Hollow Knight - Dark Souls Metroidvania... with bugs!

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The Far Fields soundtrack is growing on me.
 
So... What's your favourite bossfight against one of those NPCs you befriended?
If I have to pick my personal favourite, it's aboslutely gonna be Second sentine.
 
Does anyone else find the mist irritating? Playing music to get the bugs to show you the correct way is nice but the fact that the timing between the ghosts dives are significantly shorter than the time you need to play the music makes it near impossible sometimes. I know the ghosts can be paralyzed by playing music too but they hang out almost exactly out of range of it.
 
Weird how there isn't anything equivalent to the platforming hell in the first game. At least in mandatory content, the most is the act 2 song which was relatively short.
Does anyone else find the mist irritating? Playing music to get the bugs to show you the correct way is nice but the fact that the timing between the ghosts dives are significantly shorter than the time you need to play the music makes it near impossible sometimes. I know the ghosts can be paralyzed by playing music too but they hang out almost exactly out of range of it.
You can just beat the shit out of them.
I do NOT use tools. I do NOT use silkskills. I do NOT use anything that consumes a resource that will change bosses from attempt to attempt if I run out. I fight the bosses with pure pin fundamentals and if I die I just do it again until I win!
Did it most of the game, though I did like the parry skill. However healing in the game is way easier and useful than in the first game, especially once you get the double jump you just jump to the top of the arena and heal without any issue. I will admit I used the beetles in the last phase of the end boss after too many times of the floor having traps that merged with the background.
 
You can just beat the shit out of them.
I assumed from the fact that they are ghosts and their description made it seem like they could only be damaged by traps not damage from Hornet. I'm either retarded or it's not communicated well.
 
The widow was a really fun boss. Got the needolin and it's really neat that basically every single character has a unique reaction and often dialogue to it when singing along. I love it.
 
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So many crests. I don't know when I'll ever try them all. I'm assuming they can all be upgraded. So much stuff to explore and so little time. It's nice.
 
Only the starting crest can be upgraded (twice) since it's the only one without a special bind ability. The others just have unlockable tool slots.

I assumed from the fact that they are ghosts and their description made it seem like they could only be damaged by traps not damage from Hornet. I'm either retarded or it's not communicated well.
I didn't know you could stun em but there's an item that increases the range of your music. That might be the only part of the game where it's useful if you happen to have it.
I didn't dislilke the mist since it's only a few screens and then it disappears forever, but I did think the ghosts had probably too much health given how easy they otherwise are to deal with. Probably fine with upgrades but it's one of the two routes to finish Act 1 (which I didn't know; it was surprising when killing Phantom suddenly got me halfway up the cathedral).
 
Time to replay the og :bogged:
Screenshot 2025-09-13 005504.webp
 
Remembered I have another controller, which has pretty bad stick drift and is covered in some kind of rare gamer oil. But at least it can tell left from right, so I finished the video game.
I was right, she was a snap after trying to do it with the handicap.

Ending screen said 100% but I noticed I was still missing a map, turns out there was a whole new area I hadn't visited and that's where the green faggot I was confused about was hiding. I killed him for some reason?
 
I didn't think I would find an NPC that would stick to me, but I love Garmond. I don't know exactly how much he actually helped in the fight overall aside from some choice slam attacks, but the warcry and the cavalry charge in made it absolutely worth it. The old knight with his old trusty steed trope will always be appreciated in this house. For anyone struggling with Moorwing, assume every close attack is going to be the multi hit and use your float to dodge the blades that launch. Take your time, don't get greedy with damage.

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ZANZIBOOOOOOOOO
 
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So many crests. I don't know when I'll ever try them all. I'm assuming they can all be upgraded. So much stuff to explore and so little time. It's nice.
There are like 7 in total.
-Reaper and wanderer seems to be the easier to use, they have the same tool slots of hunter and a basic but good moveset.
-Beast lets you facetank and shred bosses but its an hassle outside of that, especially since it has no blue tool slots
-Witch is a good crest since it gives you 3 blue tool slots and no yellows (which are meh), moveset is also great but a little tricky to use, the problem with it is the bind that forces you to be in front of enemies.
-Architect is pretty good but also replaces the spell slots with a red tool slot, good if you wanna use items
-Shaman is the opposite, also great moveset and replace red slots with spells, removes yellow slots but worst of all forces you to be on the ground to heal properly.

Overall I can see how each fit a specific playstyle and features both pros and cons. Sticking with the hunter or reaper/wanderer crest is probably gonna be favored by the majority, but I can imagine people trying swapping to something different if the situation allows/requires.

Beast crest is probably the worst, sadly, Could use a blue slot and it would be fine.
 
So, tried hunters march again with the wanderers crest, the pogo was suddenly made piss easy... to bad there's a gauntlet at the end... although I've pretty consistently gotten to the fifth, and what I hope is the last round of it now... that last round with the tall skar guy (not the giant, just the adult one), and the flying skar guy is a pain in the ass.

Combine with the pogo still eventually getting painful on the hands after a couple dozen attempts, i got pretty tired of it.

luckily, in my repeated attempts, I racked up a truly stupid amount of rosaries and eventually just said "Fuck it, we'll do it later" and then retrieved my cocoon, ditched the gauntlet room before it closed, and then fucked off to bone bottom to buy a simple key...

Now i'm in the wormways helping a shady chemist make wierd drugs.

This is much more fun, and much less annoying.
 
Still somewhat early when it comes to the story progression, but I just defeated the Clogwork Dancers. Pretty cool fight all in all if a little unforgiving due to the runback (unless you open the shortcut and know how to evade the large bugs with the swords), and I liked how the music sped up after each phase only to slow down massively once one of the two dies, nice detail. However, why do both of them look male? Their dance is clearly something somewaht romantic (if so then lol fag).

Anyways, after that I decided to go throught the Sinner's Road and man those roaches are one of the worst things ever. They basically behave just like the small bugs in Deepnest (the ones that pop up from the ground and jump at you) but doing double damage, with more health and taking almost no knockback
 
-Architect is pretty good but also replaces the spell slots with a red tool slot, good if you wanna use items
It also has great reach and an obscenely strong charged attack (you unlock this by finding the pinstress in the Steps btw, likely requires the Harpoon), as well as a lot of versatility by giving you two held-button variants of the sprinting and down strike that lets you hit harder when you have time or suspend in the air a second longer to dodge stuff.
I barely used tools and switched to this thing anyway once I saw how it worked. Tools are generally better than silk skills since they don't consume your healing resource, and by carrying three you have an option for every occasion even if it's rare. Slap on the upgraded witch slime orb thing for silk recovery (she upgrades it once you find all the toxic berries) and it compares very favourably with Reaper imo.

(Worth noting that charged attacks don't give silk, so it's worth tactically poking things sometimes instead of simply exploding everything with the big drill, as tempting as that is.)
 
Lol fag. The Citadel did nothing wrong, change my mind
To be fair Verdania was a beautful place if you count out the natives being paranoid schizos who most probably wouldn't have gone extinct if they didn't elected 2 narcissistic faggots as their leaders.
 
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It also has great reach and an obscenely strong charged attack (you unlock this by finding the pinstress in the Steps btw, likely requires the Harpoon), as well as a lot of versatility by giving you two held-button variants of the sprinting and down strike that lets you hit harder when you have time or suspend in the air a second longer to dodge stuff.
I barely used tools and switched to this thing anyway once I saw how it worked. Tools are generally better than silk skills since they don't consume your healing resource, and by carrying three you have an option for every occasion even if it's rare. Slap on the upgraded witch slime orb thing for silk recovery (she upgrades it once you find all the toxic berries) and it compares very favourably with Reaper imo.

(Worth noting that charged attacks don't give silk, so it's worth tactically poking things sometimes instead of simply exploding everything with the big drill, as tempting as that is.)
Wanderer + longer reach + no backwards step when attacking. Makes pogoing and rushing bosses infinitely easier. Tried Architect and it's like being in molasses.

Of course the issue is that this combination essentially makes you play like HK1.
 
Well, it might have the best damage after the one with crits (iirc anyway, I saw someone post a list of values but I don't know the veracity) so being slow is fine imo, but yeah the pogo is a mixed bag.
You can't easily stay in the air forever with it so it's best to switch out for certain things like the flea games. But the weird angle with no velocity also makes it useful sometimes, like the final boss where I used it a lot to still punish her aerial counter safely even when I wound up on the wrong side of it. So I could just trigger the counter on purpose every time and simply jump to get a few hits in regardless of which she used (and remember the strong version multi-hits) and blast through the first phase in no time.

Doesn't really make up for not being able to bounce around a lot, but opening up new tactics like that is fun too. The biggest benefit is just evaporating regular enemies when you're exploring and in gauntlets, though.
 
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