just remember: managing to survive Widow’s bells and dives is basically Hornet-level acrobatics training, minus the gym membership, and you still escape without becoming sushi.


9) Skull Tyrant: Marrow King of Hollow Bone -
Deep within the creaking corridors of the Marrow — far beneath the polite daylight world that pretends such places don’t exist — broods the self-proclaimed king of those bones: the Skull Tyrant. Despite his alarming title and the fact he looks sculpted from the remains of everyone who came before you, this colossal bone-beast occupies the strange niche of being both fearsome to behold and surprisingly manageable once the fight begins. True to Wish-boss tradition, he lurks where no sensible traveller would wander, remaining hidden until Hornet has reclaimed enough of her scattered strength to even consider challenging anything in these ossified depths.

Once you’ve gathered those essential upgrades and steeled your nerves, the hunt leads you into the marrow-shafts proper — a place of echoing caverns, brittle spines arched like ancient bridges, and forgotten burrows that feel suspiciously as though they’re waiting to wake up. The Skull Tyrant, for all his grandeur, fights with the single-minded enthusiasm of an enormous rock that has decided its life’s purpose is to sprint directly at you. Pilgrims whisper that he has terrorised travellers for ages, barrelling through the tunnels like a skeletal avalanche; Hornet, however, tends not to be impressed by geological assassination attempts. One decisive encounter later, you’ll discover that sometimes the most imposing kings crumble faster than the pebbles they’re fashioned from!


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Tips and Tricks for Defeating Skull Tyrant -

Despite his grandiose title and impressive bonework, the Skull Tyrant is one of Pharloom’s most straightforward foes—more an avalanche with legs than a cunning monarch. His arena is one of the rare spaces where you decide when the battle begins, giving Hornet ample time to lace the ground with traps or prepare a Silkspear ambush. Once you strike the first blow, however, the Marrow King of Hollow Bone answers with remarkable enthusiasm, slamming through his three-attack rotation with enough force to take two masks off you per mistake. His danger is not complexity but momentum; mishandling any single attack can easily snowball into a burial beneath bone and rubble.

His most frequent manoeuvre, the Charge, is heralded by a rhythmic stomping in place as he winds himself like a living catapult. A moment later, he hurtles across the arena with the determination of a boulder that has sworn an oath of vengeance. He may wheel around immediately for a second rush without warning, and on rare occasions a third, as though trying to convince you that sprinting in straight lines is a viable combat philosophy. Your best answer is elegant and simple: hop over him as he barrels past, then strike him once or twice as he skids to a halt before he reorients.



The Jump attack is far more dramatic in appearance than in execution. He crouches low, the entire frame of him coiling, before launching upwards in a bone-rattling leap. While it looks as though he’s about to crater the planet on landing, the safest counter is the opposite of panic: sprint beneath him as he ascends, then pivot immediately to deliver a clean retaliation. He can chain this leap twice in quick succession, so always prepare to reposition again should he go for the double.



The most disruptive part of his kit, however, is the Boulder Crash. After releasing an ear-splitting roar, the Tyrant hops in place and summons a chaotic rain of stone from the ceiling. The falling paths are mercifully telegraphed by drifting dust, though reacting in time can still be treacherous if you’ve let yourself drift too close to the walls. While the attack seems unmanageable at first glance, it is actually your best healing window: standing in a safe gap allows for a full Bind, provided you keep an eye on the next cluster of debris. Conversely, being pushed into a corner during this attack is perilous. Getting boxed in by both stones and Tyrant often results in a compressed Hornet, and an early funeral in the marrow-shafts lol.



Because the Skull Tyrant possesses no second phase, the battle is an exercise in consistency and patience. Stay positioned near the arena’s centre where his intentions are clearest, counter cleanly, and resist the urge to be flashy. His health pool is large enough that the fight can feel like chiselling a mountain with a sewing needle, but the rhythm becomes comfortable once you stop overextending. Healing should be reserved almost exclusively for Boulder Crashes; everything else is too quick, too punishing, or too close-quarters to be worth attempting.

There is, of course, the infamous “ledge strategy,” which although is regarded as sacrilegious to the game in my eyes you can use if you desire lol. The Tyrant has an unfortunate habit of tumbling off the arena’s left side when overcommitting to a Charge, which tempts many scoundrels into attempting a permanent gimp. The platform below allows for healing, tool use, or even a few cheeky Silkspear strikes from beneath while he struggles back onto the battlefield. It can shave off a slice of his health, yet the tactic is fickle: sometimes he pursues you with such aggression that you risk resetting the fight entirely; other times he wanders off long enough to raise existential doubts about whether you’re the true monster here. As with all gimping methods, you are playing with marrowfire. The honest approach—clean counters, controlled spacing, and centre-arena discipline—remains the most reliable path to victory.



Keep the momentum steady, exploit the Boulder Crash windows, and in time the great Skull Tyrant will return to the Marrow’s quiet depths, leaving only loose bone-dust and the faint satisfaction of dethroning a monarch who relied mostly on running directly at you instead of leaving it to his bodyguards to pester you with their well placed positioning.



With patience, precision, and the occasional strategic deep breath, the Skull Tyrant eventually yields. His health bar is as secretive as the Marrow itself, offering no hint that your blows are adding up, so the fight becomes a strangely contemplative ritual: strike cleanly, wait calmly, repeat. When the great mound of skeletal bravado finally topples, you’ll earn a Crown Fragment — a regal trinket of tremendous ceremonial value and absolutely no practical use. It’s the sort of reward that makes you wonder whether the tyrant was guarding it out of pride or simply because he forgot where he left everything else. At least the Wish Board in Bone Bottom appreciates sentimentality enough to exchange it for a Heavy Rosary Necklace.

In the grand tapestry of Pharloom’s guardians, the Skull Tyrant stands as a reminder that intimidation does not always equate to intricacy. He roars, he charges, he leaps, and he occasionally rains the ceiling upon your head with the enthusiasm of a child discovering gravity. Yet for all that bluster, his downfall is secured not through daring gambits but through quiet, consistent counterplay. Once he is gone, and the Marrow settles back into its echoing stillness, Hornet’s journey carries onward — another monarch toppled, another whisper of old power laid to rest, and one more step toward unraveling the deeper bones of Pharloom, before another one is made manifest lol!



10) Moss Mother Duo: Twinned Matrons of Verdant Ferocity -
Deep within the humid alcoves of Moss Grotto, where every surface seems determined to sprout something vaguely hostile, lurks a curious surprise for any explorer bold (or foolish) enough to backtrack with Needolin in hand. Long ago, the Moss Mother served her noble purpose as Silksong’s tutorial boss — a gentle baptism by chlorophyll. Yet unbeknownst to many first-time pilgrims, Pharloom harbours two more of her lineage, waiting quietly in a hidden sub-area for any brave wanderer who believes they’ve mastered the art of moss management. And because fate has a wicked sense of humour, these sisters don’t take turns. They attack together.

Yes — a rematch, except this time you’re not dealing with a solitary overgrown matron, but an aggressively caffeinated duo whose combined enthusiasm for pulverising Hornet borders on familial zeal. Between the swarm of mosslings nipping at your heels and the barrage of spit launched from both sides of the arena, the encounter rapidly devolves into a verdant warzone. You could almost swear the entire moss legion has been waiting for this exact moment just to dogpile you lmao. But despair not, intrepid traveller. With the right preparation (and a firm grip on your Needle), this “double trouble” becomes significantly less terrifying. Consider this your foolproof guide to pruning the second and third Moss Mothers of the lineage — preferably before you become the next fertile patch of compost!




Tips and Tricks for Defeating Moss Mother Duo -

As soon as you step into the arena, the first Moss Mother drops in with all the restraint of someone who distinctly remembers you embarrassing her cousin in the tutorial. She swings faster, screams louder, and slams the ceiling often enough to make you wonder if she’s trying to renovate the place. Between her pendulum strikes, falling stones, and the steady drizzle of mosslings, the fight looks threatening—but this first phase can be surprisingly short. It doesn’t matter how much damage you deal; she decides when to call in backup. Very on-brand, really.

With that in mind, your goal is simple: unload as much damage as you can while she’s still solo. Stay in the centre of the arena so she can’t corner you, hop over her swings, and tag her as she passes underneath. When she pounds the ceiling, dash out of the way of the falling debris (the dust markers make this mercifully readable), and squash incoming minions immediately before they steal your attention—and your masks. Keep the pressure high, because this is the calmest things are going to get.



Once she slams the ceiling and lets out a shriek, phase two begins—and her equally enthusiastic sibling arrives. Now you’re juggling two Moss Mothers, twice the pendulum swings, and a mossling parade that seems to take personal offense at your continued existence. The trick here is to abandon aggression and embrace patience. Stay in the center of the arena, clean up any minions the moment they land, and let the sisters set the tempo.



Wait for a clean pass, jump or dash through a swing, and counterattack only when you’re certain the other Moss Mother isn’t lining up a surprise slap. This isn’t a fast fight—it’s a “don’t get mulch-ified” fight.



Repeat this slow, steady rhythm until one Moss Mother finally goes down. She’ll explode and scream dramatically (fair warning: it will distract you the first time), so immediately back off to avoid eating a follow-up attack from her surviving sister. Once it’s one-on-one again, the battle shifts back to the simpler first-phase pattern. Keep your positioning centered, punish safe openings, and stay calm—unless you enjoy being turned into premium compost, of course.

All in all, this is a demanding encounter, especially for players who struggle with chaos or multi-target aggression. But with good pacing, careful positioning, and a little luck on the stagger timings, you’ll prune this aggressive duo and walk away victorious—preferably without half the grotto stuck to you.




In the verdant chaos of the Moss Mother Duo, surviving long enough to see the arena fall quiet feels like winning an argument with nature itself — which is to say, deeply satisfying and only slightly concerning. After all, not everyone can say they’ve successfully dodged a pendulum-swinging moss matriarch twice while maintaining their composure and pretending this was absolutely part of the plan. Take a moment to breathe, shake the spores out of your hair, and savour the triumph of having pruned not one, but two exceedingly aggressive patches of greenery.

Once the dust (and plant matter) settles, your Weavlight will flicker to life, politely pointing out the prize you earned for this botanical brawl. On the floor lies the Weavelight itself — a radiant blue tool that boosts Silk regeneration and grants you an extra passive Silk in combat. In short: it’s useful, it’s shiny, and you absolutely deserve it. And after such an ordeal, you’ve more than earned a serene, moss-cushioned nap atop a Mossgrub — the closest thing Pharloom offers to a spa day!


11) Great Conchflies: Crimson Tempests of Pharloom’s Heights -
The Great Conchflies mark your inaugural challenge in the Blasted Steps—a windswept wasteland where everything either wants to drill through you or blow you off a cliff for sport. Crowned with bright crimson, drill-shaped shells and boasting an Elder Conchfly adorned with a striking coral horn, this inseparable pair represents one of the earliest multi-enemy boss encounters in Hollow Knight: Silksong. Once they’ve chosen a mate, they rarely fly alone, meaning Hornet has wandered directly into a two-for-one special of aerial aggression and winged disputes lol. Fortunately, their moveset is mercifully simple, making them far less daunting than the theatrical chaos that awaits deeper in Act I.

That isn’t to say they’re pushovers—these oversized, winged beetles specialise in coordinated drill strikes that force you to stay alert, airborne, and anything but stationary. Their favourite trick is burrowing beneath the brittle ground before launching upward with reckless enthusiasm, and predicting where they’ll erupt next is the true heart of the encounter. If you can keep track of both cones of doom as they corkscrew in and out of the arena, you’ll find this fight far more manageable than its dramatic entrance suggests.




Tips and Tricks for Defeating Great Conchflies -

The Great Conchflies actually possess only two fundamental attacks between them, yet the sheer coordination with which they employ these patterns keeps the battle lively and unexpectedly demanding. Their primary technique involves burrowing through the ground, walls, or ceiling before erupting outward in a straight drilling charge, with all damage concentrated on the sharpened, horn-like tips of their shells. Because of this, the safest strategy is to remain close to their sides, where you can slip in quick strikes as they ready themselves to burst forth.



These assaults can vary considerably in timing and formation: one Conchfly may emerge while the other remains dormant, they may appear in seamless synchrony, or they may attack from opposing directions, such as ceiling and floor, creating a narrow corridor of danger. This unpredictability forces you to stay nimble, reading their positions and adjusting your jumps with precision.




Occasionally, one Conchfly will surface and hover momentarily, gathering momentum for a heavy vertical plunge that punishes players who linger beneath it. Alternatively, a Conchfly may spit a drill-like projectile that ricochets four times across the arena, which often becomes the most troublesome attack if you misread its trajectory. The key is to observe whether the Conchfly shifts slightly left or right before burrowing; if it remains perfectly centred, stand just off to the side, as the projectile fires downward at a 45-degree angle. Dodging this cleanly not only avoids damage but grants an effortless window for counterattacks before it retreats underground.



As the fight progresses past the halfway mark, their speed increases dramatically, and the once-predictable rhythm transforms into a frenetic display of Pharloomian machinery. Despite this escalation, their moveset never changes—only the tempo. With disciplined dodges, well-timed jumps, and steady pressure from the sides, one Conchfly will eventually collapse, prompting the survivor to unleash a string of indignant bug profanity before fleeing the battlefield in melodramatic outrage lol!



Defeating the Great Conchflies is a rewarding exercise in observation and precision. While their attacks are simple, their coordination and accelerating burrow patterns demand constant attention and well-timed reactions. By staying mobile, striking from the sides, and reading their burrow timings, you can steadily dismantle their assault. Once one Conchfly falls, the remaining one often flails in frustration, leaving Hornet to wonder if insects really do have “bad manners.”

With the battle won, the arena quiets and Hornet can finally catch her breath. The fight is a reminder that even in Pharloom, the simplest-looking foes can present significant challenges when paired, and mastering timing and positioning is often more important than raw power. And, of course, it never hurts to imagine the defeated Conchfly sulking in shame—if bugs could, perhaps it would have thrown a tantrum to team cherry worthy of a proper bug soap opera on how Hornet is just too strong for the bugs in Pharloom to bear!


12) Skull Tyrant Rematch: Ossuary Demolitionist of Villages -
The Bone Bottom Skull Tyrant rematch is a chaotic reprise of a familiar foe, but this time, it comes with a nasty surprise. As soon as you turn in the An Icon of Hope wish quest at the Bone Bottom wish board, the Tyrant immediately spawns, seemingly eager to turn Hornet into a splatter on the floor before she even has a chance to react. XD

Unlike the first encounter, this ambush is all about making you scramble—furniture, walls, and even the bench stand little chance against the rampaging beast. You can effectively face both Skull Tyrants back-to-back if you’re prepared: simply head back to Bone Bottom after completing Terrible Tyrant, hand over the Shell Shards at the wish board, and steel yourself for the incoming chaos. The Skull Tyrant charges in from the right side of the region, demolishing everything in its path, and lets out a ferocious scream… or at least it tries to.




Both Skull Tyrant fights are essentially identical, so a single strategy works for both encounters. The Tyrant has three primary abilities: a charge, a jumping slam, and a roar that calls down boulders. Each attack is clearly telegraphed, making it a straightforward fight to learn once you recognize the tells.

When the Skull Tyrant shakes its body and lifts its legs from side to side, it’s preparing to charge across the arena. Occasionally it scuttles backward before lunging, though this isn’t always guaranteed, so keep your reflexes sharp. After the charge, a brief pause gives you a prime opportunity to land a few hits—just don’t get overzealous, or you might become part of the Tyrant’s bone collection.




If it shakes without lifting its legs, it’s preparing to leap diagonally into the air before slamming down. When it lands, two boulders fall from the ceiling, which can turn Hornet’s day into a real game of dodge the rock. Timing your jumps and positioning is key here; the moment it hits, you have a small window to strike safely before it recovers.



The roar attack is just as punishing, with the Tyrant jumping up and down three times and bringing boulders down with each stomp. Watch the rhythm closely: these repeated stomps are perfect for gauging your movement, and if you get lucky, you can slide in a hit between boulder drops without feeling like a pin cushion.



The Skull Tyrant can only be damaged from the front, back, and underside. Pogoing off its skull is a cruel illusion of safety—it won’t work. Most tools bounce off harmlessly, though the Longpin is an exception. Found in a hidden area east of Shellwood, just above the Bellhart entrance, the Longpin pierces armored targets, making it ideal for this fight.



Poisoning it with the Pollip Pouch from the Rite of the Pollip quest is highly recommended, as it makes chip damage consistent and quite satisfying as a double lol.



During the fight, openings are frequent. If the boulders aren’t falling near its face, close the gap during its roar attack to get free hits in. Likewise, as soon as the Tyrant finishes a charge or lands after a jump, it’s momentarily vulnerable. There are no phases to worry about, so you can rely on the Longpin—or your preferred ranged tools—to steadily chip away at its health. With patience, timing, and a few well-aimed pricks, the Bone Bottom Skull Tyrant’s reign of demolition will finally meet its match.



Once the Skull Tyrant finally collapses, Bone Bottom is left in ruins, and the echo of its rampage lingers in every shattered dwelling. Sadly, this fight comes at a cost: Pilby, the faithful pilgrim you first met in Bone Bottom, doesn’t make it out unscathed. The poor soul is flattened in the chaos, leaving Hornet with a pang of guilt and a reminder that even the smallest lives are swept up in the Tyrant’s fury. Despite the tragedy, Hornet can’t help but marvel at the sheer spectacle of destruction. With the Tyrant down, the other Skull Tyrants scattered across Pharloom have now met their match, and one can almost imagine them counting the days until they get to wreak havoc again—though hopefully not any time soon. Hornet might even jest that they’ll need to update their calendars back in the marrow, because Bone Bottom is officially on lockdown, and the only thing left to count is the debris. Quite the show-stopper that one is! XD

But with skill, timing, and a well-poisoned Longpin, Hornet has triumphed over the demolitionist menace. The day is hers, the Tyrants have been humbled, and while Pilby may have perished in the chaos, Hornet leaves the battlefield ready to face the rest of Pharloom’s cursed nightmares. Just don’t let any more Skull Tyrants think they can ambush you—they’ve now got a very bad reputation to live down lol.


13) Savage Beastfly Rematch: Reincarnated Pyre of Molten Fury -
The Savage Beastfly returns with a vengeance, and Team Cherry’s generosity is… questionable at best. In a display of pure “community love,” they’ve upgraded one of the game’s most frustrating bosses into a lava-filled deathtrap. This time, the arena is a brittle platform surrounded by molten lava, forcing Hornet to dance precariously on what feels like a single square picometer of stone while the floor crumbles beneath her feet.

Adding insult to injury, the Beastfly now summons enemies that deal two hits of damage—at range. That’s right, you’ll be juggling lethal projectiles and dodging fiery eruptions, all while trying not to plunge into certain doom. The Savage Beastfly is part of a Grand Hunt Wish in Hollow Knight: Silksong, started from the Wishwall in Bellhart. To complete the Wish, Hornet must track the creature through Far Fields, following the trail of objects it leaves behind, and defeat it in the very arena where Fourth Chorus met their end. Once victorious, Hornet can claim a Horn Fragment from the Beastfly’s scorched corpse—a reward well-earned for surviving this molten nightmare. Probably best to pre-book some therapy beforehand however, since if you had any trouble with the first boss, you might just have emotional scars for life with this abomination that Team Cherry so lovingly bestowed on us! XD




The Savage Beastfly may be the same creature you met back in the Hunter’s March, but don’t let the déjà vu fool you—Team Cherry has gleefully converted this encounter into a spectacle of molten misery. The entire arena is suspended above lava, the platforms crumble beneath your feet, and every mistake sends you plummeting into a bath hotter than Hornet’s patience. To make matters worse, the Beastfly now summons those accursed floating imps, each of which spits fireballs that deal two masks of damage and leave burning trails on the platform. Nothing says “fun” quite like taking double damage, catching fire, and having the floor vanish beneath you—all at the same time. Truly, a charitable gift to the community lmao!

As soon as the Beastfly screeches and summons its little minions, your first priority should be to eliminate them immediately. If left alive for more than a few seconds, they essentially divide the arena into territories you are no longer allowed to stand on. You can let the Beastfly crush them with its ground slam, but relying on that is about as dependable as trying to play hopscotch on the lava.



If you have any form of area damage—Silk Storm, poison tools, or high-DPS pins—use them here. The longer the minions live, the shorter your lifespan becomes.



The Beastfly still relies on its familiar trio of attacks: three different ground slams, horizontal dashes, and overhead swoops. The rules of engagement haven’t changed, only the punishment for messing up. When it slams down, strike it mid-descent if you can. Just remember that every slam permanently deletes a chunk of the arena, so staying beneath it too long turns your fight into a real-time platform erosion experiment. When it goes into its side-to-side sweeping pattern, station yourself in a stable location and strike as it passes overhead or beneath you. The hitboxes are generous; the real threat is the two-masks-of-damage reminder that you should not be standing anywhere questionable, especially underneath the beastfly looking like it's preparing .



Its minions, meanwhile, will happily snipe you from across the arena, spitting fireballs that hit for two masks and plant lingering flame trails. Those trails can push you into lava, which is—shockingly—bad for your health. Killing them fast is the difference between a controlled duel and a chaotic inferno in which Hornet becomes a roasted appetiser before she even realizes what happened. This is one of those fights where the game practically begs you to run high DPS tools, because the longer the Beastfly stays alive, the more platforms disappear, the more fire starts flying, and the more the encounter descends into a fiery comedy of errors.

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Tools such as the Longpin can help you poke the Beastfly from awkward angles, and poison-based builds can speed up the burn (figuratively, though you’ll probably burn literally too). If you haven’t embraced Silk Storm yet, now is a fantastic time to break your pride—it clears the minions instantly and gives you breathing room. Simply put: you must hit the Beastfly as often as possible while deleting the minions before they delete you. Treat this fight like a race, because it absolutely is one, and unfortunately if you lose you don't just get the idle stare from the audience, you get submerged by the audience, the lava in this case lol.



Survive the firestorms, keep your footing on the ever-shrinking platforms, and stay aggressive. Once the Savage Beastfly crashes to the ground one final time, you can pry a Horn Fragment from its smoldering corpse—your reward for enduring one of Silksong’s most chaotic arenas without being reduced to crispy Hornet flakes, which apparently happens to be quite the popular cereal in Pharloom!



And with one final, desperate screech, the Savage Beastfly plummets into the lava below, erupting in a geyser of steam that nearly takes Hornet’s Mask with it. The arena finally stops collapsing, the fireballs stop flying, and for the first time in several minutes Hornet can stand still without spontaneously combusting. Congratulations—if you feel a warm glow inside, that’s probably victory… or the residual heat from the twelve near-death lava dips you survived. Hard to tell.

Once the smoke clears, you can pry a Horn Fragment from the Beastfly’s charred remains—a small but satisfying trophy for enduring an encounter where nearly everything on screen was trying to knock you into molten doom. And as the last embers die out, one thing becomes abundantly clear: if Hornet can survive a winged menace, flaming minions, collapsing platforms, and an arena hotter than the sun, then whatever’s waiting deeper in the Far Fields had better start panicking now lol!


14) Last Judge: Inexorable Arbiter of the Citadel -
The Last Judge stands as the final arbiter before the Grand Gate, a long-lived and merciless bug whose duty has spanned generations. Tasked with allowing only the sinless to pass, she has eradicated countless bugs deemed unworthy, leaving a trail of scorched earth and shattered ambition in her wake. Unlike other foes Hornet has faced, the Last Judge combines sheer power with unwavering authority, embodying the very enforcement of Pharloom’s rigid hierarchy. Her towering form and mastery of explosive fire-waves make her a truly formidable guardian, and anyone hoping to waltz through the Citadel should probably leave their bug-sized bravado at the door if they have any aspirations to not be seared medium rare by this bug of steel!

To reach her, Hornet must ascend the perilous heights of the Blasted Steps, far above the Moss Grotto, using the Cling Grip to navigate treacherous walls and avoid the predatory worms lurking in the pits below. At the summit, a massive door awaits, watched over by two pilgrims who reveal that no key can open it—only the tolling of the five “holy bells” scattered across the lands can unlock the way, which yes does mean you have to indulge in some exercise, sorry fellow gamers lol! With each bell rung in the Marrow, Deep Docks, Shellwood, Bellhart, and Greymoor, Hornet gains the power to awaken the Last Judge using the Needolin, summoning her from slumber to mete out judgement in a clash that will test every skill she has acquired.


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Tips and Tricks for Defeating Last Judge -

The Last Judge is a truly formidable opponent, combining sheer strength, rapid movement, and attacks that cover almost any range. Before engaging her, make sure Hornet’s Needle is upgraded at Bellhart, and that you have at least four Mask Shards to boost your health. The fight is as much a test of platforming skill as it is combat proficiency, with wide attacks and precise movement required to stay alive. Remember: staying calm and focusing on evasion first is key. If nothing else, it’s a great opportunity to practice your interpretive dance moves… because dodging fire really is a fine tourist attraction here in Pharloom lol!

The fight begins with her overhand toss of the censer, which has surprising range and can be tricky to gauge. Sprinting close allows you to land a dash attack or two, but be prepared: she always yanks the censer back along the ground, attempting to trap Hornet with a low swipe. After 2–3 hits, you’ll need to jump back as the weapon zips back to her hands.




Her other censer attack can be deceptive; if she holds it steady behind her, she’s preparing to toss it. But if she starts spinning it rapidly, dash out of melee range immediately, as the spinning censer will punish anything in its path and can even deflect tools and traps. At this point, you might start questioning why Hornet didn’t pick a quiet hobby instead — maybe competitive silk knitting would’ve been safer...



Her leaping strikes are the final major attacks of phase one. Normally, she bends slightly, leaps high, pauses, and slams down a few paces away. This gives you just enough time to back up or dash under her, then counterattack as she recovers. The trickier variant occurs when she leaps directly to the arena center without pausing, often if you’ve been fighting on one side. Avoid the center when she starts a leap, or you’ll find yourself roasted by surprise. Fortunately, at range, she’s quite vulnerable — tools like the Curveclaw or Straight Pin work wonders, and Flea Brew lets you strike quickly during her limited movement windows.



Phase two begins once she ignites her censer, drastically increasing chaos. She starts with a spinning wall of flame, and smoke rings drift toward you, igniting after a few seconds. Dash carefully, toss projectiles, and avoid getting greedy. Her censer toss now causes delayed explosions, so timing your approach is crucial.



The jumping slam gains a fiery bonus, often forcing you to either jump or slow-fall using Drifter’s Cloak. She also gains a mid-range dash engulfed in flames, leaving smoke columns in her wake. The good news: she lunges low, giving opportunities for downward strikes or projectiles, and her attacks are predictable once observed — if you survive long enough to feel clever, that is.



Her mid-range dash attack is equally deadly. She crouches, ignites the censer, and charges forward, leaving columns of smoke that soon erupt into fire. Simply dodging the initial dash is not enough; you must also reposition to avoid the fire. This same attack can be exploited offensively, as her low trajectory allows for downward strikes or ranged projectiles to chip away safely. Healing during this move is ideal: dash between the smoke columns, cast Bind, and recover a Mask before the flames dissipate.



The Last Judge’s final phase brings an extended, fiery censer spin. She creates multiple rings of smoke that burst into flame, demanding careful movement and adaptive timing. Only after the attack subsides does she momentarily tire, leaving a small opening for quick strikes. Returning to safe distance immediately after is crucial, as she will continue her regular fiery attacks without warning. Studying the patterns and alternating between offensive and defensive play ensures you can survive this punishing sequence.



When the Last Judge finally collapses, her censer emits a massive plume of smoke, and she recites one final chant. Back away unless you want to experience her last explosive laugh firsthand — standing too close could reduce Hornet to a cloud of ash before she even has a chance to blink, which last time I checked isn't all that enjoyable! ;) With skill, and patience though, Hornet emerges victorious, proving that no amount of flame or judgment can outmatch a well-timed dash… or a bug with impeccable timing and sass.

With the fight over, Hornet can claim the spoils of victory and continue onward, her path into the Citadel now unobstructed. The Last Judge may have been a formidable sentinel, but perseverance, careful observation, and a steady hand ensure that even the mightiest of guardians can be bested. Victory here is as much a test of patience as of skill, and Hornet’s triumph solidifies her status as a force to be reckoned with in Pharloom.


15) Phantom: Spectral Empress of Eternal Decay -
The Phantom is an optional boss in Hollow Knight: Silksong, and can be confronted as early as Act 1. She guards one of the two secret entrances to The Citadel and Act 2, along the infamous Sinner’s Road—a backdoor favored by pilgrims who knew they weren’t quite worthy of the Grand Gate. Phantom herself is a decayed prototype of the silk-based bugs, created long ago, and a predecessor (and sister) to Lace. After years of neglect, she now seeks a worthy opponent to grant her an honorable end. Hornet may have a little mischief in her step, but Phantom’s tests don’t tolerate shortcuts, no matter how “naughty” you feel lol.

Before reaching her lair, Hornet must navigate the maze-like Mist surrounding the Exhaust Organ. This haze, deadly and disorienting, has been left behind by Phantom herself as a sort of fiendish welcome mat—slightly more lethal than a carnival funhouse, if we’re honest. The trick to surviving it? Follow the glowing white butterflies with your Needolin, letting them guide you safely to Phantom. Once there, it’s time to face the spectral empress who has spent decades perfecting her own slightly unorthodox sense of hospitality.




Phantom is an agile and relentless foe, more similar to Lace than the Widow, relying on rapid strikes and vanishing into the mist of the Exhaust Organ to attack from unexpected angles. Her arena is a haze-filled labyrinth, so keep your wits about you—Hornet may feel a little “naughty” sneaking in this backdoor, but Phantom will not let you off easy.

Her primary attack occurs when she leaps into the air, usually toward the center of the arena, occasionally hopping to the sides first. She hurls her pin at your last location, and if you aren’t quick enough to dodge, it will slam into the ground and deal damage. After a short pause, she leaps to retrieve it, giving you a fleeting moment to strike—a window as brief as a polite apology after accidentally stepping on a moss grub.



If she remains on the ground however, she may throw the pin horizontally across the arena. Unlike her aerial toss, this version has no follow-up slice, giving you the perfect chance to jump over and perform downward strikes or pick up the pin for a counterattack. Think of it as a game of “catch me if you can,” but with less forgiving stakes and more flying metal.



At close range, she can adopt a ready stance with her pin held horizontally and perform two quick forward jabs, followed by a backward series. Timing your jumps and attacks is crucial here—misjudge it and you’ll feel like Hornet auditioning for an involuntary salsa routine.



Her parry can trigger after any of these attacks: a flash of white signals that a defensive counter is coming, and striking at the wrong moment can result in a punishing flurry of strikes. Tools like the Sting Shard or Tacks can activate this parry, so rely on quick darts or well-timed Needle attacks during open windows. You can also float above the parry if accidentally triggering it yourself!



Once sufficiently damaged, Phantom jumps out of sight, leaving a pulsing light on the ground indicating a large area of incoming damage. Dash or jump away, then take advantage of the brief moment after her landing to strike. In the fight’s second phase, she repeats this aerial slam five times in rapid succession, and more mist fills the arena.



From this point forth, Phantom's attacks from the haze are unpredictable, tossing pins or jabbing from new angles, so maintain a defensive posture and always be ready to dash or jump at the instant she reappears. Throughout the fight, she spouts a constant barrage of words—“Hukyiadoor! Hariden!”—and it’s impossible to tell whether she's taunting, complimenting, or berating Hornet. Honestly, by the end of the battle, you might be half-convinced she’s just narrating a very dramatic monologue in her own bug language, which adds a strange kind of entertainment amidst the chaos. However she now disappears, and safe to say it's not the harmless magician form of magic you are used to lol, so keep an eye out for her telegraphed appearances!



Finally, after enough punishment, the Phantom and Hornet lock blades in a dramatic clash. When time freezes and the prompt appears, parry at the right moment to lacerate Phantom, granting her the honorable death she sought. It’s a satisfying end, though you may still be wondering what “Hukyiadoor” actually means lol!



With Phantom finally defeated, the Exhaust Organ falls silent, the mist begins to clear, and Hornet can finally take a well-earned breath—though the echoes of the mist might haunt her for more than the boss itself did lol. Defeating Phantom doesn’t just grant satisfaction however; it unlocks a new Silk Skill: Cross Stitch. This ability lets Hornet expend a bit of Silk to ready her own parry stance, catching incoming attacks and retaliating with a swift, unblockable strike.

Now Hornet can dish out the same kind of torment the Phantom served, letting her spread the chaos to the other unsuspecting enemies in the Citadel. Lucky them, right? With quick reflexes, sharp timing, and the lessons learned from dodging pin-jabs, leaps, and vanishing assaults, Hornet emerges not just victorious, but with a new edge to make the enemies in the citadel want to alt + f4! XD


16) Cogwork Dancers: Maestros of the Clockwork Masquerade -
The Cogwork Dancers are a mandatory confrontation within the resonant halls of the Choral Chambers, arriving as one of Act 2’s most infamous mechanical trials. Forged as twin automatons—yet powered by what feels like a singular, sorrowful soul. Their iron bodies imitate life with unnerving precision, greeting intruders not with warmth but with a perfectly timed, perfectly lethal dance. One might almost applaud the craftsmanship, were it not aimed directly at one’s skull. Each movement is executed on a strict ticking rhythm, their attacks less reactive combat and more an unbroken, choreographed performance that demands immaculate timing from Hornet—particularly for players whose relationship with rhythm is, shall we say, aspirational at best! XD

Reaching these metal maestros requires navigating the eastern reaches of the Choral Chambers and climbing toward Songclave, before looping left across the upper platforms. There, in a grand hall built for resonance and ritual, the Dancers await—silent, poised, and ready to begin their clockwork ballet the moment Hornet steps onto the stage. Their routine may appear simple at first glance, but every slash and pivot is designed to punish hesitation; indeed, the only thing they dislike more than intruders is those who fall off-beat, which is practically everyone lol.


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The Cogwork Dancers are a deceptively simple encounter: few attacks, crisp telegraphs, and absolutely no willingness to forgive even a single misstep. Their difficulty comes not from complexity, but from the strict mechanical rhythm that governs their every movement. For most of the opening phase, the twin automatons move in perfect unison, as though determined to expose any weaknesses in your sense of timing. Each dancer projects a thin beam of light indicating its next dash. If one displays a line sweeping right and the other illuminates a beam straight downward, both will dart to the ends of their projections and immediately deliver a clean, two-handed slash. It’s easy to read, fair to predict, and somehow still capable of making you question whether you’ve ever dodged anything successfully in your life lol.



Soon enough, diagonal movements enter the mix, and spacing becomes everything. Timing grows tight, and you’ll need to know the exact distance where you can strike and slip away without earning an iron-plated reprimand. Getting cornered isn’t fatal, but it’s a stern warning—your escape is either a wall-jump up or a quick fall to reset. Usually, you can back off a step as they dash in, move forward for a couple hits, then retreat. When it works, it feels like a dance; when it doesn’t, elegance turns to emergency fast.



Throughout phase one, the loop remains consistent: jump, reposition, strike, breathe, repeat. The main disruption is their duet attack. When a circular beam blooms at the centre, both dancers rush inward and unleash a swirling barrage. Your job is simply to step outside the glowing circle and wait near the arena’s edge while they spin through their metal embrace. Don't try to join their little group hug however, lest you want to be hugging clockwork cacti. Doesn't feel that great last time I checked lol! When they finish, they float briefly in the centre—a rare moment of vulnerability. Use it. Think of it as their version of bowing, and your cue to applaud with the pointy end of your weapon.



Occasionally, the pair cast a web of beams across the entire arena. After a short pause, both dancers dash along these glowing lines, forcing you to stand, jump, or glide into the few untouched pockets of safety. The patterns are random, but the rule stays the same: look quickly, pick your spot, and move. If you happen to choose the one tile of floor that wasn’t safe, you can comfort yourself by knowing the dancers appreciate commitment.




Occasionally, one dancer will break into a little solo twirl, slipping out of sync just long enough to wreck your rhythm—Silksong’s way of reminding you that confidence is basically microscopic. XD Focus your damage on one dancer at a time since their health pools are separate. The nastiest pattern is when one moves horizontally while the other goes diagonally the opposite way; it almost guarantees a hit unless you dash with the diagonal dancer and hop the horizontal slash perfectly. Nail it and you look brilliant; miss it and you learn why this fight’s reputation spreads faster than logic.



Phase two introduces no new mechanics—only speed. The tempo increases, the windows for striking shrink, and most opportunities allow for only one clean hit before retreating. After the full-screen beam lattice, they may even cast it again a second time, perhaps under the impression that the first round didn’t sufficiently communicate their disappointment in you. Either that or it's just Team Cherry's way of torturing the playerbase, they thought they were slick I'm sure lol.



Phase three accelerates things further and finally breaks their synchronization entirely. Two dancers acting on different rhythms is as chaotic as it sounds, so the wisest tactic is to ignore the pair as a unit and focus completely on one dancer. Let the other whirl through its routine; you only need one partner at a time. Patience, restraint, and refusing to get greedy are what bring the first automaton down.



After the stronger rhythm breaks and one dancer collapses, the surviving automaton performs a frantic solo, lashing out in irregular, tempo-less motions. Without its partner, its grace dissolves into something almost desperate. Dodge carefully, repeat the patterns you’ve already mastered, and continue striking until the lonely performer finally collapses—an unexpectedly somber ending for machines built to mimic a dance they never truly shared. As a matter of fact I'm sure the majority of these Silksong deaths around Cogwork Dancers were merely because of the 10 masks of emotional damage inflicted to you at the end lol.



With the Cogwork Dancers finally silenced, the Choral Chambers open their paths, and Hornet’s ascent toward the great goal of Act 2 can truly begin. Their collapse marks more than the end of a beautifully lethal duet—it’s the moment Pharloom’s music becomes yours to claim. The Citadel’s scattered songs now wait to be gathered, studied, and shaped, almost as though the realm expects Hornet to moonlight as its resident maestro.

From here, each chamber you explore adds another note to the growing composition, building toward the Citadel’s grand harmony. And should anyone—or anything—decide they’re not particularly fond of Hornet’s blossoming career as Pharloom’s newest composer, well… they can receive a gentle artistic correction in the form of swift, decisive pulverization courtesy of her blade. A critique they won’t forget, assuming they remain in any condition capable of remembering lol.


17) Trobbio: Tyrannical Thespian of Spirited Slaughter -
Trobbio is another mandatory boss fight found in the Whispering Vaults in Act 2, and for a bug entertained by the fanatical, he doesn't disappoint! If there is one immutable truth in the Whispering Vaults, it’s that Trobbio will never—ever—miss his cue to shriek “TROBIOOOO!” with operatic gusto. Perish once, twice, or an entire matinee’s worth of attempts, and before your poor soul even drifts back to its bench, you’ll hear that rambunctious vibrato echoing through the halls as though he is the one facing mortal peril. It’s mock distress at its most theatrical, and frankly, you may start feeling guilty for interrupting his performance.

Trobbio himself is a showstopping marvel, turning the lower Vaults into a tempestuous stage of fireworks, explosions, and flamboyant chaos. You’ll need sharp dodging instincts—and a measure of patience—to weave through his many tricks, feints, and perfectly rehearsed attacks. Every swipe, burst, and flourish is designed with one goal in mind: ensuring your demise remains the main attraction of the evening. You’ll find this exuberant menace on his personal “stage” tucked beyond the Choral Chambers, eagerly awaiting the next unfortunate soul to be drafted into his grand production. And if Hornet walked in thinking she’d simply stumbled into a quaint Shakespearean play… well, she’s in for a rather explosive awakening.




Tips and Tricks for Defeating Trobbio -

Trobbio’s moveset is a theatrical disaster in the best—and worst—possible ways. Every attack is dripping with flair, explosions, and a level of unpredictability that suggests he choreographed this performance exclusively to ruin your day. His opening act begins with circular firework rings that erupt if you stand inside them, forcing you to tiptoe through the arena like you’re navigating a very unstable art installation. If the RNG deities bless you, he might drift far enough from the fireworks for you to land a few quick jabs—before he inevitably remembers his job is to make your suffering the showstopper.



At random intervals, Trobbio dips dramatically into the ground, only to burst upward for one of several signature routines. His most infamous is the airborne spinning attack—affectionately known as the “tornado attack” by players and “absolutely not this again” by Hornet. You can dodge it by sprinting away or hovering above him with your Drifter’s Cloak. But the fun doesn’t stop there: when he finishes, two mini-tornadoes blast upward, and can be incredibly tedious to avoid if you're beside Trobbio horizontally by the time he finishes his fanatical spin!



He can also perform this move from the ground, gliding across the arena and bouncing off the walls until he hits his distance quota. Predict where the spinning menace will land, sneak in a few hits, then immediately remember the whirlwinds he spits out at the end unless you enjoy being slapped across the vault like a paper kite lol.



Trobbio also loves repositioning with exaggerated aerial sweeps worthy of an actor demanding better lighting. From the ground, sky, or immediately after resurfacing, he’ll lob bouncing orbs that burst either vertically or horizontally after one hop. Because the explosion direction is fully random, you must constantly shuffle away from potential blast zones while also monitoring Trobbio himself—who is usually preparing to throw more of them because restraint is not in his vocabulary. Sometimes he’ll do this attack once; sometimes he’ll do it five times in a row, just to test whether you truly believe in hope.



Eventually, he lets out a vibrant, theatrical yell, signalling the start of phase two. Everything becomes faster, flashier, and just a bit more deranged. Cracks flare across the ground before erupting in pillars of flame, forcing you to sprint back and forth like you’re late for your own performance review, dodging the pillars that periodically appear at certain spots on the map, usually evenly spaced allowing you to stand on the position in where the last spout came from! The longest-lasting crack heralds Trobbio himself, who bursts out in all his flamboyant fury—just long enough for you to stick a few well-earned hits into his smug face.



Past that, nothing fundamentally changes in phase two; it’s simply Trobbio’s usual nonsense dialed up to “final rehearsal meltdown.” The true challenge is avoiding getting cornered by tornadoes, fireworks, orbs, flames, and Trobbio’s ego all at once. Beating him requires patience, pattern recognition, and the ability to laugh through the pain—because he certainly enjoys such things lol, but keep peppering him with your needle and eventually he'll go down in a ferocious display of fireworks and awe before playing dead on the ground... a desperate attempt, but not unnoticed by Hornet! XD



With Trobbio finally collapsing in a heap of exhausted theatrics—having screamed his last “TROBBIOOOO!” into the rafters—you’re free to breathe again, brush off the soot, and pretend your eardrums aren’t still vibrating from his final, overly dramatic crescendo. The Whispering Vaults grow quiet for the first time since you arrived, as though even the walls needed a moment to recover from the sheer amount of ego they just witnessed ricocheting around the room.

His defeat marks the end of one of Pharloom’s most explosive auditions, and the beginning of your ascent toward even greater challenges. You’ve survived fireworks, tornadoes, rogue pyrotechnics, and a butterfly who believed your demise was the emotional climax his show desperately needed. Truly, you’ve earned your backstage pass. But once the Tyrannical Thespian finally accepts his final bow, you can push deeper into the Whispering Vaults and claim the Claw Mirror, leaving behind the distinct realisation that if Hornet thought she was signing up for a pleasant Shakespearean production… she has made a terrible mistake!


18) Garmond & Zaza: Rambunctious Vigilantes of the Haunting -
Garmond and Zaza make their grand re-entrance in Hollow Knight: Silksong long after you meet them, a duo who first lend Hornet a hand in Greymoor before popping up again in the Citadel to swat choirbugs with the enthusiasm of amateurs who think they’re starring in an epic saga. Their appearances are somewhat random, but whenever fate tosses you into their path, Garmond will proudly declare that he is still seeking a “worthy battle,” blissfully unaware that Hornet has already survived things that could eat both of them without chewing lol.

By this point in the game, their moveset is less “formidable duel” and more “vigorous fencing lesson gone wrong,” with each of them attempting—valiantly, but with the grace of a collapsing scarecrow—to knock Hornet off the arena. Still, to the unprepared, their enthusiasm can catch you off guard; Garmond especially loves shouting whatever counts as bug profanity, punctuating every missed swing with a triumphant “DETZIBO!” Whether it’s meant to intimidate or simply fill the silence remains unclear to this very day! XD Fortunately, only a handful of tips are needed to outmanoeuvre these well-meaning vigilantes and remind them that enthusiasm usually doesn't happen to be the most effective combat style.




Tips and Tricks for Defeating Garmond & Zaza -

Garmond and Zaza may style themselves as fearsome vigilantes of Pharloom’s justice, but when it comes to actual combat, their duel plays out more like an enthusiastic sparring match between two overeager stagehands! Once you’ve exhausted Garmond’s dialogue — which admittedly takes a moment, considering he talks with the unstoppable energy of a caffeinated cricket — you’ll unlock the option to duel him at the peaks of the citadel. Simply select “yes,” brace yourself for the world’s politest ambush, and watch as he hops into the arena with all the pomp of a knight but all the precision of a toppled bookshelf. Still, despite the comedic presentation, you should remain alert; even the softest vigilante can bonk you into the spikes if you get complacent lol.



At the start of the fight, you’re allowed to unleash every tool in your arsenal without repercussion. This is your best chance to shave off a huge chunk of Garmond’s health before he’s had the opportunity to finish shouting “DETZIBO!” for dramatic effect. Longpins, threads, traps — whatever you brought, feel free to empty the closet directly onto his face. Since his movements have the pacing of a bug trying to recall its shopping list, you’ll rarely struggle to land multiple hits or trigger poison effects early. Zaza, as ever, watches the proceedings with quiet judgment, possibly taking mental notes on how to prevent Garmond from embarrassing himself next time.



Once the battle actually starts flowing, you’ll notice Garmond has only a handful of moves: a jump-and-downward spike, an enthusiastic ground slam, and a forward lunge that looks like he’s trying to impress Zaza while simultaneously forgetting every rule of basic swordsmanship. The trick to navigating these attacks is simply not standing directly beside him while he’s stationary.



This is usually when he performs the flailing lance spin — a move with a hitbox so generous it might as well be handing out coupons. Keep a respectful few steps back until the tantrum ends; it’s the safest way to avoid being clipped by a rogue flourish.



Your biggest openings come after his downward strike or his ground slam, both of which leave him stunned long enough for you to walk up and remind him why dueling a trained assassin was probably not the brightest item on today’s to-do list. Feel free to lay in two or three hits before retreating again. Better yet, if you’re positioned cleverly, you can nudge him off the platform and into the bed of spikes below, incredibly easy with the thread storm silk skill which I highly recommend for this fight, especially since Garmond himself moves with the speed of a disabled snail! XD It deals free damage and also triggers the funniest animation in the fight: Garmond popping upward like a disgraced acrobat who regrets all his life choices lol.



If you’re feeling especially devious, you can also lure enemies from nearby platforms into the arena. These unfortunate wanderers will distract Garmond just long enough for you to reposition or take cheap shots. It’s perhaps not the most honorable method, but then again, neither is Garmond shouting “DETZIBO!” like a battle cry every time he stubs his toe. Besides, Zaza seems unfazed — possibly because she knows this is the closest Garmond will ever get to real battlefield strategy lol.



In the end, the “fight” rarely lasts more than a minute. Their attacks are slow, predictable, and spaced out enough that even a moderately cautious player can avoid damage entirely. Still, the duel is charming in its own way: a clumsy, well-meaning test of skill from two vigilantes who desperately want to matter in a world far bigger and stranger than they realise. Defeat them, accept their theatrical disappointment with grace, and continue your journey knowing you have successfully survived Pharloom’s most dangerous threat of all — an overexcited fanboy with a lance riding a bug who can't wait to get back surgery for all the riding she's been subjected to lol, we all know the severe intimidating factors of them!



And with that, the Vigilant Virtuosos make their dramatic exit — Garmond wheezing proudly over his “valiant effort,” and Zaza giving the quiet, unmistakable nod of someone who absolutely could’ve ended Hornet in fourteen seconds flat if she’d been fighting alone. Truly, Pharloom should be grateful she lets Garmond handle the dueling invitations; if Zaza ever challenged Hornet solo, the poor assassin would be picking herself out of the floorboards like she’d been struck by a freight train disguised as a polite beetle.

With their duel behind you, the Citadel awaits — and so do far more dangerous foes. The mechanical discipline of the Cogwork Dancers, the theatrical mayhem of Trobbio, the looming monstrosities deeper in the Vaults… each step forward pulls Hornet closer to the heart of Pharloom’s mysteries and the trials that guard them. Garmond and Zaza may be harmless by comparison, but think of them as a warm-up: a cheerful sparring bout before the real challenges bare their fangs, usually not looking for a merry chat! XD



19) The Unravelled: Amalgamated Phalanx of Unquiet Souls -
A silken amalgamation of husks, known as The Unravelled lurks at the bottom of Whiteward, a boss designed to remind Hornet that discarded silk is apparently very angry. To face it, you’ll need the Surgeon's Key and access to Whiteward, unlocked after retrieving the White Key from Songclave. This is one of the first arena bosses Hornet encounters in Act 2, and it wastes no time proving that “early game” does not mean “easy.” Approach unprepared, and you’ll find yourself dodging silk tentacles while silently questioning every life choice that led you here.

Clusters of smaller silk occasionally lash outward or erupt in sudden bursts, adding layers of pressure and making each attack window fleeting. Players are encouraged to observe patterns carefully—dive in too early and you may find yourself tangled and taking a heavy hit before you can blink. While punishing, the fight rewards careful timing: strike the core after dodging major attacks, and use tools to chip away at its defences from a safe distance. The Unravelled may be one of Act 2’s first true arena challenges, but it sets a clear precedent: in Pharloom, anyone thinking this is a gentle tutorial, the boss makes it clear: in the Citadel, even discarded leftovers can put you on the fast track to the respawn point, in where the NPC's of bellhart will probably mock you for being defeated by the trash! XD




Tips and Tricks for Defeating The Unravelled -

The Unravelled fight actually begins with a few waves of lesser enemies, which might make you wonder if you accidentally wandered into a bug-themed talent show. The first wave features one of the flying bugs that have been experimented on, flitting about like it’s auditioning for a Cirque du Silk. Meanwhile, the main mass of the Unravelled glares from the background with all the passive-aggressive judgement of someone who paid for front-row tickets and is already annoyed by the opening act. The second wave adds a more peculiar contestant—a contorted-necked bug wrapped in silk—that bounces around unpredictably, keeping Hornet on her toes. Ideally, you wait for it to pause before attacking, letting the other bug do its own chaotic dance. Think of it as a warm-up: your hands get sweaty, your patience thins, and the Unravelled probably starts reconsidering its investment in the show.



Once the minor pests are disposed of, the Unravelled finally takes centre stage, apparently offended that it hasn’t had a proper audience yet. Phase one is deceptively straightforward: the bell-like core pops up from the ground and charges to the far side of the arena. Jumping over it and striking from behind during its recovery is your bread-and-butter approach.One thing to note is that you sadly cannot pogo off the top of the Unravelled, as its large bell hat will simply deflect the attack. As a result, the upgraded Hunter Crest is one of the better Crests to take into this fight with you, but which Crest you use here doesn't ultimately matter too much.



Occasionally, it will spit out bugs from the arena—some high, some low, some through the middle, in what can only be described as silk-spitting bullet hell lol. There’s no rhyme or reason to the order, so it’s best to keep your distance and treat every emergence as a guessing game that Hornet didn’t exactly sign up for. Side note: if you’re playing without patience, your frustration will probably be audible enough to make the astronomically sized bell dreg blush.



Phase two begins once two spinning bugs join the fray. The Unravelled’s core attacks remain the same, but the arena now adds spears that erupt from the ground, hover, and crash back down. Timing and positioning are crucial here: dodge the spears while avoiding the core’s charges and bug spits. The Unravelled also upgrades its bug-spitting attack, launching three at a time instead of one or two. Stand at a safe distance, stay mobile, and use consistent DPS tools like Tacks to chip away, because standing still is the fastest way to end up as a silk-wrapped pincushion in an instant! XD



Another wave of minor enemies briefly appears, but they’re easily dealt with—don’t get distracted. Soon, the final stage begins: everything is faster now. The core charges with more force, silk flails with more menace, and the bugs fire like confetti at a particularly vindictive parade. Constant movement, careful timing, and tool usage are essential; greed will be punished, hesitation fatal, and even a single misstep can leave Hornet pinned under silk and regret, profusely questioning her life choices.



Eventually, after a tense ballet of dodging, weaving, and well-timed attacks, the Unravelled collapses into a heap of silk. Your reward, besides the sweet relief of survival, is a small measure of sanity restored, and the understanding that discarded silk may be cheap, but it certainly knows how to collect its dues.



After defeating the Unravelled, you’ll be rewarded with a Silk Heart, granting you the ability to restore an extra spool of silk automatically when at critically low levels. This makes surviving future encounters a bit more forgiving, though it won’t undo the bruised ego or frayed nerves accumulated during the fight. Especially if you wandered into the Citadel expecting a light stroll and a bit of fun, the Unravelled has a way of teaching lessons the hard way. Hornet would have had quite the epiphany, realizing that silk isn’t always soft, and not all arenas welcome visitors politely.

Even with the Silk Heart in hand, sanity remains a precious commodity after such a chaotic battle. The encounter is a reminder that discarded silk can still exact a terrifying toll, wrapping players in a tense ballet of dodges, spikes, and relentless bug barrages. Hornet now knows firsthand that surviving the Citadel requires both skill and caution… and perhaps a slight appreciation for the cruel sense of humor woven into its very walls, I'm sure Team Cherry has no such things involved with the malevolent bosses of this generation! XD At least she can now reflect on the ordeal with some extra silk to help her along the way!


20) Disgraced Chef Lugoli: Culinary Catastrophe of Pulverizing Pans -
After spending even a little time in Hollow Knight: Silksong, it quickly becomes clear that this is a game that doesn’t suffer the faint of heart—parkour segments and boss fights alike may demand repeated attempts before success. While the main story path remains manageable, optional bosses like Disgraced Chef Lugoli are where things start to really test your mettle. To find her, begin by entering Sinner's Road from the top of Greymoor, just above Halfway Home. You’ll need the Faydown Cloak to reach her domain. At the far right edge, a double-jump spot in the corner will lift you to the other side of a previously spotted door. Once inside, keep heading right until you encounter a giant gong—strike it, and you’ve officially RSVP’d Hornet to what will undoubtedly be an all-you-can-eat banquet, courtesy of Lugoli herself.

While the boss fight isn’t outright brutal, it’s the maggots Lugoli summons from the floor that turn this encounter into a living nightmare. These crawling horrors infest Hornet’s silk, forcing the player to burn an entire bar just to cleanse themselves. Dodging Lugoli’s attacks is only half the challenge; managing the persistent, wriggling infestation adds a uniquely gross twist to the fight, ensuring that every victory over this culinary calamity comes at a price—both in skill and in patience. Let's just say that I don't think Gordon Ramsay would approve of this one! XD




Tips and Tricks for Defeating Disgraced Chef Lugoli -

After you ring the gong, this will get the attention of the two sous chef enemies in the room already. These are relatively tame enemies that can be taken down comfortably. Just keep your distance, darting in and out to get a quick hit in, and you'll take them down with ease. Then the real fight begins, as that was just an appetizer.



Disgraced Chef Lugoli doesn’t have a massive array of attacks, but what she lacks in variety she more than makes up for with her signature muckmaggots mechanic. As stated beforehand, any contact with the muckmaggot balls she spawns will taint Hornet’s silk bar, preventing the use of Bind to heal. The only cure is to expend one Bind, which can be infuriating mid-combo—like paying a cover charge to a pestilent dinner guest.



The fight begins with her iconic Stomp Attack, where she launches high into the air and then crashes down on your position, spawning four muckmaggot balls. The key to surviving is simple: dash out of the impact zone, then dash back in for a couple of free hits. Just make sure to keep an eye on her; no one wants a surprise airborne chef to squish them like a garnish.



Her Ground Slam sees her lifting her weapon behind her and charging before crashing it down, creating a small shockwave and spawning two muckmaggots in an arc. This attack is usually telegraphed from afar, so dodging the slam is trivial, but to deal with the muckmaggots, dash closer right after the slam to chip in some damage.



Lugoli’s Dash Attack however, also revered around the community as the "booty slam attack" is slightly trickier in appearance, as she rears back her lower body before propelling herself forward, butt first, and after spending a multitude of years in sinners road, I don't think any part of her body is all that bearable, especially the rear end, which you usually will get pulverised with if not quick enough lol. Maintaining distance is the best counter, as this attack covers a significant stretch of the arena—but it’s still avoidable if you respect her space, like giving a chef room to stir a cauldron, in this case the Chef is just polluting the ecosystem! XD



As soon as the second phase begins, Lugoli dives underground immediately, initiating her Underground Attack. This becomes her most persistent threat in the final phase, as she repeatedly burrows, spawning two muckmaggot balls when she submerges and four more upon resurfacing. Standing where she will reemerge is a recipe for instant silk contamination, so constant movement is critical. Using long ranged tools to get a cheeky hit before she goes under however is a reliable way to punish the attack, even if only for a minute tad of damage, it all adds up!



Aside from this addition, all her other attacks simply become faster and more frequent. This means your timing needs to be tighter than a soufflé in a windstorm, which is pretty harsh last time I tried lol. Tools like Tacks or other DPS methods shine here, allowing you to chip away at her health while keeping out of reach of the muckmaggots. Standing still is a quick path to disaster, so patience, observation, and mobility are your best allies.

Throughout the fight, keeping your distance, anticipating her telegraphs, and using tools or quick attacks between her moves will make survival manageable. The muckmaggots can quickly overwhelm a stationary Hornet, so treat them like hot grease: avoid at all costs unless you want to waste Bind mid-fight. Patience and observation are key, and if you survive this culinary catastrophe, you’ll have earned Hornet a solid education in both dodging and gastronomy-adjacent trauma!



With Disgraced Chef Lugoli finally subdued, Hornet can breathe a sigh of relief—her silk intact, her sanity mostly intact, and no airborne muckmaggots left to ruin dinner. Defeating her rewards you with the Pickled Muckmaggot, a key ingredient in the five-part side quest The Great Taste of Pharloom. Handling this dubious delicacy is a trial in itself; Hornet might just faint from sheer revulsion long before it ever reaches its intended destination. A little patience, timing, and distance kept her alive through Lugoli’s acrobatic assaults, and now she has a truly questionable souvenir to show for it.

Having survived the ordeal, Hornet can press onward through the Sinner’s Road, though she may now have an unwelcome mental image of a buttocks-powered pummeling haunting her dreams. If Lugoli were alone in a crowded kitchen, she might just run Hornet over like a freight train—but here, Hornet walked away relatively unscathed, ready to face whatever the Citadel throws next. The next bosses are looming, and if you thought maggot-laden silk and flying derrières were the peak of horror, the coming challenges are a sharp reminder that Act 2 only gets fiercer from here, however nothing can really repel the trauma of Lugoli's rear end slamming straight into your face lol!




21) Father of the Flame: Consecrated Patriarch of Blazing Reverence -
The Father of the Flame lurks in the optional realm known as the Wisp Thicket—an area so aggressively flammable that simply walking through it feels like signing a liability waiver. The local enemies specialise in lobbing exploding fireballs with the casual confidence of someone who has never once read a safety manual, making the four ‘D’s of dodgeball feel less like advice and more like mandatory doctrine. If you’ve never taken “Duck, Dip, Dive, and Dodge Really Harshly Because Everything Is On Fire,” seriously before, the Wisp Thicket will correct that oversight with great enthusiasm lol!

There is some platforming required to reach the boss, though your Clawline lets you zip past most of the fiery hooligans if you prefer not to arrive at the arena already looking like a burnt croissant. And considering there is absolutely no consistent method of healing during the Father of the Flame fight, every mask you save on the way in is essentially an heirloom you must protect with your life. Once you stumble into a region draped in the ceremonial colours of Bellhart—an oddly festive sight given the general tone of “everything here wants you dead”—you’ll know you’re mere steps away from one of the most unique boss battles the game presents. As for tools, I highly recommend bringing the Magma Bell and the Reserve Bind. For the Magma Bell, it's a fire enemy, need I say more lol. As for the Reserve Bind however, since there is zero chance of generating additional silk during the encounter, carrying one emergency heal is crucial. Think of it as the spiritual equivalent of bringing a snack on a long hike—you may not need it, but if disaster strikes, you’ll be profoundly grateful it’s there...




Tips and Tricks for Defeating Father of the Flame -

The Father of the Flame immediately makes it clear that this isn’t your usual “stab the thing until it falls over” encounter. Instead of one target, you’re greeted with five lanterns scattered around the arena like someone misplaced the world’s angriest festive decorations. These lanterns are the boss’s weak points, and your task is to pogo and platform your way across the battlefield while explosive wisps hunt you down as if you’ve personally offended their entire lineage.



Each lantern takes eight hits with a level-two nail, and the higher lanterns are by far the worst offenders. Clearing them early makes the rest of the fight far less chaotic. Once those top lanterns are gone, dropping to the floor to reset positioning becomes a viable strategy instead of a panicked freefall. Down low, you at least have the illusion of safety before the next wisp reminds you that no, you’re not allowed to relax here, because the arena isn't built in with a spa unfortunately lol.



Your double jump becomes your steadfast companion in this cacophony of flame and doom. Every pogo restores a charge, allowing you to dodge wisps with elegant precision or wild flailing—both work, though one is a touch more dignified. When a wisp locks on, timing that pogo to catch some air before double-jumping out of harm’s way keeps you steady. Panic-jumping is an option, but usually ends with Hornet face-first in a lantern, which is sub-optimal, unless you enjoy damage taken accompanied by emotional damage! XD



It’s best not to commit to a single lantern for too long. Staying in one spot invites the wisps to circle you like creditors who’ve finally found your address. Adapt by shifting between targets when the arena pressure spikes. Drop low if things get ugly, clear some lower lanterns, and then climb back up once the heat dies down. Being stubborn or rushing in this fight only guarantees one thing: a swift and fiery trip back to the bench...



Once all lanterns are destroyed, the Father of the Flame reveals its blazing core—essentially its heart, if its heart were a miniature sun bent on incinerating you. The boss begins this phase with a stream of fireballs, so stay grounded and weave between them as they drift toward you. Once the barrage ends, climb back up and strike the core while keeping an eye on the wisps. The rhythm becomes: dodge fire, pogo core, dodge fire, question your life choices, repeat lol.



When the Father finally reaches its limit, it erupts in one last dramatic explosion—because if you’re going to die to anything, it may as well be the boss’s final temper tantrum. Create distance, wait for the blast, and then bask in the quiet triumph of a fight well-earned. Conquer this burning colossus, and you’ll have defeated one of Pharloom’s most spectacular gimmick battles—proof that a steady pogo, steady nerves, and steady jokes can overcome even an oversized lantern-hoarding spider god.



With the Father of the Flame extinguished, your hard-earned prize lies waiting: the Scorched Heart, still pulsing faintly with residual heat, and the Wispfire Lantern — a passive tool that consumes a touch of silk to provide a persistent offensive flicker at your side. It’s a subtle but powerful boon, giving Hornet a miniature ring of fiery authority that turns close-range skirmishes from frantic scrambling into assertive duels. After a fight spent threading between fireballs and pogo-dancing over lanterns, this victory feels especially gratifying — the kind of triumph where you can almost hear Wisp Thicket collectively sigh in disappointment that its sacred pyre guardian got clapped by one finely crafted knitting needle lol.

As you step out of the arena and the smoke settles, there’s a lingering satisfaction in knowing you dismantled not just a boss, but an entire ritual structure built around flame and reverence. The Wispfire Lantern glows softly at your side, almost as if proud to have a new wielder who isn’t a cultist in a red hood. With your silk intact, your masks mostly accounted for, and the patriarch’s fire now yours to command, you can leave Wisp Thicket with renewed confidence — and perhaps a faint smell of victory that’s only slightly singed around the edges.


22) Forebrothers Signis and Gron: Baroque Wardens of Molten Crucibles -
The Deep Docks of Hollow Knight: Silksong are no stranger to spectacular, sanity-draining encounters, and with Forebrothers Signis & Gron they become three-for-three in making you question every life choice that led you here. Pharloom, of course, doesn’t have “Fair Fight” in its vocabulary, so instead of battling one formidable overseer, you’re tag-teamed by two molten middle-managers barking orders like military lieutenants several promotions past their prime. Without euphemism, Signis & Gron are essentially forcing two crusty middle managers into permanent early retirement—except instead of a farewell card, you’re dodging synchronized firestorms and listening to them shout workplace-safety violations at each other.

To even survive the opening minutes of this blazing duet, the Magma Bell is vital, as it reduces what would otherwise be two-mask lava slaps into something slightly less humiliating.. You’ll need every mask, because Signis and Gron are practically walking pyromaniacs treating each attack like a mandatory team-building exercise with fire hazards. Their rhythm of alternating assaults—one striking while the other reinforces—creates a staggered, fiery choreography that feels like a disastrous sibling performance review in the centre of a volcano lol. Chaotic, flamboyant, and the perfect finale for the Deep Docks’ molten madness.




Tips and Tricks for Defeating Forebrothers Signis and Gron -

When the battle opens against Signis, the reinforcements scatter like interns fleeing a performance review, giving you a brief window to study his moves without a swarm of flaming nuisances cluttering your vision. His Twinflint Combo is usually the first trick he throws at you—weapon tucked behind his body like a magician hiding a disappointing card trick—before lunging forward with two strikes and finishing with an uppercut. Jumping over the initial swipe or using Cross Stitch makes this attack surprisingly manageable, but getting caught in the third hit tends to sting from experience!



The real opening comes from his Twinflint Toss, a neat little boomerang trick that gives you plenty of space to either land safe damage or fit in a mid-air heal like the elegant acrobat you are, or are desperately trying to be! XD



Beware of the lava walls, as they end up turning the battlefield into something between a workplace hazard and a fiery slip-n-slide. With the Magma Bell, these falls deal only one mask of damage rather than two—without it, brushing against them is the Silksong equivalent of sticking your hand in a toaster lol. But here’s the fun twist: the lava instantly melts reinforcements and deletes Gron’s spears on contact. This makes it your best environmental babysitter, so don’t be shy about luring enemies straight into it like you’re guiding them to a very unfortunate sauna appointment. During these quieter moments, studying the rhythm of Signis’s moves becomes essential, especially his Toss, which continues to provide safe windows to heal or retaliate.



Reinforcements return midway through the Signis phase, descending from the ceiling like disgruntled employees reporting back from lunch break. Deal with them immediately, especially the Flintstone Fliers—their aerial harassment can quickly unravel your dodge timing. Pushing enemies into traps or the lava falls is the most efficient strategy, and once the room quiets, you can return your attention to Signis’s barked orders and exaggerated wind-ups. The Magma Bell remains invaluable throughout this portion of the fight, not only reducing lava damage but also lowering the hurt from Signis’s flaming hardware—just try not to rely on it too much, or you’ll find your masks melting faster than your patience.



Once you stagger Signis twice, he lets out a mighty yell, summoning Gron, the other half of this charming managerial duo, officially transforming the fight into a flaming 2v1 disaster, TALK ABOUT UNFAIR TEAM CHERRY lol. Fortunately for you, Gron is the more predictable brother, relying heavily on jumps and plunges with generous wind-up animations. His Spear Plunge is the biggest threat: a vertical leap followed by a fast downward spike and a small explosion.



A simple dash to the side avoids the spear plunge cleanly—unless, of course, Signis decides to follow up with his own attack, in which case the fight becomes a chaotic ping-pong match featuring your face. His Spear Throw has a noticeable arc and delayed explosion, so jumping over it and dashing away from its landing spot keeps you safe.



This phase’s true difficulty comes from the axis pressure the brothers create. Gron covers your vertical space with plunges and aerial tracking, while Signis threatens the horizontal line with tosses and lunges. The best counter to their duet is to track where Signis jumps—this tells you exactly where Gron’s follow-up spear will be headed. Focus your damage entirely on Signis during this stage; eliminating him first turns a frantic ballet of fire and fury into a manageable duel with Gron, who is dangerous but far from unpredictable when left alone, unless of course you play silksong for the sole purpose of turning your brain into sanity-deprived mush lol.



With Signis down, the fight’s final phase begins: a central lava fall periodically descends. It’s more helpful than threatening—Gron’s spear throws vanish if they hit it. Gron’s attacks are the same, just faster, so diagonal jumps are key. Stay close, apply pressure, and after a few well-timed hits, Gron falls, ending the fiery sibling showdown! DOWN WITH THE PHARLOOM MILITARY (hope they didn’t hear me lol).



And with that, the Forebrothers finally crumble—one collapsing in dramatic, elder-manager exhaustion, the other still clutching his spear like he’s waiting to file one last complaint with HR. Signis and Gron may not hand over a shiny crest, a weapon upgrade, or even a thank-you card for your trouble but defeating them does grant access to something far more intriguing: the Diving Bell. This strange contraption will eventually ferry you into a special Act Three quest, letting you plunge deeper into Pharloom’s more… tourist-unfriendly regions.

And while Pharloom’s tourism industry is practically nonexistent, I like to imagine the Diving Bell is their closest attempt at a guided sightseeing tour. “Welcome to the abyss, home to sights so breathtaking our visitors never come back! Quite literally.” Whether this bell is a marvel of subterranean transport or a beautifully crafted death wish remains to be seen, but one thing’s certain—you’ve proven yourself mighty enough to dethrone two flaming forebrothers who run the Deep Docks like a molten HR department. Enjoy your new ride, if you can call it that lol!


23) Groal the Great: Vengeful Leviathan of Putrescent Necrosophy -
Groal the Great is one of Silksong’s most daunting mid-game adversaries—an Act 2 titan clearly born from a moment where Team Cherry let their intrusive thoughts win. He lurks atop Bilewater, a region famous for liquefying morale, guarding a side quest needed for Act 3. He’s optional for the endings but mandatory for suffering, ruling a realm of rot and fumes where perseverance stops being noble and starts being survival.

Groal’s challenge is bifurcated into two odious tests of resilience: first, the Bilehaven gauntlet, a parade of toxic degenerates who gleefully bombard Hornet with corrosive projectiles; and second, Groal himself, who descends upon you with all the grace of a collapsing cathedral. It’s a battle that tests dexterity, patience, and one’s ability to refrain from inventing new swear words in the middle of a platforming section. Yet somehow, amidst all this pestilent chaos, there is a sliver of charm—because once you unravel the patterns, master the rhythm, and avoid the occasional death-rattle explosion, even Groal the Terrible can become Groal the Bearable!




Tips and Tricks for Defeating Groal the Great -

Before Groal even shows the face that retired half the community, you’ll have to survive his rancid pre-show arena. Four platforms hover over muckmaggot “instant dissolve” water, and enemies spawn in waves that feel random until you memorise their spots. Thread Storm is mandatory, with Silkspear as the “I didn’t study” backup. Prioritise Stilkins—Hornet’s personal carnival snipers—by waiting at their spawn points, one-shotting them, then cleaning up whatever nonsense remains before the next wave hits.



Do keep an eye on the ceiling—because in their infinite malice, Team Cherry has included traps that occasionally drop from above after Wave 2 and Wave 4. Stick to the walls where the falling hazard can’t reach you, and you’ll feel like a certified escape artist. Eventually, after enduring enough chaos to question your life choices, Groal himself rises from the maggots like a deranged deity ascending from a compost heap—then immediately attempts to eat you alive, because why wouldn’t he? XD



Groal is a nightmare for more reasons than the word count of this guide can politely handle. Simply reaching him—surviving Bilehaven’s gauntlet, conserving Silk, health, and tools—requires discipline and about nine emotional support beverages! XD Enter with full resources wherever possible. The Wreath of Purity is practically mandatory to avoid being poisoned, and Reserve Bind can save a run that’s slipping away. Use whichever Crest you’re most comfortable with, but the Reaper Crest remains notably helpful, granting Silk regeneration that makes the pre-Groal gauntlet far more tolerable.



The fight against Groal is pure chaos: huge sweeping attacks, frantic dodging, and Groal himself diving into the muck like a depressed dolphin before rocketing back out at terminal velocity lol. Though he can burst up from several spots, he almost always drifts to the center afterward—use that to predict his path. His main opener is hurling two massive poison gobs that bounce once and then explode again, because why stop at one blast? Instead of trying any heroic close-range dodging, just reposition—jump up, drop down, or relocate entirely to keep from getting turned into bile-flavored confetti.



His second attack is considerably worse: Groal unhinges his jaw and attempts to vacuum Hornet directly into his gullet. The suction covers a massive range and disrupts jump rhythm, increasing your chances of misstepping into muckwater (and the emotional void). If he starts this attack while high in the air, quickly drop down and dash behind him; he cannot turn during this animation. This gives you a brief opportunity for hits to his backside before he terminates the attempt. You can also lob bombs into his mouth if you feel like offering him some flamboyant cuisine before he tries to bite you in half lol.



Close-range combat can technically work, but it’s basically volunteering for pain—Groal pops in and out of the muck like a deranged dolphin and can rocket through you at any moment. Stick to offensive Tools instead: Conchcutter and Curveclaw can slice Groal safely, a tossed Sting Shard lets you contribute from afar, and summons like the Cogfly or Wispfire Lantern do free violence while you focus on not immediately dying.



When Groal submerges, a few things can happen. He might rocket back out—watch the bubbles and prep a vertical punish. He might trigger the swinging spike trap; falling dust reveals which side it’s coming from, so shift accordingly. Or he might summon a Stilkin and Trapper, because of course he does. Don’t bother fighting them—they vanish after one attack. Just pogo, dodge, and wait for them to dive back into the sludge.



Upon losing enough health, Groal unveils his final attack: his eyes glow white as he channels soul energy, firing three large horizontal projectiles. He moves up and down to align with you—bait each shot from high or low platforms, then dodge to the side and repeat until all three are spent. These hit extremely hard, so refrain from retaliation until it’s safe, then counterattack with Tools or Silk Spear to keep the damage flowing.



Above all, take this fight slow. Groal punishes greed more brutally than any boss in Act 2. Prioritise dodging, conserve Silk for healing, and only strike when the opening is unmistakably safe. When Groal finally falls, he bursts into gooey fragments like a piñata filled with biohazards, just what a youngling in Pharloom would want for their birthday!



And with that, Groal the Great finally collapses back into whatever ghastly broth spawned him, leaving you questioning why you willingly climbed an entire tower of biological spite for a quest lol. Yet somehow, despite the poison, the traps, and Groal’s habit of surfacing like a spring-loaded sea lion on a mission, the real psychological battle was fought with the maggots grinning up at you from the muckwater—those tiny smirking gremlins who are delighted to remind you that one missed jump meant filing approximately 400 strongly worded complaints to Team Cherry.

But once the fumes clear and your heart rate returns to something vaguely compatible with human life, the fight becomes almost nostalgic—proof that even Silksong’s most abominable residents can be conquered with enough patience, silk skills, and deeply questionable life choices. Groal may be terrible, but you’ve officially made “Groal the Terrible” bearable… or at least survivable, which in this game is basically the same thing lol.



24) Raging Conchfly: Grudging Arch-Widower of the Coral Expanse -
The Raging Conchfly, known for being a professional road-blocker for a multitude of players, is one of Silksong’s more notorious mid-to-late-game gatekeepers—fast, prickly, vindictive, and clearly still grieving in the loudest, most aerodynamic way possible. As the last surviving Great Conchfly from Hornet’s earlier sparkly massacre, it now hovers in front of the Coral Tower like an oversized TRAFFIC CONE powered entirely by spite. Its speed alone is enough to send unprepared players spiraling into a reflective life crisis, and its sudden angle-shifts feel specifically crafted to catch you blinking.

To make matters worse, every attack it throws out feels like a passive-aggressive reminder that you did in fact obliterate its spouse for and yes, it remembers. Success in this fight relies on learning its darting patterns, spotting the huge red flags disguised as “wind-ups,” and knowing when to slip away before it sends drills Hornet into the coral floor like a disgruntled jackhammer. Come in unprepared, and you’ll be personally excavated by a grieving conch-missile with trust issues—and I’m assuming that’s not on your Act 2 to-do list lol.




Tips and Tricks for Defeating Raging Conchfly -

The Raging Conchfly is one of Silksong’s most punishing mid-game encounters, combining claustrophobic spacing with attack patterns that seem custom-built to test your reaction time and your emotional stability. Its movement is fast, its telegraphs are brief, and its aggression feels distinctly personal—as if it remembers the moment you killed its mate and has been drafting a complaint letter ever since. The fight shifts phases after roughly 40% of its health is removed, but even the opening stretch is more than capable of emptying your Silk stockpile if you’re not focused.



Its first major threat is the Burrow Attack, telegraphed by the Conchfly spinning up like a drill that’s two minutes away from a meltdown. It dashes into walls, reappears, and repeats this in rapid succession. Dodging it means sidestepping its line by the thinnest margin, letting it blast past, and tagging it once before it dives again, or if unavailable, you can also pogo off the Conchfly if its a lower horizontal attack. Chase too hard and it’ll simply turn around and plow straight through you like you’re an inconvenient decorative red splotch on it's flamboyant arena! XD



Another ubiquitous move the boss uses is the Projectile Attack, where it opens its mouth like it’s preparing to deliver a strongly worded Yelp review. A Conchcutter forms, drops, and proceeds to bounce around the room with exactly the kind of chaotic trajectory you do not want to interact with. The safest spot is directly beneath it as the wind-up begins, letting you both dodge and land a few quick strikes. Parrying the projectile is possible—just don’t jump backwards while it’s active, unless you want to collect a “You Were Hit Exactly As Expected” achievement.



This whole first phase revolves around these two moves, but they overlap constantly. You’ll often be dodging a ricocheting Conchcutter while the boss itself is barreling at you again. Keep calm, use minimal movement, and only heal right after dodging a Burrow. Realistically, most of your damage comes from punishing its attacks, not waiting for downtime—because downtime does not exist in Pharloom's economy! They substituted that with pulverisation a long time ago lol.



Phase two begins with a roar and two new attacks layered on top of the old ones (as if our brain cells weren’t already spread thin). The Roar Attack summons minions to Burrow around the arena, followed by the boss sweeping horizontally in a spinning charge. Survive by identifying a safe patch untouched by minion drills, then jumping at just the right moment to avoid the main sweep. Done correctly, it places you perfectly for a few clean hits before the Conchfly revs up again.



The notorious Multi-Burrow attack telegraphs itself by the boss appearing with three minions in front of it, and unfortunately you can't subdue the minions, they usually only listen to one trusty counsellor, that being the needle lol. The minions spin horizontally in random order, and the boss charges immediately afterward. Faydown Cloak is priceless here—hop the minions, cloak through the boss, and pretend you absolutely meant to do that. You can poke the minions for chip damage, but don’t waste time trying to defeat them. Stay patient, punish the moments that are actually safe, and eventually you’ll smack down this oversized coral traffic cone and free yourself from conchfly couple-therapy for good! XD



After the Raging Conchfly finally collapses in a defeated spiral—like a malfunctioning lawn ornament giving up on life—you’re left standing in the silence, trying to remember what having an intact nervous system felt like. The arena stops vibrating, your ears stop ringing, and for a moment you half-expect the floor itself to apologise for the emotional turbulence you’ve just endured lol. Only then does it hit you that you’ve spent the past several minutes dodging a creature whose main combat philosophy was “what if I burrowed directly through the fabric of reality and back straight into your ribcage?” It’s a miracle you’re still upright rather than smeared artistically across the coral like abstract seafood décor.

And yet, as the dust settles, the Coral Tower looms ahead—shimmering with that suspiciously welcoming glow reserved for structures that absolutely know what you’ve been through. It beckons you inside, offering the Conchcutter tool and a secret bench like consolation prizes after being corkscrewed around the arena with the grace of a seasnail whose life insurance lapsed two cycles ago. But don’t get too comfortable; this brief moment of peace is merely Pharloom’s way of lulling you into a dangerously false sense of security. Because if this spiralling traffic cone was considered “INTERMEDIATE,” the benevolent monstrosities waiting deeper in the kingdom are poised to redefine what suffering means—one lovingly catastrophic boss fight at a time lol.


25) First Sinner: Apostate Rune-Bearer of Profound Silken Genesis -
The First Sinner is no ordinary remnant buried beneath Pharloom — she is a forgotten revelation locked behind stone and silence, punished for uncovering truths the Weavers were never meant to know. Entombed within The Slab, she has spent centuries bound by her own runes, her brilliance repurposed into chains. And although you can't fight her on your first visit to the slab, since who wouldn't want to get tortured earlier than possible, later Hornet can obtain the Apostate Key. A prize wrestled from the Putrified Ducts and their acid mosquitoes, which make the primal aspid look like the physical embodiment of inner peace lol — she can slip through a hidden tunnel into the cell where the Sinner still lingers.

Inside that forsaken chamber, the air seems to hold its breath. The First Sinner’s movements are swift, surgical, and relentless, weaving attacks so quickly they feel less like combat and more like being graded harshly by an ancient professor of rune-based violence. Despite her ferocity, there’s tragedy woven into every strike — a once-great Weaver punished for knowing too much, now forced to test Hornet with the very power that doomed her. The fight is expeditious, brutal, and deeply atmospheric, demanding precision, patience, and the mental fortitude to endure a duel steeped in both history and heresy — a beautifully haunting experience, if you ignore the part where she tries to disassemble you every three seconds! XD




Tips and Tricks for Defeating First Sinner -

The First Sinner is, by design, the kind of opponent who shatters any illusions about reaction time, composure, or general hand–eye coordination. Her relentless teleporting means she rarely stays in one spot long enough for traditional combos, so preparation is key. Before entering her chamber, equip either Conchcutter or Cogfly as your main red Tools, and pair them with the Polip Pouch for constant poison damage—essential for shortening the chaos of Phase 2. Crest of the wanderer for this fight is a key necessity, whose running attack delivers fast, vertical bursts that match her habit of blinking around the room at speeds only endermen could envy lol. Silkpear is equally vital, letting you interrupt her healing from halfway across the arena like a slightly more lethal form of competitive archery.



Phase 1 revolves entirely around mobility and the Wanderer’s running attack. Any attempt to engage her up close is usually met with her instant teleporting, so you must strike in motion: dash, jump, run, kick, repeat. Save your Tools for Phase 2—every drop of efficiency matters later. Throughout this phase, she summons waves of needle attacks in different formations. The vertical rain of needles is best avoided by waiting it out or slipping past to catch her recovery.



When she summons the cross-pattern pair, simply run to either side to avoid incoming damage.



The three-needle spread is the most generous—sidestep the lanes and punish her immediately afterwards. Horizontal needles may release together or staggered; one clean hop avoids the lower needle, and the upper never reaches Hornet at that height, unless you really want to see how a spear to the throat tastes lol.



Her slashing attacks emerge after each teleport, and learning these rhythms is essential. If she reappears airborne, she’ll deliver two downward/forward slashes. Running beneath her is usually safer than jumping over them, and it positions you perfectly for a retaliatory kick. If she rematerialises on the ground with blades drawn, she’ll dash across the entire arena. Jump or pogo to avoid the sweep, then counter as she recovers.



Eventually, after enough pressure, she will enter the brief healing stance—your cue to fire Silkpear instantly. Should you be out of silk, a running attack will suffice if you’re already in motion. Delay even a moment too long and she’ll recover a meaningful chunk of health that elongates a fight already operating at the speed of divine judgment! XD



Phase 1 ends once she’s staggered, and Phase 2 wastes no time escalating everything. Every attack is faster, the teleport chains are longer, and her needle formations desync more frequently,. She also gains one new move: a light-ring attack that marks circular zones around the arena before they activate. It looks dramatic, but staying mobile and slipping between the rings prevents all damage—calm navigation beats panic every time.



Your overall strategy remains consistent: run, attack, and stay in perpetual motion. Phase 2 introduces more situations where healing interruptions become difficult, especially when you’re hemmed in by multiple needle chains. This is where your Tools finally take centre stage. Maintain constant poison with Conchcutter or Cogfly; if you're using Cogflies, try to keep one (or even two) active so they can harass her no matter where she teleports. Their steady chip damage not only shortens the fight, but also counteracts any partial healing she manages to slip in, and honestly, it feels a little like hiring your own tiny mercenary army just to nag someone who already has a serious teleportation problem, if in doubt bring in the troops lol!



The combined pressure of Silkpear interruptions, poison ticks, and running-attack bursts will eventually outpace her attempts to recover. Even as she continues slipping across the arena like a rogue phantom caught between dimensions, her health will steadily erode beneath the barrage. Stay disciplined, maintain the rhythm, and she will finally fall—her form renewed to give you her power as the tension in the room settles at last, leaving you slightly winded, slightly exhilarated, and entirely deserving of a moment to question why any sentient being thought this was a reasonable test of skill.



Once the First Sinner falls, the tension finally breaks, leaving you blinking at the aftermath like someone who’s just survived a high-speed weaving seminar run by a caffeinated ghost! The arena quiets, but the memory of frantic teleports, needle strikes, and perfectly timed slashes will linger in your pulse—and possibly your dreams. Take a deep breath, savor the victory, and appreciate that your reflexes finally got the applause they deserved rather than mercilessly mocked by Team Cherry.

In a final act of defiance against the Pharloom Deity, the First Sinner grants Hornet the Rune Rage skill. Its long windup and chance to miss entirely makes it perfect for the avid Silksong gambler—those players who only came to see just how ridiculously improbable their luck could be lol. With Rune Rage now in your arsenal, Hornet can channel the Sinner’s chaotic power and remind anyone foolish enough to stand in her way that sometimes, defiance—and a little gambling—pays off spectacularly! XD


26) Broodmother: Harrowed Matriarch of the Wardenborn -
Among the countless pleas that decorate the Wishwall, one stands out with a particularly nervous tremor: a request concerning the Broodmother, the deranged matriarch lurking deep within The Slab. Tasked with ending her reign over the jailerbrood, you’ll need more than optimism and a sharp needle before wandering into her domain. She’s fast, territorial, and steeped in a kind of hereditary guilt that would make even the most dysfunctional bug-family gatherings look orderly.

And be warned—if the idea of battling in what amounts to a broom-closet-sized arena with a mutated, hyper-agitated cousin of the Gruz Mother hovering above you sounds even remotely unpleasant, you may wish to reconsider your life choices. Because with an attack that turns the arena into a game of PONG if Hornet were the extremely small paddle, it's quite clear that the Broodmother has absolutely no qualms about turning Hornet into a personalised floor stencil lol, hence you'll need quite the arsenal and preparation before challenging this daunting adversary, amalgamated with an extra arduous enemy arena of warden-bugs beforehand, free of charge! XD




Tips and Tricks for Defeating Broodmother -

Broodmother stands out among Silksong’s roster not because she’s massive or theatrical, but because she wields one of the rare mechanics capable of outright stunning Hornet. Getting immobilised mid-fight is already unpleasant; getting immobilised inside a cramped broom-closet of an arena with an enraged matriarch barreling toward you is… character-building, to say the least. And before you even reach her, you must survive three waves of pre-battle mobs, which function less as a warm-up and more as a polite warning that The Slab is deeply committed to your eternal suffering lol, all awaiting you behind a suspiciously placed opening!



The first wave is merciful: four one-shot enemies that explode on death. Dispatch them quickly and move on. The second and third waves, however, mix these bomb-bugs with actual Slab mobs—far tankier, far more irritating, and precisely the sort of foes who wait for you to focus the wrong target before personally introducing you to the respawning screen. For the third wave in particular, prioritise the exploding enemies first, then clean up the remaining brute. Ideally, you want to enter the Broodmother fight with no more than one hit taken; anything more and you’re probably donating your health bar to charity lol.



Once the Broodmother finally descends, she wastes absolutely no time unleashing her attacks. Her Dash Attack is one of her most common openers—signalled by a little arm-flail that looks surprisingly adorable right up until she hurls her entire body across the room like a flying mattress. She usually chains this move multiple times, so hop onto the opposite wall and stay high. As soon as she lands, pogo her repeatedly; if she dashes again, follow her across and continue the cycle.



Her Mob Spawn is telegraphed by her stomach pulling inward before she pumps out yet another one-hit explosive grub in a fashion that would make a gumball machine jealous! XD Always prioritise this enemy immediately. If allowed to wander, it will make your already microscopic fight space feel like a hazard museum curated by someone who hates fun... Team Cherry to name a few lol.



Much more dangerous is her Immobilise attack. The wind-up looks similar to the Mob Spawn animation, but instead of producing a minion she spits a patch of sticky goop onto the ground. Get caught, and you’ll be stuck until you slash your way free—essentially announcing, “Please hit me now” to the Broodmother who will gladly take your advice and squish you into smithereens! Climb the far wall pre-emptively; this avoids both the goop and the Dash Attack she frequently follows up with.



The phase-two exclusive Slam Attack begins when she sticks herself to the ceiling, briefly pausing before slamming downwards, then rebounding into the ceiling again as she travels across the arena. Yes, it’s extremely reminiscent of the Gruz Mother fight from the original Hollow Knight, as if Broodmother binge-watched her distant cousin’s greatest hits and thought, “Yes, that’ll do nicely for squishing this one!” Dodge by moving toward the next slam point and dashing through her just as she impacts the ground.



The largest challenge throughout the encounter is the arena itself. The Slab seems to have measured precisely how much room Hornet would prefer to have, then decided she only needed about 8% of it. With such limited space, most of your safe damage opportunities come from the Dash Attack; it’s the one move she commits fully to, making retaliation consistent and risk-free. To improve your damage output, tools like Polip Pouch and Cogfly are extremely effective. Keeping constant poison and passive chip-damage running helps compensate for the narrow windows in which you can safely strike—because in a room this tiny, even breathing feels like a punishable offence by the Broodmother!



If you stay disciplined, prioritise the mob spawns, and punish every dash she commits to, the Broodmother will eventually crumble—proof that even a maddened matriarchal mother can be subdued with patience, precision, and a complete disregard for personal space! In her place a young broodling will appear, which for some reason assumes that Hornet is their personal butler lol.



Once Broodmother finally collapses in a heap of legs, guilt, and questionable family values, the silence that follows feels almost luxurious—mostly because it’s the first time in minutes you haven’t been body-checked in a broom-closet-sized arena. The Slab opens its grip just enough for you to breathe again, leaving you to ponder why this matriarchal menace designed an entire bloodline around penitence instead of, say, better interior design choices. It’s a strangely solemn end for a creature who tried to flatten you with all the grace of an aggravated bulldozer! XD

And then comes the eye. Her actual eye. You take this freshly pried souvenir back to Songclave to complete the wish, holding it like the world’s most prized courier delivery. The locals accept it without flinching—apparently passing around eyeballs is just a normal Tuesday here—while you’re left wondering whether you should feel proud… or mildly concerned that you’ve become the kind of traveler who casually hands over ocular remains for sidequests lol. Either way, the wish is fulfilled, Hornet's boss-battling burden is eased, and you’ve survived yet another cramped encounter Silksong insists on calling “innovative combat.”


27) Second Sentinel: Echelon Architect of Cogbound Ascendance -
If Pharloom offered guided tours of its clockwork marvels, the Second Sentinel would not be on the brochure—unless the curator thought “losing a limb for educational purposes” counted as cultural enrichment. This imposing construct prowls the High Halls, an arena so pristine it feels rude to disturb… until she whips out immaculate scissor blades and attempts a complimentary haircut. This is hardly the quintessential barbershop experience—unless your ideal barber lunges hard enough to bisect a dining table. Once a protector of Pharloom’s pilgrims, she is a cogwork knight whose talent and intelligence verge on life. Hornet notes she “seems less built as a tool to serve than an attempt at life itself,” which becomes obvious when she eagerly tests your life. What a method lol.

Despite her elegance and lethality, the fight is refreshingly straightforward: no gimmicks, no hidden phases—just a disciplined back-and-forth patrol. Because her movement is so predictable, a simple loadout works perfectly. Cogfly’s homing behaviour turns her graceful gliding into free damage, while Pale Nails or Thread Storm add steady pressure. Keep your spacing clean, respect the timing of her scissor strikes, and above all—don’t expect her to trim your fringe. That “service” is unsolicited and catastrophically irreversible for bug anatomy!




Tips and Tricks for Defeating Second Sentinel -

Second Sentinel is about as indecisive as a squirrel on espresso, and the cramped arena only amplifies her habit of sprinting laps like she’s training for the Cogbound Olympics. Her endless back-and-forth patrols create the biggest difficulty of the fight: she’s constantly relocating, scanning for the perfect angle from which to disassemble you with clinical efficiency. If you blindly chase her, you’ll end up eating more metal than a failed blacksmithing exam. Aggression can work, but approaching the fight with strategy—not flailing enthusiasm—will keep your mask shards where they belong.



Fortunately, many of her attacks come packaged with delightful little downtime windows, like the boss-fight equivalent of a polite tea break. She pauses ever so slightly either before or after key moves, gifting you moments to retaliate without immediately being turned into origami. Timing your strikes to coincide with these brief lulls keeps you safe while still maintaining strong damage output. It also makes the fight feel less like a frantic chase scene and more like a deliberate duel—albeit one where the opponent is trying to turn you into Hornet purée lol.



Damage becomes even more consistent if you're using Cogfly, which hovers around pelting her with target-seeking hits. With how often the Second Sentinel decides she’s suddenly wanted on the other side of the arena, the passive damage helps more than you'd expect. Think of it as emotional support artillery—quiet, loyal, and constantly reminding her that running away doesn’t actually stop your DPS.



One of her most common moves is the lunge-into-slash, a forward thrust followed by a sweeping cut. It covers a surprising amount of ground, as though she’s trying to test whether the arena is even long enough for her ambitions. Dodging it is refreshingly simple: hop behind her during the initial lunge and she’ll whiff the follow-up like she misjudged the placement of an invisible chair! Clean, safe, and perfect for slipping in a hit or two.



When she reaches the centre of the arena, she often transitions into a jump–pause–dive, thrusting a blade downward at a diagonal angle. It’s dramatic, flashy, and very avoidable—just scoot to the opposite side she’s facing, otherwise you're going to be in for quite the cutting revelry lol.



If she instead opts for the wave attack, driving her blade into the ground to send a shockwave forward, time your jumps to vault over it. Her airborne variant fires diagonally, and once again, simply moving opposite her facing direction will keep you clean. It’s almost like she’s politely telegraphing which half of the room she’d like to turn into a graveyard! XD



Her most dangerous technique by far—largely because it’s about as predictable as a weather forecast delivered by a drunk oracle—is the Rising Slash, an upward sweep that demands quick repositioning. Just back out of her personal space and you’ll be fine, at least until she abruptly remembers she has no concept of personal boundaries and decides to follow you anyway like a malfunctioning Roomba with bladed attachments.



Then there’s her audacious Multistrike, a move so suspiciously similar to Hornet’s own charge attack that one must wonder if she pinched it directly from the Wanderer’s Crest handbook, the AUDACITY! XD She steps back, lunges forward, and unleashes a barrage of stabs that practically span the arena. Dashing away to the opposite edge is the safest play.



Finally comes the dramatic X Slash, where she hops, channels energy, and carves a glowing X through the air with enough force to make a marksman jealous. As soon as that luminous glyph appears, put distance between you and the construct unless you’d like to be neatly filleted into Hornet Sashimi lol.



Keep peppering the Second Sentinel throughout her relentless, entirely single-phase examination of your reflexes, and she’ll eventually concede her slightly unconventional fidelity test. At long last—a boss willing to part as friends. Truly, a rare courtesy in Pharloom, where most adversaries greet you with all the tenderness of a thrown lawnmower. XD



Once the Second Sentinel finally concedes defeat, the arena falls silent in that uniquely Pharloomian way that suggests the architecture itself is judging you for sweating. But the reward is worth the bruises: Hornet receives the Reserve Bind, an ornate and surprisingly benevolent relic that grants a free heal when your resources dip too low. In this place of nightmares made incarnate, you’re practically being handed a complimentary life insurance policy from a kingdom that otherwise wants you pulverised.

It’s a small mercy, but a deeply appreciated one—especially after enduring a boss who has spent the entire encounter behaving like the personification of a sewing machine having an existential crisis. Take the Reserve Bind, breathe for half a moment, and savour the rare feeling of a Pharloom guardian who doesn’t try to ambush you a second time out of spite. Onward, traveller; your second reward for surviving this clockwork whirlwind is simply being allowed to keep adventuring lol.


28) Shakra: Cartographic Duelist of the Celestial Frontier -
Shakra is one of Pharloom’s most reliable allies, offering Hornet crucial maps and guidance in exchange for rosaries. However, completing every quest on the board unlocks her challenge as a boss at Trail’s End. Her attacks are blisteringly fast, requiring quick reflexes and precision, or else you’ll be left staring at her rings as she dances across the arena like some kind of acrobatic whirlwind. She’s so rapid, I wouldn't be suprised if she’s been fused with a bullet train—though thankfully without the ticket inspector lol! Mastering her fight rewards not only victory but also a chance to witness just how far a warrior cartographer can push their craft.

Shakra’s combat style combines agility, ranged rings, and teleport-like dashes that can overwhelm even the most seasoned players at first glance. Luckily, there are plenty of tricks to turn the tables, letting Hornet bounce from wall to wall like a particularly ecstatic spider while Shakra struggles to keep up. Timing, patience, and strategic use of your tools make the encounter manageable, and every successful strike lands with a satisfying sense of rhythm. For those who relish a challenge mixed with whimsical chaos, few fights in Silksong match the manic elegance of Shakra, and if you aren't great with fighting a bug created from the TURBO ENGINE TRIBE, I pray for your sanity! XD




Tips and Tricks for Defeating Shakra -

The sheer velocity of Shakra’s attacks leaves almost no room for hesitation, making defensive tools like the Warding Bell feel less like equipment and more like compulsory insurance. Pairing it with the Multibinder and Injector Band lets Hornet heal mid-scramble, especially when combined with a Plasmium Phial for extra burst recovery. Meanwhile, the Magnetite Dice proves surprisingly valuable; its automatic deflections can bail you out when Shakra strings together one of her infamous speed-driven combos. In a duel where a mistake can cost half your health bar, even one lucky activation can prevent an unceremonious slide into the afterlife lol.



Fortunately, the duel is built around just three core moves, making mastery achievable once her rhythm becomes familiar. Her ring toss is the first you’ll learn to respect: she throws rings directly at Hornet’s current location, so remaining stationary is essentially a written invitation for a flying metal bracelet to rearrange your jawline. The good news is that these rings can be deflected with well-timed strikes, creating small retaliation windows and occasionally dropping her into a fury that her omnipotent rings haven't created a dent in hornet's forehead yet lol.




Her lunge → ring follow-up however is the most dangerous sequence. The lunge hits for two masks and is immediately chained into another toss, meaning greedy counterattacks on the ground almost always end poorly. A single controlled pogo gives a safe hit while avoiding damage, and the move’s long telegraph actually provides one of the best heal windows in the whole fight. Rise high, heal quickly, then drift aside before your face is introduced to a 5 star metal ring restaurant! XD



The final major technique is her slam attack, which creates an expanding golden shockwave. Do not linger in that shimmering circle unless you want a controlled demonstration of how AoE physics work. Striking her during the slam is risky, but repositioning immediately afterward keeps pressure steady and prevents her from sprinting offscreen like a runaway courier.



To consistently damage her despite her constant movement, loadouts using Cogfly, Stingshard, or ground Tacks/Spikes are practically required. The cogfly can be deployed at any time, but if you place the tacks or stingshards around the arena before the fight begins, Shakra will just wait patiently until you've begun setting up her downfall to initiate the fight lol. These tools punish her dashes automatically—turning her hyperactivity into her downfall—and let Hornet maintain pressure even when Shakra refuses to hold still long enough for anything resembling a polite duel. The Hunter’s Crest also provides just enough extra reach to tag her during quick crossovers without risking Hornet getting swatted out of the air like an especially ambitious moth!



Maintaining control in the centre of the arena helps keep Shakra in view; lose sight of her, and rings will start arriving from angles previously unknown to Euclidean geometry. The fight’s true rhythm lies in prioritising dodging first, attacking second, and letting damage come from smart tools rather than reckless commitment. With enough discipline, Hornet ends up bouncing between walls with such gleeful frequency that Shakra herself seems to pause mid-combat, silently questioning whether she’s fighting a warrior or a spider who drank three too many espressos.



With Shakra defeated, the duel ends not in bitterness but in that familiar, melodic “poshanka”—a farewell as warm as it is disarming after she’s spent the last several minutes trying to turn Hornet into high-speed latticework. It’s a fitting end to a fight defined by respect rather than malice, a clash between two warriors whose strength sharpens rather than diminishes their bond. And once the dust settles, Hornet gains not only mastery but a renewed appreciation for how ferociously talent can bloom at Pharloom’s edge. Especially if a bullet train is bred with a bug!

Enjoy this brief moment of triumph, because the road toward Act 3 is… unforgiving, to put it lightly. The bosses lined up ahead have a fondness for stress-testing your patience, your reflexes, and occasionally your will to continue existing. Some encounters may even make you want to rip your hair out—luckily Hornet doesn’t have any, so you’re safe from that particular hazard! XD As the finest say, "Poshanka," the less enjoyable ones usually run at you with the intelligance of a pebble lol.


29) Lace Rematch: Ascendant Weaverborn Scion of Immaculate Thread -
From the very first Hollow Knight title, Team Cherry made one thing abundantly clear: if they can make you fight the same boss twice, they absolutely will — and they’ll do it with a grin. Silksong continues that tradition with Lace, the game’s designated “Oh no, not her again” encounter before you're lacerated into Hornet Strips in the blink of an eye, Lace's favourite delicacy I'm sure lol! Tiny, elegant, and carrying a needle that could double as a ballistic missile, she’s the official reminder that size has never once correlated with safety in this universe. After her first bout in the Deep Docks, she vanishes with the kind of smug energy possessed only by someone who knows she’s about to ruin your day later.

By the time Hornet reaches The Cradle, Lace returns for her rematch, bringing new attacks, sharper movement, and the general temperament of someone who just discovered energy drinks! XD Her assault pattern transforms her into the epitome of a hyperactive knitting needle possessed by a lightning spirit, ricocheting around the arena with enough enthusiasm to make caffeine itself file a complaint. Practice and reflexes are absolutely essential here, because unlike every other boss who patiently waits their turn to be politely demolished, Lace decides enough is enough and takes every opportunity possible to turn you into a decorative floor mural lol. This battle isn’t just harder; it’s a full upgrade of chaos, the kind that leaves you re-evaluating your life decisions, and wondering whether the developers were maniacally laughing when they designed it! XD




Tips and Tricks for Defeating Lace 2 -

Lace’s rematch unfolds on a serene field of silken flowers — a setting so peaceful it feels downright mocking once she starts turning you into artisanal confetti lol. Unlike most bosses who politely pose before attacking, Lace believes in pure, unbroken aggression, punishing anyone who stands still for even a second! XD



Her Slash Attack is usually the first threat players learn to recognise: she briefly charges her needle — one of the only times it becomes hard to see in her hand — before lunging forward with a rapid triple swing. Backing away works if you have the space, but the more reliable counter is to hop upward and deliver a downward strike as she slides beneath you!



Just when you think you’ve “figured her out,” Lace gently reminds you that confidence is a terminal illness by chaining straight into her Jump Attack. She crouches, springs upward, then divebombs your exact spot. Walking toward her mid-air redirects her safely beside you for a few hits — unless she’s too close to a wall, in which case she’ll zip backwards purely to punish anyone foolish enough to feel competent (or hug-inclined) lol. Greed gets you deleted; she capitalises on every slip.



Lace weaponises horizontal space with her Dash Attack. She presents her needle horizontally — a clear but cruelly brief telegraph — before catapulting herself across the arena with velocity usually reserved for objects yeeted out of gravitational cannons. Jumping clears it, but true mastery comes from pogoing her in mid-flight, an act that is equal parts bravery, precision, and raw delusion given the Cradle’s bottomless pits eagerly waiting to claim you for one mis-timed tap.



Then comes her nastiest trick: the Parry Counter. Whenever she stops moving — a moment that looks like free damage — don’t swing. Unlike polite bosses who wait for you to trim their health bars, Lace punishes initiative; hitting her during idle frames can trigger a parry into an instant AoE blast. The only survive-option is a snap jump the moment you see the spark, barely clearing the explosion and avoiding becoming Hornet consommé for Lace and her mother! XD.



Her final phase unleashes the infamous AoE Star Attack — Lace’s philosophy of “what if suffering… but circular?” She strikes her Jump pose, adds a delighted gremlin-laugh, and a glowing circle forms under you, detonating a moment later. She then slams the floor and lingers, giggling like her evil masterplan just paid dividends while we exhale in despair lol. It usually comes twice, so flee far from the first blast to avoid being trapped by the second. Phase changes get messy too: her roar can be masked if you hit her mid-transition, leading to the magical experience of realising you accidentally entered a new phase mid-attack.



Lace’s phases stack hostility like catastrophic life decisions. At full health she cycles through her basic four, giving you just enough room to learn her rhythm. At sixty percent the chaos spikes: her Jump Attack scatters three explosive rings that all detonate when she dives, shrinking your safe zone to a rental shoebox. Her upgraded dive can unleash up to three deadly silk circles in a frantic ricochet — ideal for heroic pogos or immaculate self-destruction lol. By this point she’s less “boss” and more “weaponised pinball,” with you as the bumper. At twenty percent she adds the Star Attack, turning the fight into the emotional marathon of “run, jump, dash, pray, repeat.” Her HP is low, but her ferocity is astronomical.



Prioritize the arena centre. The pits on both sides choke your movement, punish panic jumps, and deny any comforting wall tech. Lace’s nonstop aggression demands perfect spacing, sharp repositioning, and predator-tier reflexes. But once you internalise her patterns and stay calm long enough to exploit each fleeting gap, the storm resolves into something navigable — still vicious and swift, but finally readable. Stay airborne when needed, reset spacing deliberately, and slip in damage wherever her tempo falters. Eventually her silken tempest breaks, and you realise you’ve survived Pharloom’s most hyperactive predator… on a field of peaceful silken flowers that looked soothing at first, yet somehow became the place where you spent two decades trying not to mentally implode lol.



By the time Lace finally stops treating you like a limited-edition meat piñata, you’ll likely be questioning your life choices, your reflexes, and perhaps the very concept of gravity. But take heart: surviving her is practically a cultural achievement. You’ve danced through blades, pirouetted around death, and somehow resisted the urge to lie facedown in the silken flowers and let fate take the wheel. If there were a sash for “Most Persistently Stabbed,” you’d be wearing it with pride.

And you’ll want to keep that sash close, because next up is a literal deity, the kind of opponent who looks at your hard-won triumph and says, “Cute warm-up.” After ascending citadels and dodging lace-infused homicide, you are now spiritually, emotionally, and physically marinated. In other words: Hornet Sashimi is practically inevitable. So breathe deep, sharpen your needle, and prepare yourself — you’re about to audition for the divine chopping block lol!


30) Grand Mother Silk: Transcendent Progenitress of the Primordial Silken Empyreon -
When you first descend into Silksong, you wander biome after biome with one innocent goal: reach the end. You’ll fight required tyrants, optional nightmares, and bosses whose entire existence seems dedicated to turning Hornet into exquisitely minced paste! XD Only after conquering Pharloom’s escalating gauntlet do you arrive at the Cradle — the loom-strung sanctum where threads converge, hymns vibrate through the air, and destiny finally stops pretending it isn’t trying to kill you, even if only for a few ephemeral seconds.

And here, at the summit of Act Two, awaits Grand Mother Silk, the progenitor of Pharloom's haunting — a literal higher being whose scale is so astronomical it makes every prior boss feel like tutorial warm-ups. Her theatre-filling presence is awe-inducing, her tapestry of attacks overwhelming, yet her patterns remain surprisingly readable once you stop panicking. Eventually the encounter becomes less “inescapable divine saga” and more “grumpy cosmic grandmother" who somehow ends up being easier than the flies in the slab lol.




Tips and Tricks for Defeating Grand Mother Silk -

Grand Mother Silk’s battle is identical across all three endings, but don’t be deceived — she still treats you like a voluntary sacrifice. The fight spans two grand phases, each punctuated by a dramatic collapse that looks like victory before she rises again with the spiritual fury of someone who absolutely did not appreciate being stuck in eternal timeout kindly! XD Boosting your damage with Flintslate and Flea Brew — or red tools like Cogflies and Curveclaw if you prefer ranged options — helps shred this overtly massive bug who definitely stole the Radiance’s projectiles from Hollow Knight lol.



Her opening arsenal revolves around pure weaponised embroidery: floating blades spiralling, shrieking, and doing their best to skewer you into artisanal kebab. Her signature is the Raining Swords attack — every blade rises in perfect sync, tilts downward, charges with blinding radiance, and dives in immaculate formations designed to carve everything except whatever hope you had left. Jump or move to avoid these.



Her close-range Claw Attack is deceptively gracious. Stand beside her and you can stroll behind her with smug elegance as Grand Mother Silk catapults herself across the arena — and since she moves like a sloth, she'll take years to get back to you lol. If you’re farther away, a crisp upward hop is enough. This matters most when paired with her falling pins, which follow strict geometries — vertical, horizontal, or mirrored. Never diagonal. Know the rules and you can reposition without launching yourself into a silken guillotine lol. A double jump avoids her sweep easily — unless she segues straight into Raining Swords, forcing you to pre-map your landing or accept your new role as silken confetti! XD



Her most common pattern is the Double Sword Slash: trios of blades rise or flank the field before slicing vertically or horizontally. The verticals are forgiving if you stay mobile; the horizontals require spotting the gap and committing to the jump with absolute conviction. Miss once and you’ll understand why she was worshipped as a higher being: she hits like a divine freight train. Miss twice and she’ll politely fast-track your soul to whatever afterlife offers better decision-making seminars!



Then comes Silken Scream — her audition tape for every horror franchise ever made. She shrieks, threads lace the arena, and a heartbeat later the whole grid detonates. The trick? The first layer pretends you’re safe while a sneaky second one deletes you the moment you relax. Commit to your gap, and maybe squeeze in a heal — assuming your hands stop oscillating like a malfunctioning sewing machine lol. Step into the wrong line though, and instead of the usual two masks of “therapy damage,” you eat three. Team Cherry is definitely cackling; this is peak sadistic enlightenment lol.



Eventually once you're through the first phase, she collapses in mock defeat and phase two opens with theatrical misdirection: she falls as though truly defeated… and then the ceiling decides to participate. Three massive rockfalls slam down — centre first, then left and right — a destructive overture heralding the calamity to come. Only then does Grand Mother Silk re-emerge, reborn in incandescent fury, a prelude to the chaos she brings once she ascends reborn like the world’s angriest celestial arachnid! XD



From this moment on, every attack from late Phase One is fused with persistent falling debris that obscures the field and turns blade-tracking into a doctoral exam written during an earthquake! XD She introduces Silk Spikes, telegraphed by two threads dipping into the floor. Do not trust this tiny warning. The actual spike radius is considerably larger, as though the floor itself resents your continued presence. Fortunately, spikes can be destroyed with a few hits or instantly erased if you take damage. (The latter is not recommended unless “tactical suffering” is your chosen build path, not many players take that route lol.)



Combined with falling rocks, doubled Scream grids, triple Slash cycles, and her general desire to harm you on a spiritual level, this phase becomes a pure endurance trial. Keep spacing, commit to your dodges, and attack only when the universe quietly permits it. Near the end, you’ll recognise her stagger cues on instinct, and when she finally collapses, the fight shows its true nature: relentless spectacle — not brutally hard, just determined to make you dance like an unwilling silk marionette for twenty minutes lol.



If you actually plan on breaching the elusive Act III, your journey begins with the Silk and Soul quest from the Caretaker — a man who absolutely radiates “I’ve illegally studied every demolition manual ever written.” After completing his errands, you’ll gather wandering spirits to craft a soul-snare so volatile it probably violates ancient cosmic safety regulations. Once assembled, he casually tells you to “awaken it with music,” spoken with the serene confidence of someone handing you a live, humming explosive and calling it a friendship bracelet lol.

When the ritual begins and you pin down Grandmother Silk — essentially hosting the world’s angriest quilting intervention — the melody triggers instant calamity. You don’t summon help; you unleash the VOID ARMAGEDDON, roaring upward like a divine industrial vacuum from hell. It yoinks Grandmother Silk and Lace (who still saves Hornet mid-grab) straight into the abyss. And as the dust settles, the truth becomes hilariously obvious: the Caretaker and his siblings weren’t guiding you gently… they were building a nuclear void bomb for fun the whole time lol. Have fun in Act III — the catastrophe already has your forwarding address! XD


31) Bell Eater: Voracious Anathema of Reverberant Pandemonium -
When Act 3 begins, your welcoming gift is the Bell Eater — a centipede so ravenous that the moment its name flashes on-screen, you briefly experience all five stages of grief thinking it swallowed your adorable Bell Beast buddy, only to discover this monster simply has a refined palate for crunchy, artisanal, premium-grade bells of the highest culinary profession lol. It’s also the only boss discourteous enough to not only reveal its face, but proudly present its rear end, too — and those red gelatinous globs it rapid-fires from behind could probably qualify as a federal war crime, and are not to be taken lightly! XD

Fortunately, this centipede’s lack of modesty is your greatest advantage. The Bell Eater constantly exposes either its head or tail, which means AOE skills and multi-hit tools can smack both ends simultaneously like you’re ringing a deranged living dinner bell. Cross Stitch, Thread Storm, and any reaction-based burst options let you carve through its health fast — provided you don’t get plastered by its globs or panic-dash straight into its chomping maw. With sharp timing and sharper instincts, you’ll finally convince this oversized bell-connoisseur that the only thing on today’s menu is defeat lol.




Tips and Tricks for Defeating Bell Eater:

Once you step into the Bell Eater’s lair and foolishly wander to the right, the creature immediately slams its colossal body across both exits and greets you with a roar so violently cacophonous that your monitor itself may legally qualify as “shaking in self-terror” lol. From that moment on, you’re trapped in a duel against a centipede whose two main hobbies appear to be devouring bells and emotionally compromising anyone who enters its domain by copying the boa constrictor method! XD It cycles between its ravenous head and its extremely disrespectful rear end, each delivering an assortment of aggressively unkind attacks.



When its head lunges out for the Slash Attack, it reels back like it’s winding up for a ceremonial bell execution. Then it surges forward and lashes its metal tendrils in wide arcs. The safest strategy is simply: don’t be near its face unless you want to be filleted lol. Alternatively, leap above it and downward-strike like you’re trying to ring it like a hotel counter!



If the head appears without charging, brace yourself — this is the Projectile Spray, where it spews rapid-fire red globs across the field. These projectiles fan out with the binding enthusiasm of a bullet-hell audition, so immediately creating distance is mandatory unless you enjoy being turned into artisanal insect jelly lol.



Its buttock, meanwhile, brings its own brand of chaos. Whenever it pops out of the floor or ceiling, it flicks two or three bouncing bombs across the arena. These ricochet unpredictably before detonating, but the tail’s slight aiming tilt gives you just enough warning to step aside with dignity. If you position well, you can sneak in a few hits — though preferably without embracing the bomb directly, as such tends to not be beneficial for a bugs body...



Then comes the infamous Bell Spawn: the ground trembles, the Bell Eater’s body streaks across ceiling or floor, and a barrage of enormous bells drops from above, bouncing once before falling again. They can absolutely flatten you, but with careful spacing — or a perfectly timed smack to change a bell’s arc — the attack becomes manageable. If the body travels along the floor beforehand, just glide to avoid being instantly yoinked into the dirt and becoming part of Pharloom's bell compost lol!



In Phase Two, the battlefield widens and new nightmares arrive. The Bell Eater can now expose both its head and tail simultaneously, which is where things get beautifully unhinged. The head will hover above and unleash rapid volleys of red slime balls — fast enough that hesitation means doom, the second volley alone travelling with the energy of a centipede who just found out you ate the last bell in its pantry. Meanwhile, its tail becomes an artillery platform for explosive eggs. These drift lazily across the field like politely menacing hazards, but their detonations are massive. The golden rule: admire from afar until each one pops, preferably without your participation! XD



The Bell Eater also has two special mobility attacks. In one, it burrows below the arena and streaks beneath you like a subterranean freight train. The only reliable way to dodge is to Double Jump and Glide, or else accept your fate as a future pancake. In another, it slithers across the ceiling before dropping a cascade of giant bells — all of which bounce once with enough force to turn Hornet into wall décor. Dodge the falling bells, then the bouncing bells, then the mental existential crisis that follows.



Damage opportunities are scarce since only its red head and pale tail are vulnerable, and their appearances are brief. Thread Storm is an MVP here: when both parts appear together, its AoE lets you strike both at once. Cogfly and Pollip Pouch provide steady chip damage, while Volt Vessels are a gourmet option — since the boss fights almost entirely along vertical lanes, placing vessels below the head practically grills it to “well-done centipede.” Everything proceeds as expected until the Bell Beast barges in mid-fight, drags the Bell Eater underground, and initiates a subterranean WWE fistfight that ends with the Bell Eater being yeeted skyward like a faulty fireworks display lol.



When the Bell Beast finally emerges victorious from her subterranean WWE cameo — leaving the entire arena glazed in what can only be described as a catastrophic strawberry-jam detonation — she returns to you with the serene composure of someone who definitely did not just clothesline a centipede into the stratosphere. In this rare moment of wholesomeness, she teaches you a new song, and the ground trembles as her four tiny Beastlings peek out, chirping with the kind of innocence that feels morally incompatible with the carnage you just witnessed lol.

And while the cuteness hits like an emotional critical strike, the moment they offer to “help” by dragging you underground back to the nearest Bellway — like the world’s most adorable kidnapping — you already know what fate has written for you. If one Bell Beast caused this much chaos, congratulations: Act 3 now hands you the deluxe edition — a full squad of quadruplets, ready to turn every future Bellway interaction into either a miracle or a disaster, with absolutely no in-between. So make sure to keep an eye on your possessions! XD


32) Plasmified Zango: Phosphorescent Revenant of the Blighted Crucible -
Plasmified Zango is the kind of boss who makes you question not only your needle level, but your life choices, your savings account, and perhaps even your moral alignment. Descended from an alchemist’s assistant who decided “What if I inhaled this glowing insidious goo?” and promptly shouldn’t have, Zango now shambles through the Wormways as a phosphorescent monument to bad decisions. His healing capabilities are so voracious that if you walk in with a Level 1 needle, you’d better start rehearsing your final monologue, because you’ll be seeing the light before you ever see a victory screen!

In combat, Zango radiates projectiles from opposite sides like an bioluminescent sprinkler system designed by someone who obviously didn't have enough knowledge on how spriklers worked! XD Pale Nails as your primary silk skill and Cogfly as the red tool become your lifeline, keeping you far enough away to avoid becoming a glowing smear on the cavern floor. Magnetite Dice can occasionally rescue you from accidental blue-plasma facial reconstruction, while Hunter or Reaper’s Crest—yes, the witch too—grant precious range for poking him from afar. Because when fighting Plasmified Zango, one truth becomes abundantly clear: the further you are from him, the longer you survive, and the longer you survive, the closer you get to the miraculous achievement known as progression, I scarcely remember the time I last achieved such a thing lol.




Tips and Tricks for Defeating Plasmified Zango -

One key thing about Plasmified Zango is that there are two predominant ways to tackle this glowing nuisance. If you haven’t returned the needle phial yet, you can attempt to siphon the plasmium straight out of the reincarnated husk like some deranged back-alley doctor performing experimental vacuum therapy! XD Unfortunately, Zango scuttles around the arena like a spider on steroids who just discovered caffeine, making it nearly impossible to latch on long enough to extract his internal sustenance. You only need five gulps before Hornet achieves full plasmium capitalism and takes him down, but actually getting those suctions is about as easy as threading a needle in a hurricane, which last time I checked wasn't the most rudimentary.



If you did return the phial however like I did, then congratulations—beyond you lies a trial of patience spanning roughly ten geological epochs lol! Long-range mayhem becomes essential: Cogfly paired with Tacks and the blue Polip Pouch turns this fight into a glowing artillery duel. Since Zango pelts the entire arena with blue projectiles like he’s a full blown vandalist, melee attacks become an ill-advised gamble. Poisoning him with Polip Pouch is a delightful bonus—like seasoning your opponent before roasting them, except seasoned plasmium doesn't do much with the flavour I'd imagine.



His main attack is the plasmium belch where he throws globs of plasmium around him in a circlular arc, so keep away from him since he usually does this attack every chance he gets. Pale Nails are the primary strong long-range silk-skill option for this fight, provided you give Zango’s blue projectiles a respectfully large berth. And if you’re truly struggling, sprint to the right corridor; thanks to the architectural miracle of a 1-centimetre ledge, Zango’s inability to rise more than a picometre off the floor turns him into an enraged glow-worm Roomba—splurting angry plasmium and muttering imaginary profanity while you regroup above him.



For a quick dispatch however, if you want to get the guiness world record for dispatching a lone man too intoxicated on blue jelly lol, you'll want to use the wanderers crest. Once you’ve equipped the tools that maximise your long-range brutality, enter the arena and wait for him to shuffle in your direction. Lay down four Tacks, activate four Cogflies, and the moment he steps onto your trap, rush forward and start swinging like your sanity is on the line.



Now we can be candid: facing Plasmified Zango is not a normal boss encounter — it is a DPS examination, and the grading rubric is simply “Pass” or “Perish.” He is so saturated with plasmium that he regenerates constantly; normal attacks will do little more than annoy him. His behaviour is equally peculiar, as though he’s forgotten what he was supposed to be doing. He paces back and forth, flinging Plasmium bubbles around the arena without any sincere intention of hitting Hornet. Your mandate is to unleash as much damage as possible in painfully short bursts. You’ll know you’re succeeding when Zango suddenly accelerates, reaching a level of panic usually reserved for someone who just remembered they left the oven on. He may even dash at you which is one of his most dangerous attacks; simply hop over it and keep swinging. The goal is to not get greedy, as although Zango is a pushover, if you blindly run at him trying to give him a hug, you'll find yourself speedrunning your obituary lol!



If however you get dangerously low, you can always abandon your warriors creed, run away at mach 5 for a tactical retreat, that you can heal with the urgency of a cornered gremlin, and dive back in. Under no circumstances can you allow him too much breathing room — grant him a single moment of regeneration, and you may as well start composing the apology letter you’ll write to yourself on the next attempt. Keep the pressure on however and eventually he'll splatter into a multitude of globs, turns out he was the one who became floor decor, not us!



After you finally put Plasmified Zango out of his glowing, jittering misery, you are rewarded with a grand, magnificent, utterly resplendent prize from Team Cherry — which is to say, absolutely nothing. Not a tool. Not an item. Not even a pat on the back. Just the spiritual satisfaction of knowing you have spent a non-refundable portion of your mortal lifespan duelling a regenerating blue cockroach who refused to die like a sensible creature. Truly, this is the sort of benevolence only Team Cherry could deliver with a straight face: “Here, have a fight that ages you emotionally, physically, and metaphysically — for entertainment value.” And to be fair, by the time you win, you’ll feel like you’ve personally witnessed several empires rise and fall.

But the story doesn’t end in disappointment. Because the entire Wormways is so thoroughly marinated in plasmium it might as well count as a hazardous beverage factory, you can trot back to Alchemist Zylotol and receive a Plasmium Organ. To Hornet, this essentially translates to being handed a personalised flask of luminous, semi-unstable fantasy alcohol. Congratulations — after battling a glowing worm for twenty million years, you are now legally entitled to take the edge off lol!


33) Lost Garmond: Umbral-Spun Spectre of Gallant Deterioration -
Few encounters in Act 3 hit quite as hard in the emotional kneecaps as Lost Garmond — the once-honourable duelist now reduced to an Umbral-Spun Spectre, shambling across the Blasted Steps like the world’s saddest ceremonial guard. The moment you see him stitched together with black thread, you practically take 5 masks of emotional damage in itself! XD His stance still carries traces of the disciplined knight who once traded elegant blows with Zaza… but now he swings with all the poise of a disgruntled fridge being pushed down a hill! And because Team Cherry loves their tragic irony, his slow approach doesn’t mean safety — it means you’re about to get folded politely and efficiently like a linen napkin...

Surviving him requires spacing, calm nerves, and enough Silk management to make the Caretaker shed a single proud tear. Warding Bell or Fractured Mask will keep you alive long enough to realise that yes, he really is going to two-tap you with knightly courtesy. His movements are slow, but the arena’s wide layout makes recovery a tactical artform: heal only after his longer animations unless you enjoy eating an honourable void-infused reprimand for breakfast lol. Voltvessels or Cogflies help chip him from afar, while Witch Crest turns Bind into a speedrun-tier survival tool. Despite the melancholy of the fight, don’t be fooled — you’re still battling a corrupted duelist whose idea of “gentle pressure” feels like getting nudged by a collapsing cathedral!




Tips and Tricks for Defeating Lost Garmond -

Lost Garmond isn’t here to overwhelm you with blistering speed or metaphysical meltdowns — no, this knight fights with the dignified lethargy of someone who once upheld honour and is now held together by void-threaded malice and spite. His entire duel is a slow-burning pressure cooker: deliberate swings, readable tells, and the looming dread that every hit removes two Masks and yoinks your Silk like he’s repossessing your weaver life insurance! XD Once you stop overcommitting and start treating him like a corrupted ballroom partner rather than a sprinting maniac, the rhythm settles in. This fight rewards patience, not panic — though you may still occasionally scream internally when he deletes half your health for daring to breathe too close to him lol!



His double thrust is the undoing of bold adventurers who swear they can “squeeze in one more hit.” He settles into a deceptively courteous stance, then snaps forward twice with all the hospitality of a host ushering you directly into the afterlife lol. Should you attempt an immediate counterattack, beware — he occasionally reveals a conniving third jab, just incase you haven't been lacerated into pieces by that point, so best to stay away until he completes his full theatrical ensemble.



His wide horizontal slashes, meanwhile, look like the kind of controlled swings meant for a training hall — except the hitbox refuses to obey physics and sticks around like it’s waiting for a standing ovation! He performs six overly deliberate sweeps, each one demanding you take a polite step back as if giving him room to finish his ‘famous void routine.’ Once the last arc finally stops loitering, circle in from the backhand and give him a few disciplined taps before he resumes his void-fuelled etiquette lesson on complete discombobulation! XD



His void bolt volley is your jackpot moment — the single greatest punish window, and the one time he basically says, “My back is entirely undefended because otherwise this fight will take a decade!” He turns pitch-black, lobs four arcing bolts forward in ascending order, and never once checks behind himself because void corruption apparently hasn’t improved his situational awareness! XD Dash behind him immediately after the first projectile flies, and unload everything: melee, Cogflies, Voltvessels, your pent-up emotional grievances against silksong for mentally scarring you lol— it’s all free damage.



The spear slam begins with Garmond doing a little hop that looks less like an attack and more like he’s testing whether gravity still works. Then he plummets so violently that the floor sounds mildly offended, and four void blades burst out like they want to file a complaint on his behalf. Simply step aside, watch the blades finish their little expansion ritual, then step back in and remind him — politely — that yes, gravity is still functioning and no, he didn’t need to check a second time lol.



Once you’ve equipped your preferred tools and stepped into the wide arena, the strategy becomes beautifully simple: keep moving, control the rhythm, and coax him into the attacks you actually want him to throw. Mid-range spacing is the golden zone — get too close and he’ll start taxing your Silk like some void-corrupted customs officer, drift too far and you’ll spend the fight jogging laps while he contemplates his life choices. His projectile patterns are your biggest gifts: slide behind him during the void-bolt volley and unload long combos, chip pressure whilst he stares in the complete opposite direction, acting like he won the battle merely off his good looks! XD Healing is only safe after his slams or projectile moves; everything else recovers so fast it feels like he’s trying to fold you into a neat little rectangle for storage. Above all, stay patient. Lost Garmond isn’t a boss that transforms, erupts, or suddenly remembers a forgotten second phase. Once you understand his spacing, pacing, and the strange void energy that puppeteers him around like a malfunctioning metronome, the duel stops feeling frantic. It becomes a mournful rhythm — a steady, solemn dance between a fallen knight and the one bug stubborn enough to stop him from tumbling fully into oblivion… preferably without becoming a splattered purée on the Blasted Steps in the process lol!



When Lost Garmond finally collapses — dissolving into a mournful drift of black thread, Hornet stands alone in the stillness of the Blasted Steps, rewarded not with fanfare, but with a trio of curiosities. First is the Hero’s Memento, a solemn heirloom marking the completion of the Hero’s Call wish… though given what you just went through, you’d be forgiven for assuming the “heroic” part referred to surviving the emotional devastation of beating up a corrupted knight who really just needed a hug and perhaps a nap long enough to make the bears jealous.

Then comes the Thread of Remembrance, which expands the void entries in the Hunter’s Journal — because naturally, the game assumes you’d love more reading material about the eldritch horrors that will continue to nibble at your sanity for the rest of the playthrough lol. And finally, you unlock the full Garmond journal entry, giving you his entire tragic backstory in one freshly delivered post-battle biography. Nothing says “victory” quite like receiving a knight’s life story hot off the presses, still figuratively steaming from the battlefield! XD


34) Crawfather: Penumbral Executioner of Skyborne Condemnation -
In Pharloom, justice arrives delivered by talon, wrapped in feathers, and accompanied by the enraged shrieking of an entire judiciary who, rather than offering you a fair trial, simply yeet you into a gladiatorial arena and tell you to “work it out” lol. To earn the right to be judged by the Crawfather himself, you must first endure the Court of Craws — a legal system whose idea of due process is “overwhelm the defendant with as many beaks as the room can physically contain.” Before the regal terror even descends, the Craw vanguard lines up to peck you into the afterlife, as if Groal the Great’s arena was merely a warm-up lap before the real 30-hour sanity-deprivation marathon begins.

And the worst part? They’re organized. The Craws interrupt you nonstop, flying in from every direction like feathered lawyers objecting to your existence. Every hit feels less like damage and more like a stern avian reminder that you have been judged guilty of “Pharloom’s destruction,” a crime Hornet definitely committed on accident, probably... maybe... who knows — the Craws certainly didn’t bother gathering evidence! XD Survive the feathery chaos long enough and only then does the Crawfather appear, looming like a final exam you forgot you signed up for, ready to demonstrate why Pharloom’s justice system has a 0% appeal rate and a 100% “perish by pecking” success record lol!




Tips and Tricks for Defeating Crawfather -

The Crawfather’s slow stride and cramped arena might suggest a relaxed duel, but absolutely not — you’re effectively trying to land hits while forty furious cousins fling rapiers, pins, and professional grievances at your skull. Tools that exploit his sluggish movement shine best such as cogflies or voltvessels, provided you can thin the swarm fast enough that your obituary isn’t written as “Hornet — Death by Pecking, witnessed by several unimpressed jurors.”



Silk Storm and Silk Spear do wonders here for the enemies, letting you slice down the vanguard like you’re sweeping feathers off a porch. And in the pre-fight gauntlet, don’t hesitate to spam Clawline: not only can you latch onto enemies long enough to whack them senseless, but the sheer speed at which you zoom across the arena will have the Craws filing reports claiming you’re part weaver, part lightning bolt! XD



Survive the five waves of agony — because apparently Team Cherry were maniacally laughing when creating this arena I'm sure lol — and the Crawfather finally steps forward with a shriek capable of stripping paint off the walls. From here, the boss behaves “honourably” in the way only a feathery judge with a god complex can: by occasionally summoning even more minions mid-fight… usually right when you were just about to heal. The upside? Every summon gives you a free attack window since he stands perfectly still, dramatically chanting like he’s hosting a court-themed talent show! XD



During Phase One, you’ll see his signature Beak Slam — telegraphed by him opening his robes and roaring like he’s about to drop the world’s most furious opera trill. Move away, loop behind him, and punish with a couple of needle swings before he resumes his solemn stomping routine.



His dive attack is trickier: he ascends, pauses, thinks about ruining your day, and then diagonally nose-dives toward you with enough force to legally qualify as a safety hazard. If you’re near a wall, wall-jump; if not, relocate immediately unless you want your face turned into a geological sample lol!



During attacks, if your time in Pharloom didn't have enough flamboyance, fear not because this feathered judge has the AUDACITY to bring the entire Craw Mafia whilst pecking at Hornet as if she's merely a slightly more colourful birdseed than usual! XD Stay calm and use your silk skills such as thread storm/silk spear to one shot the minions (or get them incredibly low) and with good enough positioning you can even give the Crawfather a piece of your mind, if there is any remaining within Hornet's shell that is!



Once you do enough damage, then you get Phase Two which introduces the Spiked Chain attack, which is basically him turning into a barbwire bird sprinkler of mortal devastation lol. He jumps, freezes like a malfunctioning animatronic, and then fires barbed chains in every direction. Your job is to stand in the one tiny safe gap and contemplate your life choices until they retract. Between these attacks, the Crawfather continues summoning minions just to ensure your blood pressure stays at a delightful boil! Always prioritise the adds — one stray knife-thrower left alive can turn your dignified duel into a panicked dodgeball match.



Keep peppering the boss with steady damage, weaving between his slams and diva dives, and eventually he’ll crumble under your persistence — or, more accurately, under the realization that maybe sentencing you to 30 hours of beak-related trauma wasn’t the best judicial strategy, and proceed to do what any sane judge would do, explode in a puff of feathers... totally normal! XD



Once the Crawfather finally collapses in a flurry of feathers, indignant screeching, and what I swear was at least one very judgmental glare, Hornet is rewarded with the prestigious Craw Memento — because nothing says “justice served” quite like receiving an official souvenir from the same court that tried to have you pecked into confetti. It’s the perfect keepsake: a tiny reminder that Pharloom’s judicial system is less “law and order” and more “trial by aerial damnation.” A charming heirloom, really, if you don’t think too hard about the number of birds you filleted to obtain it lol.

But the true prize is the Crawbell, a holy relic that effectively turns Hornet into a one-bug debt collector for the Craw mafia. Ring it once, and every Craw in the vicinity suddenly remembers they “owed you something suddenly lol,” promptly showering you with rosaries and shell shards like you’ve just become the CEO of airborne extortion. It’s lucrative, a little morally dubious, and undeniably convenient — the perfect blend of Pharloom’s legal philosophy. After all, nothing upholds justice quite like getting paid hourly for surviving an execution attempt by weaver bird seed treatement! XD


35) Palestag: Translucent Eidolon of the Eversprawled Luminarium
In the glimmering memory-pocket you accidentally dig out of the Green Prince’s frazzled psyche, you discover something shocking: Pharloom actually has a place that isn’t a rotating death trap. Briefly. Because the moment this mythic apparition materialises—so pale and see-through it feels like you’re fighting a rumour that learned stagecraft—your holiday is over. It flickers and teleports with the energy of someone permanently late to everything forcing Hornet to perform her most dignified “please stop running” chase routine while internally begging this ghostly diva to stand still and actually fight lol.

But do not be deceived by its ethereal glamour. This creature administers “spectral discipline” with the enthusiasm of a haunted schoolmaster, punishing any lapse in reflexes with a swiftness that borders on rude. You will, at several points, feel like you’re trapped in an endless game of ring-around-the-rosy orchestrated by a being who has never heard of the concept of mercy. Fail to keep up, and this thing will gleefully commandeer 99% of your playthrough, your sanity, and possibly your social life. Reaction time isn’t recommended—it’s compulsory, unless you’d like your pilgrimage through Pharloom to become a lifetime of mindlessly wacking at the air, hoping somehow it chooses the wrong spot to teleport to! XD




Tips and Tricks for Defeating Palestag -

Tracking down the Palestag is far more harrowing than fighting it—like chasing a mystical soap bubble that refuses to obey physics lol. It’s less a boss and more a sentient screensaver briefly acknowledging your existence. You’ll scour Pharloom, burrow through decades of the Green Prince’s memories, and just when you think you’ve imagined it, it appears with a smug aura, ready to make your life miserable. Once the fight starts, bad news for the beast crest mains who wanted to phase tank everything lol, because it’s clear overal that Team Cherry made this a test of patience, tools, and your willingness to chase an overcaffeinated phantom across three platforms for what feels like a full work shift! XD



The Palestag’s signature move—Glowing Discs—begins innocently enough, with four luminous projectiles drifting into formation like polite boomerangs attending a family reunion. Then they shoot across the arena in a straight line, attempting to take Hornet’s head! Usually it's pretty simplistic to dodge the discs as merely double jumping up and around them, using the terrain to your advantage is enough to escape. As time goes on, however, the Palestag’s sense of propriety collapses, and the number of discs ramps up to six, and sometimes a better way to avoid the discs will be to just sit in the pond on the right side of the arena, trying your best to look like a lilypad! XD The incrimental increase and speed though eventually transforms the arena into a celestial airport terminal where every flight is disastrously off-schedule and all of them want you dead lol.



Because this is a gimmick fight, your primary goal is to maintain pressure while avoiding turning the arena into a makeshift chiropractic appointment. The Palestag’s boomerangs are deceptively efficient at corralling you into walls, corners, and other places where dignity goes to perish. The best way to avoid these homing arcs is to double-jump up and around them, letting their spiralling paths overshoot while you hop across platforms with the elegance of a stressed grasshopper. Use the terrain to your advantage along with clawline if necessary, because if you don’t, you’ll find yourself taking an impromptu roundabout ride straight into the nearest stone wall at a speed Hornet’s life insurance likely does not cover!



Teleportation is the Palestag’s true hobby. The moment you get close enough to even think about swinging, it blinks to the opposite end of the arena or perches on an upper platform like it’s speedrunning the art of avoidance. Eventually this behaviour stops being amusing and becomes full-blown psychological warfare—bad enough that when you make a Silksong boss tier list, you’ll need to invent a new tier beneath the bottom just for this creature lol. To keep your sanity intact, tools are essential. Cogfly and Pollip Pouch remain the MVPs overall, but other ranged tools can work—Threefold Pins, Shakra’s rings, Curveclaw/Curvesickle—but they’re unreliable unless you’re flinging them with the reckless zeal of an Architect Crest main. XD



Ultimately, Cogfly is your best friend here—its target-tracking behaviour allows you to keep applying damage even as the Palestag panics itself into endless teleportation loops. Chase it, poke it, and let the tools do the heavy lifting. When the evasiveness becomes intolerable, employ Clawline to latch onto the Palestag and close distance before it has time to reconsider its life choices. Spamming Clawline is one of the most reliable counters to its teleportation, letting you pin it long enough to squeeze in meaningful damage before it vanishes once more, just like every last remaining braincell, as your mind desperately tries to repel the thought of just using beast crest and ripping it to shreds that way lol.



After enough well-aimed pokes and a generous amount of wishing this translucent gremlin would kindly retire back into folklore, the Palestag finally detonates in a blinding pillar of light — the kind that feels specifically designed to make you rethink every brightness setting you’ve ever touched. Fortunately, Team Cherry stopped just short of turning the rest of your playthrough into a flashbang simulator. But with patience and a steadfast refusal to let a mythically indecisive luminarium-ghost hijack your sanity, you’ll drag this shimmering trickster back into legend where it belongs. And honestly? If the Palestag wants to steal your playthrough so badly, it can just head to the Steam page and buy Silksong like everyone else!



Once you finally bring down the Palestag, it shatters into a scattering of glowing fragments, as if it’s throwing a tantrum for being outsmarted. Collecting them doesn’t just pad your completion stats—it points you toward the true architect of chaos at the tip of Lost Verdania, the one who specializes in turning Hornet into something resembling a bug-shaped smoothie. Congratulations! You survived chasing a spectral gymnast who teleports like it’s late for tea with the entire insect aristocracy lol.

The reward is both practical and narrative: the fragments expand your knowledge of Verdania’s lost myths, and the experience teaches Hornet that persistence pays off—even if it means being mocked by a ghostly bug who clearly skipped all manners classes. With Cogfly, Pollip Pouch, and an arsenal of silk skills at your side, Hornet leaves the arena armed, wiser, and slightly traumatised, but ready for the next challenge. In short: ranslucent chaos is exhausting, myths are tricky, and sometimes, the best way to beat a ghost is to treat it like a bug in a very expensive lampshade! XD


36) Clover Dancers: Duel Eulogists of Viridescent Elegiac Convergence -
In the lofty memories of the Green Prince, Hornet will encounter the Clover Dancers—a duet so perfectly synchronized, it’s as if two finely-tuned metronomes had a vendetta against her dodging reflexes being so out of sync lol. One shimmers a deep, viridescent green, the other a ghostly alabaster, both moving in perfect tandem across the battlefield. Their claws slice with preternatural precision, and their coordinated attacks will make Hornet feel less like a hero and more like a bug-shaped piñata being rhythmically whacked from two opposing directions. Fail to keep up, and you risk being turned into a finely diced bug platter, scattered neatly across the arena like a culinary misadventure of the most unpleasant sort!

What makes this fight so devious isn’t just their speed or power—it’s their obsession with turning the arena into a lethal round of Just Dance. Every movement mirrors the other, every strike lands with choreographed precision, giving Hornet mere seconds of time to dodge (which is practically a luxury in Pharloom lol). One wrong step and she’s not simply clipped—she’s politely escorted across the room in a humiliating one-bug conga line straight into a wall. It’s a trial of rhythm, nerve, and sheer audacity, where treating their elegant chaos lightly is the fastest way to realise you’ve wandered into an especially vigorous ballet recital. XD




Tips and Tricks for Defeating Clover Dancers -

The Clover Dancers themselves aren't too different from a notorious boss in act 2, but their difficulty lies in the sheer speed at which they expedite the fight's difficulty at, at the start you're humbly dueling, the next you're running around the room at mach 10 lol.



As the fight begins, you’ll notice immediately how closely it mirrors the Cogwork Dancers—only this time, phase one has both partners gliding in perfect synchrony, their routes telegraphed by a thin white ray, which is basically Team Cherry’s single act of compassion for the entire encounter lol. This mirrored dash is their primary attack, growing faster and pettier as the battle goes on. You’ll need sharp timing and sharper awareness, because taking your eyes off either dancer for half a second is a great way to get flung across the arena like Hornet accidentally boarded the world’s most cursed insect merry-go-round. Every mistake feels personally judged too—probably because the dancers have clocked your 21st return attempt and are now silently rooting for your downfall. XD



Phase two however throws a wrench into your assumptions. The dancers no longer move together but in staggered intervals, which means the shadow dancer can block line-of-sight, forcing Hornet to adjust mid-attack. Hitboxes feel slightly larger than the Cogwork Dancers, punishing careless jumps or attempts at aerial aggression. The lesson here is clear: precision over bravado. This isn’t a brawl; it’s a dance-off with calculated peril, and Hornet has to get the high score or get sent on the nearest pathway to bug heaven lol.



The Clover Dancers aren’t just a copy of the Cogwork Dancers—they’ve leveled up with a tornado that now can move ON ITS AXIS?! Now Pharloom's just defying physics lol. When both dancers meet in the center, this spinning nightmare turns the battlefield into a bug-sized theme park ride from hell. If the lower portion of the tornado approaches, vault off walls and use Clawline to catapult yourself safely over it, landing on the far side like a slightly panicked acrobat. If it spins away, dash to the opposite corner, climb, and wait for the chaos to pass. Fail to judge it correctly, and you’re carried along like a snack in a blender, reminding you that even the most elegant waltz can end with you doing unplanned interpretive gymnastics! XD



Occasionally, the pair cast a web of glowing lines across the arena, a callback to the Cogwork Dancers. After a brief pause, both dash along these beams, forcing Hornet to find a safe pocket to stand, jump, or glide into. The patterns are random, but the rule remains: pick quickly and move. If you happen to choose the one unlucky spot that isn’t safe, take comfort knowing that this is apparently how the universe decided scissors always beats bug in rock-paper-scissors lol. Timing, observation, and just a dash of masochistic luck are your allies here.



Dodging in phase two is chaos incarnate. One dancer might land on your side the instant the tornado ends, because of course they travel diagonally like they’ve been hired as a bug-themed figure skating duo for the insect Olympics. You have to drop at exactly the right moment, or you’ll get swept up like a confused salad ingredient in a very aggressive food processor! XD Cogfly and Pollip Pouch are basically your unpaid stunt doubles, dealing damage while you focus on not becoming a bug-shaped chew toy. Tacks give you some semblance of control, letting you jab at the Green Prince while the dancers spin, leap, and twirl with the sort of smug theatricality that makes you question why you didn’t just take up knitting instead lol.



Throughout the fight, the key principle is patience—because if you try to rush this duo, they will fold you faster than laundry on discount day lmao! Avoid overcommitting, respect the telegraphed movements, and only punish when the game practically hands you an engraved invitation. Healing windows appear when the dancers drift to the opposite side of the arena, but reckless attempts can see you clipped by a swipe, a beam, a tornado, or whatever other nonsense the Green Prince’s memory feels like unloading. In the end, this battle isn’t about raw speed so much as timing, spatial awareness, and maintaining just enough humor to withstand the emotional whiplash of a boss fight that keeps reminding you that grief, love, and choreography can all team up to bully you at once. XD



And with the final echo of their fateful duet, the memory dissolves—leaving behind not sorrow, nor serenity, but a conjoined heart that Hornet pockets with the casual enthusiasm of someone collecting limited-edition plushies at a convention. The Green Prince’s lingering grief finally settles, his spirit granted rest at last, while Hornet strolls out of Verdania clutching his symbolic heart like it’s a rare drop she absolutely plans to flex on Bellhart later.

Because apparently that’s who we’re playing now: an acrobatic assassin with the graceful reflexes of a demigod… and the personal ethics of someone who proudly hoards sentimental organs as conversation pieces. If Pharloom wasn’t terrified of Hornet before, wait until she starts waving this thing around like a trophy at a school show-and-tell lol! Congratulations, you’ve laid a prince to rest, conquered a dance of grief—and simultaneously confirmed that our beloved protagonist might just be one well-timed slip-up away from becoming Pharloom’s most adorable psychopath. XD


37) Tormented Trobbio: Desolation-Borne Virtuoso of Cataclysmic Lamentation -
After defeating the ever-dramatic thespian in Act II, Hornet returns to Songclave in Act III to answer a mysteriously desperate wish… only to discover Trobbio has upgraded himself into full tragic-emo protagonist mode lol. Cloaked in shadow, he rises from the stage with a slow, tortured elegance—the kind of entrance that could make the entire Citadel gasp, clutch pearls, and applaud unironically—before Trobbio immediately launches into his new routine of tornado-signed autographs, each one packed with explosions worthy of an arsonist who also majored in interpretive dance! XD

This rematch is brutal if you get distracted by Trobbio’s screaming, smoke, or flashing lights that could blind you in a milisecond lol. He practically monologues across the arena like he’s auditioning for “Most Melancholic Bug Alive.” This fight is a perfect moments for ranged tools—Cogflies, curveclaws, pins—anything to match a boss who fights like a tragedy, sounds like an opera, and explodes like a fireworks factory having a meltdown lol.




Tips and Tricks for Defeating Tormented Trobbio -

Returning to the Songclave in Act III isn’t just a callback — it’s an invitation to witness the most dramatic emotional collapse since the Royal Bug Orchestra’s conductor accidentally smashed the timpani lol. The moment Hornet steps onto the scarlet boards, Trobbio rises from the floorboards like a rejected opera phantom, wrapped in a pitch-black cloak so unnecessarily dramatic it may as well be held together by raw existential dread. He pauses, waits for the imaginary applause, and snaps into a pose so theatrically mournful the Citadel would weep if it still had functioning tear ducts. Then—without even giving you a moment to applaud his fashion arc—he immediately starts autographing the room with tornado-infused signatures, each loaded with enough explosive flair to qualify as arson in most of Pharloom! XD



The key to surviving Tormented Trobbio’s second act is accepting that he is no longer fighting you — he is giving you a rainbow flashbang free of charge. XD His tornado attack remains the centrepiece of his repertoire, but now it returns with flair, drama, and enough collateral fire damage to qualify him as Pharloom’s unofficial arsonist. Each whirlwind sweeps across the stage trailing flames like a diva sweeping her cape across a chandelier table, and Hornet must treat each advance as both a threat and a deeply personal statement. If the tornado hugs the ground, vault up the nearest wall and Clawline over it, as Trobbio now has an explosive trail so its best not to stay too close. If he starts from the tip of the stage, retreat to the opposite corner and prepare for a fiery encore, or use cross stich to give Trobbio some well needed needle massages. Mistime it even slightly and you’ll be launched skyward, but at least you'll look good as you're flattened into a pancake slamming into the ceiling lol.



His smoke bomb attack has also graduated from “mildly annoying stage fog” to “full pyrotechnic hazard,” firing four beams outward that cover swaths of the arena in crisp, unforgiving lines. The beams appear quickly, so Hornet must keep her spacing precise — dart forward too early and you’re toasted, linger too long and you’re treated to a plasma beam, a classic prop on stage in Pharloom here! When he uses this move while you’re directly above him, simply drop to one side and dash through an open gap, and once you are safe from the explosions keep an eye on Trobbio incase he turns into an impromptu hurricane again lol, ideally while resisting the urge to applaud the sheer theatrical overkill! XD



Of course however, we can't have a proper drama without addressing Trobbio’s fireworks — now upgraded to violating at least 200 of Pharloom's safety regulations lol. These projectiles explode with enough magnificence to make a royal gala look like a birthday candle. They’re larger, louder, and more dangerous than before, and Trobbio screams his own name while launching them, dramatically ensuring every mistake feels like you’ve disappointed the world’s most emotionally fragile performer. When he retreats to the opposite side of the stage for this attack, that’s your cue to rely on ranged tools: cogflies, curveclaws, or pins, depending on your personal taste in long-distance bullying...



Polip Pouch remains one of the most dependable tools here, mainly because Trobbio spends 70% of this boss fight not fighting, but dramatically spiralling across the stage like an actor who just found out the third act got cut lol. Whenever he launches himself to the far side of the arena to perform yet another exaggerated soliloquy about despair, your poison happily keeps ticking away, dealing damage while he’s too busy remembering all his imaginary critics by name! XD



But don’t be fooled by Trobbio’s sorrow-soaked aura — his dive-bombs are aggressively unfriendly, angled so spitefully you’d think he hired a vengeful geometry tutor XD. Layer them with tornado pressure, and the arena becomes a checklist of all the ways Hornet can fail while mimicking his “quintessentially dramatic” flops. Each leap demands tiny hops and micro-dashes as if responding to a tragic final tableau. His rhythm is erratic, flamboyant, and fully devoted to his own theatrics, leaving Hornet to adapt to a boss who treats ragdolling like an art form. After the third combo, you might swear the Citadel should require a hazard waiver just to step inside lol.



Mastering this fight means you need to accept the fact that sometimes you're going to be turned into a decorative splatter on the floor whilst chasing victory lol. Overall, respect the tornado spacing, read the smoke-beam patterns, and punish the fireworks downtime while your passive damage ticks away, and eventually after a couple centuries of punting this overly emo fly, he will eventually acknowledge your presence with an ear-splitting "TROBBIOOOO," that wouldn't suprise me if the scream bought the entire citadel crumbling down wth it from the sheer noise lmao.



With Trobbio finally down, the stage is left in disarray, littered with scorch marks, smoke trails, and whatever props a truly dramatic emo fly clings to. Hornet stands victorious, though she might be questioning if she won or just survived being the unwilling star in his tragic one-bug show. Between dodging tornadoes, fireworks, and existential crises, she’s earned every bit of passive damage that landed, and maybe a small therapy session afterward.

As she collects the spoils, Hornet can’t help but imagine Trobbio somewhere in the shadows, plotting Act IV of his melodrama in the DLC — probably involving more tornadoes, louder screams, and an even bigger cloak, because what is scarier than a bug with a cloak 5 times bigger than his body lol. Surviving this performance isn’t just about skill, it’s about patience, timing… and eardrums made of steel, since anything else and you're practically deaf for life from his cries of glory! XD


38) Pinstress: Exsanguine Sabreur of Magniloquent Bladed Devastation -
Pinstress is a formidable foe Hornet encounters in Mount Fay, essentially the Primal Aspid if it had been upgraded into a full-blown sanity-devouring boss. She’s so punishing that I wouldn’t be surprised if the Silksong community formally apologized to the original Aspid and begged them to bring back her great descendant from the sky lmao! Hitting Pinstress is no simple task — she practically floats like a sentient hot-air balloon, her cloak turning her into a mobile, needle-dodging nightmare. Every movement is a calculated test of Hornet’s patience, and misjudging her spacing will turn even the most confident strike into a humiliating miss. Simply getting close without losing half your health is an achievement on its own.

Positioning is absolutely crucial, because charging blindly will transform Hornet into a pin-prodded piñata in seconds! XD Passive damage tools, particularly the trusty cogflies, become essential, which excel at chipping away consistent while you focus on dodging her unpredictable assaults. On the rare occasions Pinstress actually touches the ground — roughly once every eon — you finally get a fleeting opportunity to punish her with the needle. Those moments are brief, precious, and often feel like a cruel tease, but they’re your best chance to make progress without becoming a permanent smudge on Mount Fay's landscape! XD Mastering this fight requires patience, precision, and a healthy sense of humor at the absurdity of a giant floating pin cushion with a grudge lol.




Tips and Tricks for Defeating Pinstress -

Fighting Pinstress isn't all too difficult, it's more that since the Pinstress suddenly finds out she defies the natural order of gravity, attacking Pinstress while she’s airborne is like trying to swat a particularly vengeful balloon — tricky, infuriating, and consistently floating higher up into the atmosphere, where you might as well just watch her lol. Her floating makes landing direct hits almost impossible, so your best bet is to rely on passive damage tools like Cogflies or poison setups from the Polip Pouch. These allow Hornet to chip away at her health while she drifts like a self-important dirigible, blissfully unaware that the classic trick of trying to make yourself look as big as possible doesn't work with a cloak. XD Every airborne second is a test of patience — and the entire fight is in a snowy mountain, in which YOU have to wake her up to even begin. Essentially an unorthodox job interview within the peaks, nothing strange at all!



When Pinstress finally deigns to touch the ground — usually when you've fallen asleep waiting for her to come down lol — that’s your chance to stab her with the needle. These windows are brief, precious, and feel like winning the lottery… if the jackpot was “instead of pins from afar, you get pins to the face!” Positioning is everything, because one wrong step and Hornet becomes part of the scenery, either pinned like an art installation or flopped like a very confused marionette! Make your needle strikes count as you jump her grounded dash, let your passive damage do the heavy lifting, and enjoy the fleeting satisfaction before she floats away again, probably to write an angry haiku about how she had it all planned out lol.



Speaking of grounded attacks, the downward lunge followed by side-to-side dashes is possibly her most obnoxious combo. She plunges toward Hornet like a missile with a flair for dramatics diagonally, then immediately dashes left and right, leaving almost no room to breathe. Learn the rhythm, jump at the right moment, and land a hit on the other side of her — otherwise you’ll find yourself with a new piercing, straight through your internal organs that is lol. The wispfire lantern as a tool also works well as passive damage excluding cogflies. Watching Hornet vault over a forest of slashes into empty air below is the rudimentary gymnastics routine if you hadn't noticed! XD



However all of this is nowhere near to the attack that singlehandedly reminds Hollow Knight players of the horror that was the Primal Aspid back in Hallownest. Her signature Pin Strike fires three pins at angles that seems to be able to hit you anywhere, even if you were sipping some nectar from Halfway Home I'm sure her pin would find the perfect trajectory straight into Hornet's face lmao! And yes, she can do this mid-air just to remind you that yes, she has gone completely insane. Dodging it requires timing and more coordination than a ballet recital — minus the applause, plus the threat of impalement. Overall though since they're always thrown in the same angles, you can usually get used to where the pins are going to land. Hesitate for even a moment, and those pins will remind you why indecision is hazardous in a pin-themed arena to the death lol.



Her Cross Stitch deserves a medal for sheer over-the-top flair. Pinstress glows ominously before releasing a massive X-shaped AoE that somehow covers most of the arena. Step on the wrong spot, and Hornet will find that white lines appearing from the foreground are never to be trusted — the hard way lol. Best strategy? Recognize the glow, back off, and let your passive damage keep chipping away while you admire the sheer audacity of a bug that somehow turned impaling people into a full fledged career, don't tell the children about that option lol.


Phase two ramps things up with faster pin volleys, crazier dashes, and more aggressive Cross Stitch attacks. The key remains consistent: keep Cogflies buzzing, poison ticking, and eyes glued to her every move. Fatigue, not raw damage, is your real enemy here, because the Pinstress spends much of the fight teasing you with acrobatic maneuvers designed to provoke sighs, groans, and paranoia as she turns into a balloon and you start having panic attacks of when she's coming down, or if she is at all! XD



Stick with patience, spacing, and a healthy sense of humor, and eventually Hornet lands the final blow. Pinstress will cease — likely planning to rehearse for her next grand performance, where Hornet will once again be the unwilling co-star, performing in “How to Survive Being a Pin Cushion: The Musical!"



Once you finally put the Pinstress in her place, she’ll hand over the Pin Badge—a delightful little trinket that shortens the charge time of your heavy attacks. In other words, if you’ve ever dreamed of delivering premium-grade, artisanal punches with same-day shipping, your moment has arrived! XD

And since you’re already up on Mount Fay, you might as well wander over and say hello to the Fayforn. Just… be warned. After staring at that creature long enough, resisting the urge to pet it becomes an Olympic-level challenge. Unfortunately, we don’t have time to become full-time Fayforn fanatics—there are still plenty of bosses in Silksong waiting for their scheduled humbling appointments lol!


39) Shrine Guardian Seth: Immemorial Sentinel of Inexorable Thornclad Resolve -
After unlocking Act 3 in Hollow Knight: Silksong, you’ll start noticing that Pharloom has quietly rearranged itself. Some rooms are twisted, some platforms have inconveniently migrated, and a few enemies have decided to pursue new career paths in “standing exactly where you don’t want them.” This isn’t a glitch—it’s Pharloom politely encouraging you to keep exploring in search of the Old Hearts. There are three of them hidden in places you’ve already visited, because apparently the architects of this kingdom believed backtracking was a moral exercise, and therefore forced Hornet to run marathons around the map looking for the entrances lmao.

You can grab the Old Hearts in any order, but sooner or later you’ll meet Seth the Shrine Guardian—a swordsman guarding the Pollen Heart. Not a main-story boss, yet his blistering speed and theatrical precision make him feel like he’s auditioning for that role, probably to spite Team Cherry! XD Seth fights with the disciplined ferocity of an overzealous fencing student, so Hornet needs an equally brisk playstyle. Upgrading your Nail with Plinney in Act 3 helps, but Seth isn’t picky—he just wants a clean duel... the kind where both fighters pretend they aren’t internally screaming, until Hornet crashes out after the 30th time respawning back at the bench! XD




Tips and Tricks for Defeating Shrine Guardian Seth -

Seth may look like a straightforward duelist, but his moveset is basically a speedrun of how many creative angles can one bug throw a shield before your eyes stop tracking reality! XD Phase one opens with his signature three-hit needle lunge, telegraphed by that dramatic backwards hop like he's a rich man noticing a discheveled peasant lol. The moment he springs forward, thats your cue dash back or jump out of range; mistime this once and Hornet will be promptly converted into a stylish floor-pattern for the shrine up above. When the final strike animation finishes though, that’s your cue to slip in one or two hits before he remembers he’s meant to be the guardian of an ancient shrine and not a juggling act auditioning for stage time. Keep a distance while learning his rhythm — once you catch the tempo, Seth the Sanity-Extractor becomes surprisingly manageable… assuming your therapist is on speed-dial!



Next up: Seth’s pride and joy—his shield. Ignore it and it’ll crater Hornet’s skull, so dodge or else lol. He flings it horizontally or diagonally, then teleports like “fetch” is a sacred martial art XD. For the ground throw, hop over and sprint to the arc’s end—he’ll reappear, giving a tiny opening. For the diagonal throw, wait for it to hit the ground and bounce, then slip under and tag him as he descends like a slightly embarrassed boomerang enthusiast lol.



Seth occasionally spices things up with a downward dive attack, which follows a similar angle to the diagonal shield throw. Treat it the same way: sidestep the trajectory and do not get greedy. When he lands, his shield fires off a shockwave that has all the subtlety of a sudden pop quiz — you will absolutely regret trying to punish it! XD Instead, retreat, reset, and be ready for the lunge that almost always follows. This rhythm — avoid, wait, counter — is the whole backbone of the fight. You’re not trying to overwhelm; you’re trying to convince him, politely, to stop flinging metal objects at terminal velocity, although that usually doesn't deter most in Pharloom lmao.



A key part of winning this duel is resisting the urge to go airborne for extended periods. Seth is bizarrely quick with his shield recovery, and if you try to pogo him like a Hollow Knight enemy from your nostalgia era, you will get clipped, clipped again, and launched into an existential crisis about your platforming decisions lol. He can block attacks with his shield, so stay grounded, favor short dashes, and always keep him on your screen. Losing sight of him is how you accidentally eat a diagonal shield ricochet from the blind spot half way across the arena! Treat the fight like a dance he’s insisting on leading — you’re reacting to his choreography, not forcing your own, unless you want to be turned into Hornet Sashimi, in that case carry ahead! XD



Once his health drops, Seth hits Phase 2, which is basically Phase 1 but with more enthusiasm, less patience, and significantly more ways to ruin your hopes and dreams lol. His teleports get quicker, his attacks chain together more tightly, and his dive-attack temper tantrum now arrives in triplets instead of singles — because Team Cherry clearly decided, “If the players can barely survive one, let’s give them three at the same time! XD” Just dash away from the three consecutive pounds, let the miniature earthquakes finish their dramatic flair, and resume your disciplined counterattacks. Save your Tools for this phase; the moment Seth starts acting like he’s late for an imperative appointment lol, a steady stream of chip damage can shave off entire chunks of time you’d otherwise spend dodging combos that practically discombobulate your fingers in real life!



Throughout the fight — both phases — the real secret is patience. Seth announces nearly every attack with a shout, a stance, or that telltale backwards hop, and once you internalise those cues, the duel feels less like chaos and more like learning choreography at high speed. Spot the telegraph, dodge, and punish the recovery. Eventually, his pristine rhythm falters, his shield arcs slow, and openings appear naturally. Stay calm and you’ll cut him down without ever needing to devolve into button-mashing panic. And when he finally drops to one knee, you’ll swear you can hear him mentally grading your performance, hopefully with more generosity than he shows during the fight, all he does there is hurl a chunk of metal the speed of light straight at your face! XD



Beating Seth clears the path to the Shellwood Shrine, finally granting you access to its long-sealed entrance — a door that, up until now, sat there mocking you profusely lol. Fortunately, Seth’s dramatic swordsmanship and shield-throwing pageantry are now behind you, leaving the shrine open and obedient for once. As Hornet steps past the threshold, it’s hard not to feel that fleeting sense of triumph… the kind that only arrives after surviving someone who fought like he was being graded by the ancient spirits on style points alone, by playing too much mortal combat! XD

To sweeten the victory, you also receive 200 Rosaries as “sanity reimbursement” for surviving Seth’s manic fencing recital. Hornet can stash them with a smug grin, savoring the rare feeling of having won a fight without immediately being pulverized into artistic floor décor. And just when you’re congratulating yourself for besting a hyperactive sword guardian, Pharloom politely reminds you that linear progression is a cruel joke — the next challenge is essentially an omnipotent god of the forest! XD Truly, nothing says “career advancement” quite like going from duelist to deity-level bug in under thirty seconds lol.


40) Nyleth: Arboreous Deity of the Pulchritudinous Sylvan Continuum -
Beneath a hidden split in the Grand Gate lies a path that leads to two trials — one forged by steel, and one forged by memory itself. First you faced Seth, the shrine guardian who treated combat like his personal theatre audition, permanently scarring you with PTSD! But now the path winds toward something far older, far gentler, and far more likely to ruin your day: Nyleth, the forgotten heart of Shellwood, encountered only within the preserved echoes of the past, because if she was in her prime Hornet would be turned into cacti before she had a chance to "Garama" lol! Her arena is the first unmistakable sign that Pharloom holds a personal grudge against any Weaver bold enough to tamper with its memories. You begin the battle on what appears to be a perfectly respectable platform — which disintegrates the moment Hornet touches it, as if deciding on the spot that her recent overindulgence in flea brew has rendered her an unbearable structural burden lmao. From there, most of your survival depends on wall jumps, precision leaps, and hoping Hornet remembers her long-distance ancestry with particularly athletic grasshoppers. XD

Before you dive into this arboreal fever dream, a few things are worth keeping in mind. Nyleth is a memory fight, meaning you’re battling her within a moment long gone, where the rules of resource management politely take the day off and you don't have to go running back to bellhart crying to the shopkeeper for more shell shards! XD You can unload every red Tool in your inventory like you're hosting a fireworks show, because they’ll all reset the moment you wake up. Pick a loadout you’d normally be too stingy to use, and since the runback is basically nonexistent, there’s no shame in adopting a bold, relentless approach — Nyleth’s domain is serene, ancient, and spiritually sacred… but she absolutely won’t hesitate to yeet you off a tree branch like a malfunctioning woodland ornament lol!




Tips and Tricks for Defeating Nyleth -

You open the fight standing on a generous, trustworthy-looking platform… which lasts about as long as Pharloom’s patience for your existence! Use this fleeting moment to unload every Tool, trick, and childhood grudge you have stored in your inventory lol, and if you brought Cogfly, use it instantly before Nyleth drops you into her impromptu gladiator arena, because this is the only time you can slap Nyleth around without also worrying about gravity, spikes, or if this is the reason that gamers don't want aimlessly into nature and keep to their devices lmao. The second that platform snaps like a budget chair at a bug family reunion, the fight transforms into an airborne custody battle where both walls are fighting over who gets to injure you first lol! That’s when the “real” encounter begins: the one where you cling to bark like a panicked koala as Nyleth ricochets across the arena like a thorny game of ping pong. XD



Once the floor finally drops away, the fight reveals its real personality — and it’s the kind that absolutely demands you stay on the wall opposite Nyleth, unless you want some acupunture from nature's finest establishment lol. Whichever wall she occupies erupts into thorns almost instantly, a little gift from shellwood now FORCING you to touch grass, which means your grassless any% speedrun ends here lmao. For most of this phase you’ll be sliding up and down the safe wall, waiting for clean moments to leap across and strike. If you slip and tumble into the spikes below, the arena kindly coughs up a temporary platform to haul you back into the action — a small mercy that feels suspiciously like Shellwood rolling its eyes at you. Aggression still works here, but don’t get too cocky, or you’ll find yourself plummeting into the spikes so fast Shellwood starts screening you for compost potential lol.



Pollen Blast is her signature blow throughout the fight: she gathers a wide golden aura before unleashing a shockwave that can turn Hornet into a botanical firework in a matter of seconds lol. In Phase 1, your best (and only) answer is to dash or clawline to the far wall the moment you see the glow. In Phase 2, however, you can hover above the blast with careful spacing, drifting through the air like you’ve been hired to perform interpretive pollen-dodging for an audience of bewildered trees. Miss the cue and the wave will happily launch you into the canopy without a moments hesitation! XD



Her Blade Slash triggers when you drift too close to Nyleth that she considers it a federal crime and with a quick crouch, she releases her finest bodyguards, that is a tangle of tendrils that won't hesitate to happily rearrange your face lmao. backdash the moment her head lowers or expect to explode into forest confetti. Phase 2 adds Pollen Projectiles, where she spits yellow blobs across the stage. This looks panic-inducing, but the gaps are generous; simply shuffle up or down the opposite wall until the volley ends, then you proceed to understand why botany is so hard after all!



And finally the attack that ties the entire fight together. Her Flower Dash sends her barreling across the arena, clearing thorns from the wall she leaves and planting new ones on the wall she reaches, because if not for this attack you would be hanging onto the other wall for all eternity, sipping lemonade while Nyleth wriggled in fury from the otherside of the arena lol! It’s simple enough while the platform still exists — hop once and you’re safe, but once the floor is gone, this becomes a high-stakes wall-transfer exam. The moment her head dips, double-jump away and cling to the wall she just vacated. In Phase 2 she may dash twice in rapid succession, as though she suddenly remembered variation! Fail to keep up, and Hornet becomes a decorative woodland toothpick. XD



Once you've learned her hits and the arena stretches vertically, the fight turns into a slow, almost meditative waltz… if your dance partner happened to be a furious tree spirit with a serious grudge. Nyleth moves faster, strikes sharper, but your best approach is stayying calm and just slightly smug. Pogoing is your secret weapon here: hop above her attacks, land a few clean hits, then glide away with the confidence of a wasp who just photobombed a sunflower! Keep your spacing, stay disciplined, and resist the urge to panic — eventually you'll wake up from that nightmare lol, leaving your hands trembling like you just completed a parkour final designed by a hyper-caffeinated botanist who clearly skipped sleep for photosynthesis research!



With the final strike landed, the memory fades, and Hornet steps back, catching her breath amidst the quiet of Shellwood. In reward for her tenacity, she obtains the Pollen Heart — because apparently, the old saying “you just stole my heart” is taken very literally in Pharloom! XD

Take a moment to admire your handiwork: a deadly dance through spikes, pollen, and thorny assaults, all survived without turning into a permanent botanical ornament! Your reflexes are sharper, your confidence slightly inflated, and somewhere in Shellwood, a memory of Nyleth is probably deeply reconsidering her career choices as a thorny gladiator, doesn't work well with a psycopathic red weaver lol.


41) Gurr the Outcast: Exiled Harbinger of Mottled Pernicious Chastisement -
Gurr the Outcast is not your run-of-the-mill Skarr; he’s a predator out here collecting trophies while the pilgrims bugs collect pebbles lmao. After venturing far beyond the Far Fields and assembling a gruesome gallery that includes a Thread Raker, Craws from Greymoor, and even a Grand Reed, Hornet’s about to join a… less glamorous corner of his “exhibition.” With his mottled hide and penchant for sudden burrows, he’s constantly on the move during the fight, leaving only fleeting windows to strike, since he seemed to learn all his combat techniques from a MOLE! XD This means you’ll need fast, high-damage tools and attacks ready for every appearance. Cogfly works wonders here, dealing passive, target-seeking damage, while Voltvessels can punish him when he lingers in one spot—just don’t get too attached to the spot yourself lol.

And yes, Gurr has the audacity to trap Hornet in a wooden cage at the beginning of the fight, as if she’s merely the final addition to his collection. He’ll soon learn, however, that keeping Weavers as pets tends to have disbeneficial results for the owner—mostly in the form of gnawed limbs, impaled appendages, and a bruised ego... Because turns out, a tiny, furious acrobat can turn your meticulously curated collection into an abstract art installation in under three seconds! XD




Tips and Tricks for Defeating Gurr the Outcast -

Gurr the Outcast is a slippery opponent, burrowing and popping up around the arena with the precision of a misbehaving metronome. Dust clouds mark where he will emerge, giving you a tiny window to strike — treat it like a bug-themed game of whack-a-mole, except the moles throw shurikens at you and every now and then slide along the ground like a freight train lol. Tools like Cogfly and Voltvessels help chip away at him safely, rewarding patience over panic. An incredibly valuable tool is the sting shard, which you can place above the dust clouds so that he finally gets a taste of his own medicine after cramming you into a 1 x 1 cm hole in the corner from all his traps lol. Just don’t get cocky; Gurr has a knack for hunting, and letting your guard down will ensure you're featured in his next exhibition. XD



Speaking of said traps, Shurikens are Gurr’s bread and butter, flung with the elegance of a caffeinated juggler who’s just discovered physics existed lmao. They linger, grow, and make the arena feel like a bug-themed Minesweeper board, except hitting one hurts a lot more than clearing a square last time I checked! XD The safest play is to shuffle around and hit him a couple of times with your trusty needle, but occasionally, you can bait him into clustering them — giving Cogfly the perfect moment to say “surprise, your own weapons are now hurting you!” It’s oddly satisfying, like watching someone trip over their own shoelaces… if those shoelaces could impale you with the force of a spring-loaded porcupine lol.



Overall the fight will consist of Gurr desperately trying to throw spines in your face and hoping it makes a dent lol, but ther is another attack that he can do that practically turns him into Massive Moss Charger from Hollow Knight lol! Gurr’s Charge Attack is deceptively straightforward: he rockets across the arena before burrowing back underground, and missing your jump makes you feel like you just signed up for an unplanned rollercoaster with zero safety harnesses straight to the destination of a well placed trap. XD Timing it right, though, allows you to gracefully land on the opposite side and admire your own elegance… until he burrows somewhere new and reminds you this is basically a high-speed chess match with shuriken traps. Sometimes, surviving the charge feels less like skill and more like the universe accidentally giving you a participation ribbon!




Eventually after doing enough damage, Gurr will realize that he probably should have picked a different hobby like drawing, because Hornet is playing Gurr like a new carnival game lol! Gurr will desperately try to reclaim the battle with Bone Spikes, his little signature flourish, erupting from the ground in clouds of dust that mark exactly where trouble will appear. Step aside, and it’s just a harmless puff; hesitate, and you’ll discover why he clearly went into trophy hunting instead of gardening lmao. With practice, these spikes stop being deadly threats and start feeling more like an overzealous obstacle course designed by someone who definitely had too much fun with landscaping. Luckily Gurr isn't being assimilated with construction teams any time soon lol!



When Phase 2 kicks in, Gurr moves faster, strikes harder, and seems to have taken up interpretive dance as a hobby. His burrows, shurikens, and aerial leaps turn the arena into a kinetic obstacle course — like trying to sip tea on a ride while someone keeps tossing tiny, pointy knives at you lol. Overextend though, and you’ll find yourself desperately wondering why you agreed to be the lead actor in this one-bug comedy drama, thats not going to go top selling in pharloom at all. XD



You can attack the traps to trigger and clear them — boomerangs, triple throwing daggers, and other ranged tools make this much easier, letting you deal with his gadget frenzy from a safe distance, because Gurr didn't know that we came here to show him the ways of trap spamming oblivion lol. Yes, there’s a lot to keep track of, but staying calm and methodical turns the chaos into something almost… manageable. Gurr himself isn’t exactly a tank either, so a few well-timed hits go a long way. Focus on the dust clouds, anticipate his charges, and punish the brief moments he’s vulnerable — it’s a game of patience, timing, and mild satisfaction as his own tricks occasionally backfire. Keep your wits about you, chip away at his health, and if you don’t dodge carefully… well, you might just end up as a bug-themed dartboard for all of Gurr’s creative frustrations lmao.



After finally defeating Gurr the Outcast, Hornet recovers the Grass Doll — which Gurr probably just stole as his latest “prime specimen,” since no one in Pharloom is aware of stuffed toys apparently, only treating their guests with some sharp decorations when they enter from the ceiling! XD Seemingly in his quest for rare and dangerous prey, Gurr mistook this harmless little doll for an omnipotent creature of untold power. One can almost picture him carefully cataloguing it, analyzing it like some awestruck scientist finding out a new lifeform lol.

After surviving an entire lineage of bone-crunching, dust-churning, projectile-spitting traps, Hornet deserves more than a bench break. She should probably get an honorary PhD from the Citadel in “Extreme Hazard Navigation and Applied Reflexology,” because if endurance, poise, and a slight tendency to panic in style were subjects, she just aced the final exam whilst being kidnapped and bought into the testing site firsthand! XD


42) Skarrsinger Karmelita: Opaline Imperatrix of the Aureate Harmonic Dissidence -
Skarrsinger Karmelita is a mandatory Act 3 titan at the far edge of the Fields, where Hornet, in a rare moment of cosmic generosity, politely pokes the queen of a warrior tribe with her needle just to see what happens lol. Entering the Skarr Colosseum and realising you have to fight her, yet she doesn’t immediately charge your health bar like other bosses, is the universe whispering, “Yeah… this one’s going to hurt!" XD Once famed for her voice and battlefield grace, Karmelita led the Skarr against Grandmother Silk — anyone who can tell a primordial spider goddess “no thanks” isn’t crumbling because Hornet politely tries to rip out her heart lmao.

This fight is infamous as one of Silksong’s hardest. Her attacks are swift, sharp, and made of bones because elegance now apparently comes with skeletal weaponry lol! Her health bar might as well be measured in geological eras XD. Crests of any kind work, but ranged (Hunter, Reaper, Witch) is practically mandatory unless you want to be sliced into sashimi and served across the Skarr stands lol. This isn’t just a fight — it’s Act 3’s entrance exam, except the exam paper wields blades and dances professionally!




Tips and Tricks for Defeating Skarrsinger Karmelita -

Before you even get to breathe the same air as Karmelita, the game slaps you with the Ant Gauntlet — three minutes of flying insects auditioning for the role of “Hornet’s least favourite bug in Pharloom” lol. If you haven’t beaten the Phantom to earn Cross-Stitch, do yourself a favour and go grab it first; since this fight is the epitome of nightmare fuel. Take the fight slowly against the ants, especially the larger guards who with their dashes across the arena can drag you around like a faulty pinata unless you jump over lmao. Her singing in the background while summoning ants feels like being attacked and judged at the same time, like she’s hosting a talent show where the only talent she’s rating is your ability to not be thrown around the arena like a backstage volleyball! XD And should you perish, you’ll materialise right outside her dream again, hovering awkwardly beside her sighing form, silent whispering, ‘Yea about that... uhh round two?’”



Once the arena finally stops trying to turn you into pre-show appetisers, don’t relax, this is the part where you pull out every Cogfly, charm, trinket, or emotional support rock you’ve got left, because Skarrsinger Karmelita is about to make her entrance. She drops down with an earth-shattering thud before immediately unleashing a vibrato trill scream worthy of a damsel in distress… right up until she snaps her curvesickles toward you, and you realise you are actually the damsel in distress now!



Once the gauntlet ends and Karmelita descends like a divine punishment you personally ordered by mistake, the first thing she hurls at you are Bone Discs — and she throws them constantly, like she’s skipping pottery across a lake made of your tears! XD Cross-Stitch works great here, but dodging is honestly easier unless your Dark Souls intrusive thoughts kick in lol. Watch her cues: a delicate twirl on the ground or a floating spin in the air. It’s all very beautiful until you remember these discs hit harder than half the Act 2 roster, and one slip will dent Hornet’s mask into a crescent moon lmao. The good news? Every dodge gives you a chance to smack her back. The bad news? She may or may not have the stamina of a solar eclipse lol.



Her Bone Spikes trigger during that infamous aerial leap — the one where she somersaults so fast she basically becomes a flying circular saw! The instant she launches upward, brace yourself: she’s about to crash down with enough force to make the arena reconsider its structural integrity. As she lands, spikes erupt in orderly increments, each vying for Karmelita’s attention like ambitious interns at a royal audition. This is your window: hop over the rising bone parade, slip behind her, and get your hits in. Just don’t overstay your welcome, because if even one spike brushes Hornet’s foot, she’ll launch upward with the kind of offended shriek that implies her soul just tried to leave her body, and your health bar will instantly file for resignation! XD



Once she hits Phase Two — announced by a tremolo so intense it probably wakes fossils from the primordial era lol — she adds her brand-new nightmare: the Running Spike Attack. Yes, the move you’ll be involuntarily reenacting in your sleep for a week, and the future star of your therapy sessions! XD When she latches onto the wall and launches herself across the arena like she's ice-skating, the floor becomes a rising ladder of spikes determined to chase you into the stratosphere. Hit your double jump, glide if needed, and stay alert, because she loves tacking on a blade toss after just to check your leg reflexes, if they're there that is! Your safest bet is hovering near the side she starts from — it gives you a runway to read her next move instead of guessing and getting promptly redistributed across the arena like poorly handled pancake batter lmao.



Her main melee, Bone Swipes, turns the arena into a high-speed dance where you got the script five seconds ago! She weaves and slashes like every limb is insured by Grandmother Silk herself lol. Parry if you’re brave, dodge if you’re sane, then land a few hits before she pirouettes away. She can chain attacks, often spinning into a more lethal red carousel, so patience is key. This fight is pure movement: jump attacks, air heals, and Cogfly chip damage make aggression far riskier than your first plunge into Deepnest!



Oddly enough, Karmelita’s stun windows show up faster than your trust issues. But do not overstay — she rebounds like someone who just smelled fresh pastries. Get in, do your respectable citizen’s worth of damage, then get out before she decides to turn your ribcage into a percussion instrument lol. Cogwork Wheel and Pale Nails help track her constant drifting, and Cogfly ensures she gets punished every time she makes you flinch. Keep above danger zones, use jump-attacks when the ground becomes hostile, and chip away at her health bar like a determined archaeologist dusting ruins with a toothbrush until you can land a cinematic anime finisher, much to Karmelita's chagrin! XD



After Skarrsinger Karmelita is defeated, take a moment to imagine the absurdity: you dodged attacks from a Whirlepede from pokemon mixed with a bug lol, parried discs like they were sentient frisbees out for revenge, and somehow managed not to end up in the Skarr Colosseum’s emergency medbay — not that they'd be able to do much apart from stare at you, because Skarr’s medical records speak for themselves... XD

With the Hunter’s Heart finally in hand, you can step back and admire the fact that you just survived a dancing queen who was incredibly eager to turn you into the next fancy feast of the day! Seems that no matter what profession Hornet chooses next — even if she tries her luck in a dancing duet — she’ll always be find her good friend "Hazard" nearby, very eager to put a dent in her shell!


43) Watcher at the Edge: Somnolent Monument of Perennial Resonant Thresholds -
The Watcher at the Edge may sound like the title of a forgotten deity carved into the bedrock of time, but in practice it’s an ancient warrior who’s been napping at the edge of the world for so many centuries that waking up to fight Hornet probably feels like someone ringing a cathedral bell directly into their skull! XD This boss has no phases, gimmicks, or “gotcha” mechanics — just a straight duel in the wide-open Sands of Karak. And honestly? That somehow makes it scarier. If a warrior has been standing guard long enough to outlive their entire civilisation and still swings like they’ve been bench-pressing boulders in their sleep, you know you’re in for a long afternoon lol.

With no mechanics to bail you out, this fight becomes a straight DPS check — Flintslate is practically mandatory unless you enjoy boss battles that evolve into generational sagas. The Cogfly, meanwhile, contributes its usual unsolicited violence, hovering beside you like a tiny accountant aggressively auditing the Watcher’s remaining lifespan. Matter of fact cogfly is so ubiquitous across the playerbase Team Cherry might as well try out Hollow Knight: Silkfly on for size! Keep your strikes clean, and be ready: this ancient warrior has been waiting centuries for someone to interrupt their nap, and the moment you so much as breathe too close to them, they're absolutely taking it personally lmao.




Tips and Tricks for Defeating Watcher at the Edge -

The Watcher himself is deceptively simple — just an ancient warrior with two attacks and enough dust on his bones to qualify as a historical exhibit! XD But don’t let that fool you: he moves with the unnerving speed of someone who spent two hundred years resting and woke up violently refreshed. Try to sprint off to heal and he’ll hurl himself down the sand dunes after you like an enraged bull, and unfortunately Hornet picked the wrong day to wear a red cloak lol.



The key to beating this fight is to sprint early and sprint often. His “wind-up” animations are basically just him rebooting after a century-long sleep, and then you usually need to sprint out the way, lest the sword is already halfway through introducing itself to your ribcage in a pleasant conversation known as death. XD The moment he twitches, dash — think less “graceful duelist” and more “Hornet fleeing the museum exhibit, because she accidently woke up the fossil while on guard duty!” Miss the cue and you won’t just take damage — you’ll be donating half your health bar to archaeology, leaving future scholars to wonder why you face-planted so artistically.



Your damage windows open the moment he finishes an attack and trust me, you’ll recognise it instantly. Every time he completes a combo, he freezes for a heartbeat with that vacant, time-worn expression, like a relic who can’t remember whether he’s mid-battle or mid-nap, for since his civilization snapped, he's only been having conversations with the millions of sand granules that he probably calls his dearest comrads in arms lol. Use that brief existential loading screen to slip in a few hits before he remembers why you’re both here and decides today is the day he resumes his lifelong hobby of attempting to bisect intruders, a pastime he approaches with the gusto of someone dusting off their favourite antique guillotine. XD



His consecutive slashes, meanwhile, come out with the smooth efficiency of someone who fills downtime by alphabetising ways to dismember visitors! If even one connects, the rest of the chain will happily turn your health bar into a tragic before-and-after diagram and go viral all over Pharloom lmao. Dodge diagonally or you’ll get pinned between him and the dunes — and nothing says “bad day” like Hornet being discovered half-buried in sediment while a group of archaeologists argue about whether she was part of a ritual or simply very bad at dodging lol!



His main attack is that colossal leaping strike — a move he telegraphs by dragging his sword through the sand like he’s trying to carve his name across the entire desert. XD Then he vaults skyward and returns to earth with all the subtlety of a falling boulder, immediately chaining a follow-up slash like he’s your average Pharloom construction worker who suddenly decided your face would make a perfect stress toy! Step out of the blast zone, let him finish his dramatic sand-demolition routine since he probably had a grudge on that patch of sand and was waiting for centuries to give it some heavy massages lol, and after he lands punish the brief recovery window before he resumes his centuries-long “career," that probably only pays a couple grains of sand an hour!



Tools make this fight survivable without donating centuries of patience to a single duel, and a primary one is flintslate, letting you slice through his defenses so fast that the sparks flying off your Needle could probably start a sandstorm barbecue! XD Cogfly, on the other hand, behaves like a caffeinated archivist who’s decided that centuries of Watcher incompetence demand swift justice — buzzing in to chip away at him while you dodge, leaving the Watcher muttering under his breath about “kids these days and their tiny flying saboteurs" lol. He can block your ot attacks occasionally, but each blow you deal is like reminding a bored sandcastle constructor that your sanity wasn’t part of today’s blueprint lmao.



Stay calm, strike smart, and keep your dodges clean. Eventually the Watcher will fall — stiffening, cracking, and turning to stone — apparently even rock can’t bear to watch the Watcher embarrass himself any further, and now he’s destined to become the star exhibit of the next Stone Age museum! XD



After surviving what basically amounts to centuries of restless sand-slapping and sword-swinging, the Watcher finally stiffens, cracks, and becomes stone — mostly because even an immortal desert guardian can only watch someone dart around like a caffeinated mirage for so long without losing all dignity lol. You glance at the petrified Watcher, and for a moment it feels like even stone is facepalming at the sheer chaos you just brought to the desert. You can almost hear the stone muttering, ‘I trained for centuries to be intimidating… and got outperformed by a red spek lol.

Then comes the Gray Memento, sliding into your hands like the world’s dullest participation trophy: technically an heirloom, but mostly a monument to “I was here, and I survived staring at sand for centuries like no bug could!" Stick it on your shelf and try not to imagine it whispering to itself, critiquing your choice of curtain color and silently rating your snack habits, as if all that time spent as an immortal sentinel was just practice for passive-aggressively haunting your décor lol! In the end, you’ve outlasted a somnolent titan, dodged attacks that could have turned the arena into a desert-themed demolition derby, and claimed a keepsake that’s equal parts decoration and passive-aggressive life coach. It’s not glamorous, it’s not shiny, but it’s the perfect trophy for anyone who enjoys surviving history lessons delivered at terminal velocity. XD


44) Voltvyrm: Writhing Serpentine Amalgamation of Primal Fulmination -
The Voltvyrm lurks in the dim, crackling caverns of Voltnest, a tiny electrified nook tucked away inside the Sands of Karak. After battling imperators, deities, and combat connoisseurs with enough flair to host their own martial arts festival, you’d expect this hidden passage to unveil another transcendent powerhouse! But no — Voltnest proudly presents the Voltvyrm, a very angry, very charged worm who looks less like a guardian of ancient secrets and more like a living extension cord having a rage episode lmao.

Thankfully, the arena is so cramped that Thread Storm becomes your new religion. It tears through enclosed spaces beautifully, and the Voltvyrm itself is basically a moving stress toy — perfect for releasing all that pent-up frustration from being sliced, diced, sautéed, and artistically rearranged by every boss leading up to this point! Flintslate is perfect here, mostly because combining fire with a creature made of pure voltage feels like conducting a high-risk physics experiment without telling the lab supervisor lol! Any crest works, but high-burst options like Wanderer or Hunter let you shred this wriggling thunder noodle before it turns the arena into a Hornet-flavoured power grid. That way you can enjoy your platter of galvanic calamari as swiftly as possible without becoming a charred Hornet Barbeque in the process! XD


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Tips and Tricks for Defeating Voltvyrm -

Voltvyrm is, mercifully, a two-attack wonder. After surviving bosses who throw entire libraries of mechanics at you, sometimes the entire Pharloom compendium lol, fighting something with two moves feels like Pharloom’s way of offering you a stress ball that occasionally has a temper tantrum that the developers didn't make him harsh enough lol! Both attacks hijack the room’s wiring, turning the arena into what looks like a half-finished electrician’s nightmare, and your job is simply to dodge everything that flickers, hums, crackles, or wiggles it's pitiful tentacles at you!



Its first move is the Electric Pillars, which are basically Voltcertified jump-scares rising out of the floor. They appear one after the other (or two, if it wants to spice up your blood pressure), glowing faintly before erupting with enough voltage to power a small village lol. These electrified pillars don't pose too much of a problem, and you can usually attack the boss whilst it's summoning said pillars. However if you can't reach Voltvyrm, fret not, becasuse the attacks warning is generous — dash quickly away and you're practically guaranteed to not end up as an electrified pulp! XD



Next come the Electric Circles: six or seven little halos that lets just say don't feel all that theraputic lol, scattered across the arena. They appear, they hum, they judge your life choices, and then — zap. Most patterns just ask for a casual sidestep, but every so often the game decides to host a surprise “floor is lava but also electrified” event and lines every single circle along the ground. That’s your cue to double-jump, Drifter’s Cloak upwards, and hover like a very concerned helium balloon! XD Meanwhile the Voltvyrm is down below, crackling away like it’s auditioning to become the backup generator for the entire kingdom. Resist the urge to panic-glide into a wall, resist the even stronger urge to file a complaint with the Laws of Physics, and simply stay aloft until the room stops sizzling and grants you permission to rejoin the floor without being flash-fried into an anecdote lol.



Both attacks hit for two masks, so treat the floor, ceiling, and atmosphere as equally concerning lol. Even worse are the electrified vessels ringing the Voltvyrm itself — jump too high, and you’ll clip them and take two masks instantly. Voltvyrm may be simple-minded, but whoever designed its living space clearly hated the concept of “player confidence,” especially with the audacity to put Hornet in an arena with the area equivalant to a cardboard box!



When the attacks stop, Voltvyrm emerges halfway from the ceiling like a glowing, furious jack-in-the-box ready to spout some unknown worm profanity at you whilst wriggling around like a inflatable balloon! This is your moment. Jump up, slash a few times, and descend before Hornet becomes airborne charcoal lmao. The worm itself only deals one mask if you bonk into it, so ironically, colliding with Voltvyrm is the safest thing in the arena — which says a lot about the décor! XD



As excepted, tools are incredibly helpful for this fight. Flintslate for example is extremely fun — every strike bursts into flame, which somehow does additional damage to a creature literally made of voltage, it might have not been on great terms with fire when growing up! XD Cogflies is a great choice as usual for their ability to eat the bosses health bar like its a large combo with a side of emotional damage! Flea Brew is also great if you want tighter weaving between patterns, and pairing it with Pollip Pouch lets Hornet radiate poisonous fumes like she’s having the world’s least subtle allergic reaction. Sadly, trying to convince the Voltvyrm to take a sip of Flea Brew does not calm it down — it just keeps screaming in the only language it knows by heart... wattage lol.



Patience is your lifeline. Dodge the sparks, swat the worm, and resist the temptation to deliver an angry monologue about electrical etiquette! XD Eventually the Voltvyrm starts to twitch and fizzle, not in some triumphant villainous finale, but with the weary resignation of a device that’s been unplugged mid-update and knows it can’t do anything about it, so you can camly flick the off switch, because although turning off your PC is a crime in gaming society, this is one electrical appliance that stays better blabbering in the afterlife lmao!



With the Voltvyrm reduced to a harmless bundle of leftover static, you walk away clutching the Volt Filament Tool — essentially a chef’s licence for the dangerously overqualified. Pair it with Thread Storm and Hornet suddenly has enough culinary voltage to open her own restaurant, complete with shock-to-table cuisine. Give her a week and she’ll be running a franchise — Silk & Sear, proudly serving cuisine that’s ethically sourced, sustainably powered, and catastrophically overcooked lol!

Unfortunately, Hornet can’t exactly pause her crusade to open a small enterprise — there are still several bosses in Pharloom lounging in their lairs, chuckling smugly as reports roll in about a “red blur” tearing through their ranks and turning every would-be menace into artisanal paste. They dismiss it, of course. “Surely exaggerated,” they probably say, sipping whatever eldritch tea bosses drink! XD However soon enough, they'll have the dawning realisation that they’ve just been flattened by the bug-world equivalent of Sonic the Hedgehog! XD


45) Crust King Khann: Despotic Seismofuric Primogen of the Redoubtable Bulwark -
After defeating the other members of the Pharloom past committee you’re going to need to scavenge one more juicy heart inside the bulwark that is the coral tower! What awaits you is a brutal four-stage arena gauntlet, ending with a boss who’s supposed to be intimidating… but here’s the thing: the king is almost easier than the four rooms leading up to him. He mostly lurks in the background, screaming bug profanity in whatever way his ancient mouth can still croak out without falling right off lol, and hoping the bullet-hell “exposure therapy” of the prior rooms does all the work for him! XD

Eventually, when you finally reach him, he’ll leap out of the background with a shockwave so powerful that if you had motion sensing on your controller, it’d probably send it straight into orbit. Strategy-wise, the Wanderer Crest paired with Longclaw is your best friend for quick, precise attacks. For Silk Skills, Sharpdart combined with the Volt Filament tool is absurdly effective — when airborne enemies cluster, your electrified darts will pierce them all like some kind of bug-shaped lightning bolt salad, especially handy when the floor is a sea of spikes, that last time I checked weren't all that comfy! Just be careful with the boss, one wrong move and Crust King Khann could have you dangling from a wall for all eternity while expecting a full report on your life choices. So, uh… hope you packed your comfort snacks! XD




Tips and Tricks for Defeating Crust King Khann -

The first rooms of Coral Tower start deceptively calm, like a spa that secretly serves spikes and flying fish as part of the “relaxation package.” However rooms 3–4 quickly become a tour of “how creatively can the environment humiliate you,” with coral platforms crumbling the moment you touch them and forcing you to ricochet up the walls like an agitated bunny late for a royal appointment lol. Ascendant’s Grip is a lifesaver if wall-hopping isn’t your speciality, though don’t get too cosy unless you’ve brought your Hornet Hammock for a few centuries of ceiling tourism XD. Airborne enemies are the real troublemakers, so take them out instantly, especially when the room proudly unveils its new spiked-floor renovation lol. Ranged tools handle them fast and prevent Hornet from being violently reassigned from “Silksong protagonist” to “Fish Food Deluxe!” XD



At the peak of the coral heights, you face Crust King Khann — basically a hermit crab stuffed with ego and too many pounds of rocks lol. He starts by leaping with a near-floor-wide shockwave, so stay airborne or risk becoming Hornet-flavoured pancakes. Wall-climbs and short hop-dashes let you reposition and counterattack safely, and to top it off, his movements are slow and attacks are targeted, because the king may be ancient royalty, but he is also built like someone who hasn’t seen cardio since the primordial era lmao, so capitalise on these long wind-ups to score quick stabs before backing out. Just don’t linger directly in front of him unless your lifelong dream is to experience “Claws to the skull" exposure therapy lol.



One main move Khann uses is when he punches forwards, sending a spear of Coral in that direction. He may also leap upwards and send the spear diagonally towards you instead.Punish by jumping over to the top to attack him overhead, or by dashing behind him. If in doubt, just hang on the wall. Think of it as Hornet performing a dignified aerial ballet… if that ballet also involved a giant crab king trying to fold her like a lawn chair! XD Stay above him if he sends a spike along the ground and his horizontal charges lose all intimidation, becoming the equivalent of a very determined boulder attempting to negotiate with momentum! XD



Khann’s X-Scissor is when he stops being a king and becomes a pair of very angry kitchen shears. Two diagonal sweeps cross in the center — stand there like a clueless tourist, and Hornet becomes a decorative ribbon. Jump the first blade, then drift or dash away from the return swing like dodging an overeager wedding dancer. After the second slash, he stalls with all the confidence of a performer who thinks he absolutely nailed it, giving you just enough time to punish his dramatic flair before he resumes auditioning for “Most Excessive Bug with Blades.”



Once you smack Khann around enough, he lets out a roar that hits so hard you start questioning whether you accidentally walked into an acoustic testing chamber instead of a boss arena lmao. Coral Sprouts burst from the floor and ceiling, turning the room into a very unfriendly orthodontic display, and your only goal is to find the tiny calm patches where the ground isn’t rumbling and stand there like your life depends on it — because it does lol. After a brief breather, Khann upgrades his tantrum by shaking loose Coral Stalactites that plummet from above, forcing you to stare at the ceiling like you’re inspecting questionable mould and sidestep into the safe gaps before the tower tries to turn Hornet into a coral kebab XD. Both patterns look chaotic, but stay patient, read the gaps early, and you’ll survive without becoming part of the interior décor!



Khann's final attack an uppercut, where he lifts his arm like he’s about to whistle for the entire coral mafia to swarm you—only to realise all the underlings are clearly on an extended break, so you get a handful of overly telegraphed coral bursts instead lmao. Treat it as free damage time rather than a real threat, because with the right tools this fight goes from “colossal crustal crisis” to “mild Sunday inconvenience.” Khann’s real weapon isn’t his fists or his coral, it’s your patience—this whole battle is basically a slow-burn exam on whether you can stay calm while he aggressively fails to manage his imaginary workforce. XD But if you keep chipping away, he eventually buckles. And once he does, you even get to finish things with that gloriously disrespectful cinematic where he just sits there muttering, “So that’s how it’s gonna be,” like he’s wondering whether the tower falling over would’ve been less humiliating than this! XD



After finally shoving Crust King Khann back into the history books, you’ll be awarded the Encrusted Heart — a shiny testament to surviving collapsing floors, airborne fish with apparently PhD-level aimbot, and enough vertical parkour to make an acrobat consider early retirement lol, but for now put the heart in your inventory, since I'm sure bugs carry those around in their bags all the time!

However something tells me that when the Pharloom police inevitably come snooping around your bellhome, they’re not going to find Hornet looking particularly innocent. Four mighty hearts, proudly displayed like the main course at a very grisly anatomy auction, will be staring them right in the face XD. Best start thinking of a story for why your “souvenir collection” looks more like evidence than décor, unless you want to spend the rest of your metroidvania experience begging the police to let you out of the slammer lmao.


46) Summoned Saviour: Tenebrous Conglomeration of Adumbrated Corpuscules -
The Summoned Saviour waits to the left of Bonegrave in Moss Groto, lurking like a tax collector who forgot how to be subtle about his job! This is one of those “Steel Soul mode only” delights, meaning one careless misstep — like mistaking a voidbound projectile for a friendly handshake, and subsequently becoming a splatter on the pavement! But as for now, Pharloom has gotten so lonely over the centuries that some of its more desperate citizens have resorted to summoning pets from demonic pentagrams etched into the floor, and unfortunately for them, the void doesn’t offer anything resembling puppies or kittens to toss their way — just a mass of writhing, mask-filled horror that really doesn’t care about fetch all that much! XD

Summoned Saviour itself is called forth by Sula, who, in a lapse of judgment, thought “Hey, why not order a companion from the local void pet store?” was a good idea. Now it’s up to Hornet to administer some very mandatory vaccinations, courtesy of the Needle, and trust me, the Saviour isn’t going to politely wag its tail in gratitude lol. For this fight you will not get any Silk from hitting the Summoned Saviour, so the only Silk available to you will be the Silk that you gathered before arriving at the arena, therefore saving the Silk to heal is usually a beneficial decision unless you want to become best friends with your void pal in the afterlife! Steel Soul mode ensures that every strike counts, because even the tiniest lapse is enough to send Hornet back to the beginning, while your pride takes an unscheduled vacation somewhere deep in the void lol.




Tips and Tricks for Defeating Summoned Saviour -

The Summoned Saviour is a fight that immediately reminds you Steel Soul mode is basically a legally binding agreement to stop making mistakes. Because this void-woven creature refuses to drop a single strand of Silk, the real challenge isn’t the fight itself — it’s the knowledge that one microscopic slip will send you straight back to the main menu while your keyboard begins drafting its resignation letter lol Before stepping into the arena, stock up completely, and bring your finest ranged tools — such as cogflies, voltvessels, or any ranged tool because once you’re inside, Pharloom seals the metaphorical doors and pretends health restoration is a myth invented by children! XD



Your first major obstacle is the Saviour’s Void Bombs, in which it will lob several blobs of void across the arena like it’s evicting them for not paying their rent on time. Judging by the way these blobs violently convulse the moment they hit the ground, they’re clearly not pleased with the abrupt notice. Best to treat the floor as temporarily haunted and Drifter’s Cloak over the chaos, or clawline straight to the boss itself to get air time from the blades and subsequently file a formal complaint for void abuse! However if you really want to experience life as a tombstone, standing still is an excellent and reliable way to get turned into a footnote lol.



Another common attack seen is the Void Bullet Barrage. The Summoned Saviour hovers, takes a deep breath, and then unleashes void projectiles with the chaotic precision of someone emptying their entire inbox by selecting all and hitting “reply all.” Thankfully, the first shot usually scrapes the floor like it’s feeling shy, so one hop clears it — and the cluster above — with room to spare. That gives you just enough time for two hits, three if you’ve suddenly decided this is the moment to tempt fate, destiny, and whatever accountant manages Steel Soul deaths, before backing away to avoid being folded into a void soufflé with your remaining sanity sprinkled on top lmao.



Things escalate dramatically when it rushes in for its close-range whirlwind, essentially turning into the epitome of a demon’s favourite beyblade lol. The Saviour detonates into a circular AoE, blasting outward with the jittery enthusiasm of someone who has just discovered caffeine and poor life choices simultaneously. You can sneak in a strike or two before the spin kicks off, but overstaying your welcome earns you a “massage” consisting of force trauma and a side of existential dread. Some bugs pay good rosaries for impaling tissue pressure, but even they would take one look at this treatment and ask if Pharloom is secretly running its spas out of abandoned torture chambers now! XD



Just when you think you’ve adjusted to its pattern though, you realize why you shoud never get too close to the Summoned Saviour unless you want to become an obituary lol, when it unveils its Dash — a full-body lunge in Hornet’s direction executed with the enthusiasm of someone who just heard “free food in the next room” and didn’t bother to check the expiry date! XD It hits with the grace of a grand piano rolling downhill, So shift out of the strike zone pre-emptively, and naturally, it might slide straight into bullets or a spiral afterwards—because the void treats the idea of a pattern like an optional side quest it has no intention of completing!



As the battle enters its latter half, the Saviour’s behaviour simply unravels. Attacks overlap, cooldowns evaporate, and the arena transforms into a swirling collage of void projectiles, dashes, spirals, and assorted property-damage that would make even the Radiance whisper, “bit much, don’t you think?" XD As the chaos intensifies, the fight starts demanding the kind of calm focus normally reserved for bomb defusal or trying not to sneeze during a silent exam lmao. When the final blow lands, the Saviour crumples, and the screen stops vibrating like it’s recovering from a midlife crisis. Now your nerves can survive anything, except maybe reading the patch notes after this fight, since after Team Cherry saw you battling that boss, they'll cackle maliciously as they turn the whole room into a void swimming pool or something lol!



Once you’ve finally bested the Summoned Saviour, Steel Seer Zi will reward you with a Growstone. This little gem can be broken down into shards, which naturally regrow over time — it’s nothing astronomical, but for the archetect crest mains who spend half their life hoarding at the shard bundle stores across Pharloom, they’ll be jumping up and down like Team Cherry just solved world hunger lmao. Keep it safe, admire its regenerative quirk, and maybe don’t leave it lying around unless you want the local void critters to think it’s a buffet of shards with very inconsistent opening hours lol.

With the Summoned Saviour behind you, the path ahead grows noticeably… ominous. All that remains is to pocket your everbloom, take a deep breath, and hurl yourself into the abyss at the very bottom of Pharloom for a bit of black-sludge scuba diving, after all nothing like some abyssal laps to clear the head! Eventually, you’ll land in a chamber where the final boss awaits — the one that will become the star of your therapy sessions for the foreseeable future. As a matter of fact any Silksong veteran whose beaten lost lace will shiver in fear if you send them a picture of that fabled boss! XD


47) Lost Lace: Ultimaeval Omnipotent Apotheostess of the Silken Demiurgic Eminence -
Once you plunge into Silksong’s final act, you immediately face Lace, trapped in a colossal void cocoon and dripping with enough self-loathing to make mercy a forgotten concept.The arena is swarming with void particles, and she attacks with such relentless ferocity that even the Pale King himself would pop up from the afterlife just to say, “About time I get to watch some real action!” XD This battle is widely considered the hardest fight in Silksong — a blistering onslaught of speed and choreography so intense it makes Grand Mother Silk equivilant to the difficulty of a mossgrub lol!

Magnetite Dice and Cling Grip are great for this fight. Dice prevent damage like tiny miracles, while Cling Grip keeps you stuck to walls when Lace ignores floors. For blue tools prioritise survivability: Multibinder and Warding Bell let you heal without Lace sabotaging your medical ambitions. For offense, Claw Mirrors let you poke her and bolt at mach 10 before she explodes! XD Red tools like Cogflies quietly do 90% of the work while you play the deranged conductor—keep them for chip damage while avoiding being yeeted into the void like defective laundry lol.




Tips and Tricks for Defeating Lost Lace -

The moment the fight begins, you’ll notice that Lost Lace’s moveset is basically her second encounter pushed through a blender labelled “Pain and Suffering lol”. Almost everything is familiar—just weaponised, caffeinated, and twisted in a way that suggests Team Cherry tested this fight exclusively on people who already finished the Path of Pain without swearing, which are practically nonexistent! XD



Her notorious dash attack still comes in those rapid lunges across the arena, but now the void tendrils trailing behind her rush after you with the enthusiasm of a fan who thinks you owe them an autograph lmao. She will always do two lunges, and if you’re far enough away, the third attack will be another lunge. If you decide to be above her for this moment, she will launch herself upward and attempt a surprise dive into your cranium XD, so stay at mid-range if you value your bodily alignment, because distance forces her predictable pattern and keeps the chaos manageable.



If she lands all three dash attacks, you might as well start jumping up and down like Team Cherry descended from the heavens carrying patch notes written in radiant light lol, because she leaves herself open long enough to punish instantly! Space yourself so she finishes right in front of you, and enjoy those once in a century hits before Lace remembers she’s supposed to drain your sanity lol. When she teleports and winds her arm back without drawing her weapon, she’s prepping her void tendrils attack—one of the easiest punishes in the fight. Jump on top and unload hits. She can do a similar attack mid-air; if she goes airborne for no reason, position directly underneath and slash up. Just be ready—her follow-ups come faster than you can explain to friends why this game ruined your sleep schedule lmao.



If she parries, don’t panic—jump and dash toward her to counter both aerial and grounded follow-ups. You can hit her mid-attack on the ground, but if she’s airborne, wait for her to drop. Otherwise, phase one is just her slash barrage. Keep your distance, resist greed, and hold out for that iconic “phase-transition scream” that guarantees therapy sessions galore next month! XD



Phase two cranks the void to eleven. Lace occasionally summons tendrils that thrash like a gladiator crowd that forgot their tickets lol. Then, like a part-time magician, she vanishes and pops out atop a tendril gap, auditioning for Pharloom’s Worst Hide-and-Seek Champion! XD Miss your timing dodging the tentacles, and Hornet might end up a void pretzel, ready for the latest avant-garde delicacy lol.



Between phases two and three, Grand Mother Silk breaks free and collapses—instantly summoning waves of void like rogue sawblades escaping the Path of Pain. Normally, you’d dodge with Faydown Cloak and dash to safety, but you can cheese it: Silk Soar to the ceiling and float like an airborne yogi, or cling to the wall with Cling Grip like a panicked gecko—much gentler on your metaphorical spine XD.



After two void tsunamis, Lace erupts from the ground, shrieking like she’s trying to outdo all the Pharloom choirs, then dives back into the void—as if her own vocal cords are filing a complaint lol. You can punish her mid-fall if positioned perfectly, but it’s usually smarter to brace for her final move. She summons circles that fire projectiles like they’ve trained at a secret sniper academy, proving two masks can vanish faster than a Flea spotting a jar of brew! XD She stays still while summoning, so hit her quick, then give yourself room before the projectiles take you for a scenic deluxe tour around the void ocean!



She can also summon those large pure‑white circles, and—because Team Cherry once made a boss deal three masks of damage and were apparently so giddy about it—they just had to slip in another one “for the fun of the community,” lol. If you get caught, enjoy your three‑mask emotional damage tax! She always blasts out of the final circle, so tag her the moment she drops, then back off before the shockwave that descends from where she lands decides to remodel your skeleton DIY style lol!



None of the other attacks have changed, so stick to the same strategy—just aim for one or two hits per punish instead of overcommitting. She’s faster, but your old tricks still work as long as your timing doesn’t betray you! Once she finally goes down, there’s only one thing left: scoop up Lace’s body, borrow a bit of Grand Mother Silk’s strength, and super-jump out of the abyss. The void will trail behind you desperately, because it just attended a masterclass in “How to Shaw like a prot” and is now begging for a signed copy of the syllabus! XD



After Lost Lace finally falls, you may not get any shiny trinkets, no bragging rights besides scars and twitchy reflexes, and certainly no bonus dialogue from Hornet complaining about your choice of using the reaper crest for the whole game and refusing to switch lol. What you do get, however, is something far more unprecedented, inhaling actual air, and touching grass?! congratulations lost soul, you've finished the game! It’s a reward centuries in the making, assuming you somehow forgot what daylight looked like after inadvertently opening Silksong for the first time lol!

For the first time in what feels like an eternity, you can breathe without imagining how quickly the void could rearrange your internal organs! XD Lace is finally down, the arena is silent, and your heartbeat is allowed a brief moment of dignity, that is until the next calamity drops from Team Cherry's malicious headquarters into your account, probably an absolute mossgrub that eats up your health like a buffet lmao.


Culmination of closure across Pharloom’s threaded tempest - The revelation of finality!
Thank you for joining me on this whirlwind tour through the perilous wonders of Pharloom in Hollow Knight: Silksong. Crafting this guide has been a labour of love, containing over 40,000 words and spanning nearly 3 months—but every moment was worth it for my love towards silksong! And of course to help you survive the foes of Pharloom, dodge impossible projectiles, and maybe refrain from throwing your controller into the nearest abyss lol. Each encounter, from the first awkward skirmishes to the climactic duels with the final fables of legend demanded skill, patience, and a little bit of creative cursing—but hey, that’s what makes victory feel like your own personal silk thread holding the universe together! At least until Team Cherry makes a sequel where every boss starts off doing 3 masks of damage! XD



If this guide has helped you even a fraction as much as recovering from the savage beastfly fight, a thumbs-up, rating or even award if generous would mean the world to me! Your support ensures that more of these slightly obsessive, definitely over the top guides exist—not just for Silksong, but for other games I’m inevitably going to sell my soul for as well lmao.

For all the trials overcome, the millions of benches who have bore the weight of Hornet on them after respawning for the millionth time lol, and the relentless dance with every bizarre, terrifying, and occasionally absurd foe in Pharloom, this is the calm after the storm. Celebrate each victory, look back at the moments you almost became decorative art for a new exhibition, and remember: in Pharloom, danger waits around every corner, but so do excellent opportunities to unload your entire arsenal of tools and watch it flail like it just realised the severity of applying for the "being an enemy in Pharloom" job! XD And if you ever encounter a problem in life's pathway, just take a page from Hornet's book, yell "GARAMA," at the top of your voice, and watch the problem fade away lol! Farewell Child Wielding Needle, let us meet again on the road ahead...


7 Comments
TheHollowGuy  [author] 7 Dec @ 1:41pm 
I am absolutely in awe lol, thank you SO MUCH for your benevolence! I spent a lot of work on this guide, and it's incredible to see that its actually helping individuals – after all throughout my time spent on this game that has quickly become my most beloved, whether it was trying to make Groal the Terrible bearable or singing to Christopher Larkens songs like a deranged choirboy lol, I knew from the start that I wanted to create an astronomical guide. Of course my fingers disagreed profusely lmao, but seeing the result and how its helping individuals, I can't wait to see how this guide evolves over time, perhaps Team Cherry themselves will be staring at this guide one day in befuddled awe! :thor_lul: Thank you again man, it means the world! :silksong::sherma:
McScrottie 7 Dec @ 1:43am 
this is so amazing, the best guide i have EVER seen, spent like 15K points so i could award every single award to this man.
TheHollowGuy  [author] 6 Dec @ 11:36pm 
Thank you lol, only took me 500 years, barely got through it with my sanity intact, then again all thats proliferating in my mind is the words "SHAW," "GARAMA," and "ADINO" lol! :silksong:
👻 TheGoofyGuy 👻 6 Dec @ 6:36pm 
Actually goated guide, keep up the good work bro :sherma:
TheHollowGuy  [author] 4 Dec @ 9:39pm 
Thank you bro so much for the like and awards, it means so much to me and I'm really glad I could spend the time crafting a guide that not only could represent the love I poured into this game, but also assist others during their journey throughout silksong! :silksong: As you can tell by the titles I'm an individual obsessed with long and intriguing words lol, :thor_lul: I just wanted to give the bosses some extra flamboyancy – nonetheless I hope you have an incredible day and thank you again for the generosity! I hope this guide can reach other individuals who are struggling, but then again Sherma's already present as an in-game bonus lol! :sherma:
R3noPlayz 4 Dec @ 9:30pm 
I don't understand how this post has gotten almost no traction, one of the most in depth and hard worked on guides i have ever seen in silksong- no in the gaming community entirely, for this heres a like, 3 awards, and a comment! I wont be using this guide but im sure others will find it useful and i would not like to see this thing go to waste <3
TheHollowGuy  [author] 27 Nov @ 3:57pm 
I used up all my sanity and humour with this guide that it will probably need a full century or so to recharge lmao, hope you enjoyed the guide! :silksong: