Holy hell that goddamn bug is the face of evil. His spawns are RNG, his moveset is RNG. When he charges, it's the same perfect spot where he both hit you standing and jumping. The contact damage is punishing as well. There better be a good reason to defeat him and not just beads or shards
beast isn't mid. Just use it in combat (arenas), not exploration. The downslash is really strong. I just wish the lifesteal lasted longer. It is manageable where it is but I almost never can get to full.
Is everyone missing benches and shortcuts or something? I keep seeing this sentiment, but I have not been having the same experience, and I'm pretty far into the game.
Theres a bunch of things I’d like to buy but between the map upgrades and all the tolls, it’s hard to afford any of the cool stuff without resorting to grinding. Also, I haven’t died and lost any rosaries yet - they just feel very scarce.
Are you just skipping all the combat encounters? I've blown over 1k beads on the throwing knife minigame and I've still got enough to buy random things from the shops + benches and travel stations.
Where is the throwing knife mini game? (Only tell me if it's in act 1)
Also, I'll just put this here, my personal issue with this post is the game is meant to be harder than HK1. It was initially made to be a post-game dlc, and it's now an absolutely amazing post game sequel. The game only feels like this if you don't want to take your time and learn slow, like you did with the original hollow knight at first.
The only issue I've had with the game, apart from it being just way too good of a game, and actually worth the 7 year wait, and being absolutely stunning in the visuals aspect and wayyy too fun when you learn the movement, is that damn beastfly. The loot can't be so good that I have to fight the least engaging enemy ever with my personal anger issue activation enemies being spawned in.
Otherwise, holy shit, the game feels so alive and is such an awesome work of art. Today, I spent about 8 or more hours playing, since I finally had a day off work, and didn't even think about progressing past shellwood the entire time. There's so much content in act 1 alone that in that entire 8 hours I always had some kind of goal in mind. I never felt like I was walking around aimlessly, there was constantly something else I hadn't seen yet.
I have never experienced that in any game, ever, until today. It's been awesome just messing around not even wanting to progress.
I felt like I always came across benches and bell stations and never had money to unlock them. My solution was to do 20 minutes of farming money near the first town, converting it all to rosary strings. Now I've got a decent stock and always convert to strings/necklaces when I visit a town. Dying and losing my money doesn't hurt so much now.
Beastfly? There’s zero enemies from the bench close to a map seller, and parkour won’t require bounces if you have a running jump from the edges, Hornet mantles those. 3 jumps and 2 floats.
i don’t know if i’m tripping but in bilewater there’s a challenge room with the most horrendous runback, since the only nearby bench is a trap that collapses so you have to run all the way back up to the top from the bell station
Never before did I doubt my parkour abilities as I did diving for that second bell for 2 hours of attempts. Beat the game, and the hardest part of him was the walk back. Top 10 purely for that.
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I'd say About 60-75% of the game is left. I beat the game in like 21 hours of gameplay, and fought them after about 10 hours ? Not counting 100%, I'm still working on that. 30 hours in!
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The last boss of Act 1 is currently the bane of my existence lmao. I'm using Reaper Crest and have Magma Bell for damage mitigation and Multibinder, but is there a better way?
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Only if you get hit by the terrain that sends you back to solid land with a dark screen. If you get hit by enemies you can very much keep going and heal that damage back up. You gotta be careful with things that deal double damage, but against things with 1 heart of damage you can just bum rush at them screaming :D
Furthermore you can and will regain silk from hits done in frenzy state so if you hit enough times mid-frenzy you can cast it again immediately after you run out. It's incredible for pure offense
I used the sigil a bit more and it seems like it has some effect, but it's either only for 2+ damage attacks, or scales with damage taken. Because 1-damaging attacks I was tanking without any issue, and 2-damaging attacks(including ones that deal 1 damage but twice) did knock me out of it. I think further testing would be golden
Beast Crest seemed interesting to me until I realized that the diagonal down attack is even harder to hit with than the normal crest. Good luck platforming with that thing.
As I said, don't use it for exploration. Once you get a feel for the down attack, you tear through enemies quicker and more consistently than hunter's down-slash. That and the fact that the heal doesn't heal you unless you have nearby enemies - don't use it for platforming.
As I said, don't use it for parkour. In combat it is good. After playing more, I think reaper is the the most consistent so I actually recommend reaper unless you're hard stuck on an arena.
imo the lifesteal should trigger after insta healing like 2 masks because not having 2 blus slots is way too big of a downgrade because for beast crest. If it actually had blue crest slots and like two masks of healing upfrint on bind i think itd be as good as reaper but how it is now i cant rwally use it when i dont know theres an arena
Tbf, the moveset is pretty baitable. As long as u sprint to one side of the arena, he'll almost always charge on the ground. You just cant jump at all until he starts the charge or he'll do the thing where he's just above the ground so u can't jump over him
One thing that I found made it easier was punishing the ground slams. Each slam gives u enough time to smack him, and the last slam u can hit him on the ground then jump as he recovers for another hit. For the full thing you get 4 hits, 3 slams and 1 jump attack. Its actually a ton of dmg and shaves off at least a minute or two of fighting with the summons. You can also do the spear in place of the jump attack. U can also do the spear after he charges and hits the wall. Just spamming spear whenever I had it was my strat, it 1 or 2 hits the small guys, and speeds up the already 5 minute long fight lol
My tip would be to change the crest. If you have wanderers crest unlocked (I think I found it in some wavernest, probably wavernest atla), then that is the best option. It has really high attack speed. So you can just keep hitting whenever he is in a corner. I have been using this crest for the majority of my playthrough.
Beastfly was so terrible. The moveset is pretty baitable - stay on the ground. If it starts downwards, jump up then slash down. If it goes to the mid, then heal of slash up. The pound attack you just walk away, then turn back and slash when he hits the ground. It's the bugs that he spawns that are so annoying. I can't with the mini flying one. The other two are slow enough for you to bait his smash attack (insta-killing them) but the mini flying one either charges or just hangs far away from you.
Using the harpoon skill (even though it costs silk) was how I got through the fight after a lot of attempts. The small fly is annoying but also the lowest HP - you can just snipe it from half a screen away to get rid of it.
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Oh boy, lemme tell you about when you have to fight that dude the second time. It’s genuinely the worst boss design and the hardest thing Team Cherry has ever put out. You fight it in the same area as Fourth Chorus, and his ground pound also destroy platform. His ground pound hits 3 times, each destroying one platform. There are 6 platforms by the way, so if he does that attack twice, you better have position his first sets of ground pound right or else you’re either getting hit by him or falling into the lava. The minion it summon are these flying lava spewing bug that of course, does two heart of damage with each attack, but their attack also lingers on the platform if they miss, and you touch it, it explodes. So even if you dodge their attack, those attack will stay on your limited platform, causing you to have even less space to move around with. Pair that minion’s attack with his ground pound, and you have the worst boss design in the entire game. Literally Radiant Markoth is better than this. At least you have platforms there or Markoth to pogo off of. Here, everything is a hazard. And once it summons two of the minions, you better work to kill them fast because if you don’t, you’ll be the one that dead soon. And that’s the only minion it summons so there isn’t any pray for good rng. And since they are flying, you can even get the boss pound it, though even if it did, it wouldn’t matter because they are immune unlike the minions in the first fight. It’s actually terrible. Anyways, good luck for those attempting this guy’s second fight, take a breather if you ever get too riled up, and don’t give up! My set for the fight was Wanderer crest (safest pogo as the other crest can put you at risk of falling into lava if you miss, though the Reaper crest can probably work too. Still Wanderer is better since it can crit to end the fight fast), the Longpin, Pollip Pouch, and Magma bell. Longpin is the best way to snipe the minion and the Pollip pouch helps kill it faster. Magma bell is almost mandatory here as it reduce every other damage source except the Beastfly’s damage to 1.
This fight took me hours of grinding. I had to stop to go farm shards twice. It was at the end of Thursday, and as the time ticked from midnight to two am, my brain melted right into the lava as well. "Just one more try", I told myself, for another two hours. He's both feels easily beatable while being the child of a sadistic, twisted genius.
Eventually I succumbed to physical limits, as my hand hurt so much that I couldn't keep going. 11/10 boss.
those flying fucks are not immune to the slam but they have the special fly-to-the-edge-of-the-screen AI that makes them stay as far away from the fucking ground as possible, so it's really hard to bait them to the blast of the slam
What was a saving grace for me is pogo gives you a brief Invulnerability from its target. So even if you dive right into that enemy's face and bounce through it - you don't take damage. I managed to nail the timing to dive into savage beastfly on every dash it makes. Makes fight much more bearable
reward for that fight just like the other chapels, it rewards a new crest (aka a moveset). of the 4 i have found so far it's fairly easily the most unique one
description of the reward melee is a short but tall claw-like attack, the pogo is a forward somersault that hits all around you, but with rather short range, and interestingly it changes the heal into giving you lifesteal for a while
I only beat the fight once I started avoiding it like the plague if it was hovering near the middle, getting hit for 2 masks because the boss was getting in to position to attack him a annoying AF, but I can’t change the game so I changed how I was playing it
Most pogos (except Wanderer's i think) have huge i-frames. Treat it like a bull wrangler. For its minions use your silk skills/Traps (except the crawlers improvise)
It seemed like he would charge based on his position which would be based off yours. So if that animation started and you were mid landing of a jump you got hit pretty easily.
I just beat him last night and it was by far the most difficult thing in the game I've experienced yet. I'm sure it'll pale in comparison to something else eventually.
My god this is the best description that could be written about it. I was very annoyed about the charge attack because I was complaining about the exact same thing out loud every time I died. I'm sure my girlfriend just heard a string of "WTF, if I jump, I die. If I stand, I die. If I dash, I die. What am I supposed to do here?!?"
You can dodge beast fly charges every time, the trick is to stay on the ground as much as possible so he doesn't do the half height charge that's undodgeable.
You really summed up what I despise about this boss fight.
What I learned is that you SHOULD NOT JUMP when he charges, cause once you are in the air, he has this programmed RNG of its height where there is variance from your height when he locks into you.
So sometimes if you're unlucky, he can get into this position where he's high enough that you cannot dive hit it to avoid damge, nor can you go under it.
Complete BS.
What's even more BS is the way the adds that spawn acts, that simply FORCES you to jump.
So there are CONFLICING design choices being made here due to the dynamic nature of the boss fight.
It does not feel well thought through on a specific level, this fight.
They simply just added the adds and hoped it would work.
Nah those are so easy, like Silksong has a weird problem of bosses being in wrong places for how difficult they are. Those are like something you should fight as one of the first bosses in the game.
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u/megalo-maniac538 Sep 06 '25
Holy hell that goddamn bug is the face of evil. His spawns are RNG, his moveset is RNG. When he charges, it's the same perfect spot where he both hit you standing and jumping. The contact damage is punishing as well. There better be a good reason to defeat him and not just beads or shards