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by Zoska

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FAQ/Walkthrough by Zoska

Version: 1.0 | Updated: 07/31/18

General Info

GameHollow Knight
SystemPC
Type2D action-adventure, Metroidvania
WalkthroughFAQ/Walkthrough
UsernameZoska
Real NamesJohnny and Sophie

Version History

1.0 - Walkthrough complete up to 107% completion of the game. Might tidy up the extra sections when new DLC is out!

0.8.5 - Walkthrough is 85% complete.

0.6.5 - Added more levels.

0.6 - Added 12 more levels. Updated Charms Section.

0.5 - Minor edits to Charms & Spells, updated Enemies section and added the NPC section. Added 3 more levels to the Walkthrough.

0.4 - Added formatting to all sections, more enemies, charms, complete list of abilities and spells, and completed Fungal Wastes.

0.3 - Added a Charm we missed at the beginning of the game and the whole Greenpath area.

0.2 - Initial release. Walkthrough covered from King's Pass to Greenpath.

Introduction

Welcome to our Hollow Knight guide. The first thing you need to know about this game is that it's a 'Metroidvania' game. The term Metroidvania derives from Castlevania and Metroid. As you can imagine, Metroidvania games feature mechanics similar to these 2 games. More importantly, these games feature a world containing locked doors and passages that the player can see from at any point, but can only access after meeting certain requirements, such as a key, an ability, etc. Hollow Knight doesn't hold your hand or tell you what to do; you are dropped in this world and it is up to you to explore, discover and finish. This guide will help you explore the maps, find optional items and progress with the story (hopefully).

Contact Us

Got any suggestions, critics, contributions, or spelling mistakes for us? Send them to us via our e-mails! Even if it's just to chat about the game. Any contributions made will be credited at the end of the guide.

sophie.bayles97@gmail.com

jona.mustang@gmail.com

Donations

If you found this guide to be even a little bit useful, and you'd like to give back, please consider donating to the authors. We're both passionate about games, and we're looking forward to writing guides for games as a regular thing in the near future. We'd love to be able to help the community as we're doing something we enjoy.

Here's our link if you'd like to give back: http://paypal.me/Jaska4457. It doesn't have to be much, as little or as much as you want. We'd appreciate anything you'd give so, so much. Anything is a great help to us. Thank you so much to those who decide to support us.

Legal Information

This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site (other than the ones listed below under authorised websites) or otherwise distributed publicly. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

Authorised Websites: GameFAQs

Copyright 2018 Jonathan Escobedo and Sophie Bayles

Game Basics

In this section we'll go through the most basic aspects of the game and some general tips.

Hit Points

Health is represented with little white masks on the top left corner of the screen. You start with 5 and every time you're hit, touch spikes or any other damage dealing structures, you lose one mask. Being hit with only one mask left means death. You will be teleported to your last rest stop and lose all your Geo (the game's currency). You will leave a 'Shade' behind. A ghost that will have to kill in order to recover your stuff. Killing enemies will replenish your soul bar, which is what you use to 'Focus' and recover hit points. Check your configurations to see which key triggers focus, you will have to press and hold, your character will charge and recover hit points.

Geo

The game's currency. You can get these by killing enemies or hitting Geo rocks. The latter are found scattered all over the world.

Completion Rate

This game features a 107% completion rate. Many items, abilities, spells, quests and bosses contribute towards that percentage. We will do our best to list every item and might make a more detailed section later on.

Basic Tips

  • Do not worry too much about grinding Geo early in the game. The Geo drop rate proggressively scales as you make progress. Make enough to buy a Map, Compass, and a Quill. These will help you explore the world. Grinding for more than this can end up being a waste of time, as you will get more Geo innevitably.
  • Jump and hit. This is how you get to some places that are otherwise unreachable. When you jump and aim down before you attack, you can bounce depending what you hit. Spikes and other structures will make you bounce and reach higher altitude with your jumps.
  • Explore. The game doesn't tell you where to go, and the only way to progress is to explore and trigger events, find keys, items, among other things that will help you progress through the game.
  • Avoid death. If you've got Mask left and ahead there are only hard enemies or you don't wanna risk it, quit the game and load your save. You will maintain all your progress and spawn on the last Bench you rested at.

Charms & Spells

Charms & Notches

In Hollow Knight, there are rare special items called “Charms” that can be acquired throughout the game. These items will give the Knight a number of bonuses depending on which Charms are being used, and can only be equipped and unequipped when resting on a bench. Charms occupy slots called Notches. You can equip as many Charms as you want, as long as you don't exceed the number of Notches. You start the game with only three Notches to use, so there isn’t a lot of choice in what Charms you can use together at the beginning, or if you can use multiple charms at all. Like Charms, more Notches can be found throughout the game.There are 45 Charms in total, although only 40 can be kept at any one time as 5 are able to be replaced throughout the game. There are a total of 11 Notches in the game.

There is a way for the player to equip a Charm if they don’t have the necessary Notches to do so. After attempting to equip a Charm five times, it will eventually work, however the Knight will become Overcharmed. While the Knight is Overcharmed, the health bar will have a purple aura and the Knight will take twice as much damage from anything that can cause it. To remove this effect, remove the Charm that broke the Notch limit. You will not be able to add an additional Charm if all of the Notches are in use, and only one Charm can be equipped past the Notch limit.

List of Charms:

Wayward Compass

  • Notches Required: 1.
  • Effect: Shows the player’s location on the map.
  • How to Acquire: Can be bought from Iselda in Dirtmouth for 220 Geo.

Gathering Swarm

  • Notches Required: 1.
  • Effect: Collects dropped Geo, preventing the player from losing any that fall into hard-to-reach places.
  • How to Acquire: Can be bought from Sly in Dirtmouth for 300 Geo.

Stalwart Shell

  • Notches Required: 2.
  • Effect: Increases the invincibility duration after being hit to 2 seconds.
  • How to Acquire: Can be bought from Sly in Dirtmouth for 200 Geo.

Soul Catcher

  • Notches Required: 2.
  • Effect: Gain an additional +3% SOUL with each hit.
  • How to Acquire: Can be found at the end of the Ancestral Mound, after killing the Elder Baldur.

Shaman Stone

  • Notches Required: 3.

  • Effect: Increases the damage, size and hitbox of spells casted.

  • How to Acquire: Can be bought from Salubra in Forgotten Crossroads for 220 Geo.

Dashmaster

  • Notches Required: 2.
  • Effect: Allows the use of Dash to be more frequent as the cooldown is halved, also allows you to use Dash downwards.
  • How to Acquire: Can be found beneath a statue in the Fungal Wastes, down from the Mantis Village.

Fragile Heart

  • Notches Required: 2.
  • Effect: Adds two masks of health while in use.
  • How to Acquire: Can be bought from Leg Eater in Fungal Wastes for 350 Geo, can also be repaired for 200 Geo if it breaks.

Fragile Greed

  • Notches Required: 2.
  • Effect: Causes enemies to drop more Geo while in use, the amount varies each time.
  • How to Acquire: Can be bought from Leg Eater in Fungal Wastes for 250 Geo, can also be repaired for 150 Geo if it breaks.

Fragile Strength

  • Notches Required: 3.
  • Effect: Increases the strength of the Nail while in use.
  • How to Acquire: Can be bought from Leg Eater in Fungal Wastes for 600 Geo, can also be repaired for 350 Geo if it breaks.

Steady Body

  • Notches Required: 1.
  • Effect: Knight won’t get pushed back after attacking an enemy.
  • How to Acquire: Can be bought from Salubra in Forgotten Crossroads for 120 Geo.

Longnail

  • Notches Required: 2.
  • Effect: Increases the range of the Nail, this way being able to keep your distance from dangerous enemies.
  • How to Acquire: Can be bought from Salubra in Forgotten Crossroads for 300 Geo.

Mark of Pride

  • Notches Required: 3.
  • Effect: Increases the range of the Nail, more so than Longnail.
  • How to Acquire: Can be found in Mantis Village in a chest after defeating the Mantis Lords.

Fury of the Fallen

  • Notches Required: 2.
  • Effect: Increases the strength of the Nail dramatically when on one mask of health.
  • How to Acquire: Can be found in King’s Pass right at the start inside a chest behind a cave full of spikes.

Thorns of Agony

  • Notches Required: 1.
  • Effect: When the Knight takes damage, it deals damage to nearby enemies for double the base damage of the base Nail.
  • How to Acquire: Can be found in Greenpath beyond many thorns, the Mothwing Cloak is needed to reach it.

Quick Focus

  • Notches Required: 3.
  • Effect: Can use the Focus ability twice as fast.
  • How to Acquire: Can be bought from Salubra in Forgotten Crossroads for 800 Geo.

Deep Focus

  • Notches Required: 4.
  • Effect: Allows the Focus ability to heal 2 masks of health, but the speed the ability is used will be slowed down.
  • How to Acquire: Can be found in Crystal Peak after breaking a fake wall, the Crystal Heart is needed in order to get to it.

Lifeblood Heart

  • Notches Required: 2.
  • Effect: Adds 2 Lifeblood masks to the Knight’s constitution after resting on a bench.
  • How to Acquire: Can be bought from Salubra in Forgotten Crossroads for 250 Geo.

Spore Shroom

  • Notches Required: 1.
  • Effect: Releases a cloud of spores after using Focus that deals a small amount of damage with each particle.
  • How to Acquire: Can be found in Fungal Wastes, near alternate routes to the Deepnest and the Queen’s Garden. The Manis Claw is needed in order to reach.

Dreamshield

  • Notches Required: 3.
  • Effect: Creates a shield that will follow the Knight when worn and tries to protect them.
  • How to Acquire: Can be found in Resting Grounds behind a fake wall underneath the Seer’s room.

Spells & Abilities

The white energy that can be gained by hitting enemies and Soul Totems is referred to as SOUL. It can be seen in the top left corner of the screen as a circular meter that will fill up with a white liquid as SOUL is gained, giving the meter a mask appearance when it’s full.

SOUL is needed to use the Focus ability, which heals the player, or to cast spells to attack enemies. When the meter does not have enough to be used, the colour inside will be a dull grey, but once enough SOUL is accumulated, it will glow for a moment before becoming white inside.

Of course, with Focus and the variety of spells you will be using, the SOUL you collect will deplete very quickly. Soul Vessels can be acquired throughout the game and are used as additional storage for SOUL. They are shown as small circles left of the main SOUL meter. When the main meter has empty space, any SOUL stored in the Soul Vessels will quickly fill up the main meter.

To acquire a Soul Vessel, the player must collect Vessel Fragments in order to create the additional space. It takes 3 fragments to create a full Soul Vessel.

Locations of Vessel Fragments:

The very first Vessel Fragment you can find can be bought from Sly in Dirtmouth for 550 Geo.

Spells
You can use SOUL to cast Spells, activating them by holding down Focus/Cast, tapping Focus/Cast, or looking up or down. This is where Soul Vessels become a necessity as you gain more and more Spells to use.

List of Spells:

Focus

  • How to use: Hold down the key set for Focus/Cast to regenerate health and drain SOUL.
  • How to Acquire: It’s available to you right at the start of the game.

Vengeful Spirit

  • How to Use: Tap the Focus/Cast key, or Quick Cast without looking up or down to launch the attack at an enemy.
  • How to Acquire: It is given by the Snail Shaman in the Ancestral Mound in the Forgotten Crossroads.

Desolate Dive

  • How to use: Use the key for Focus/Cast while holding the key for down. This causes the Knight to smash into the ground that causes a shockwave that deals damage to any enemies that are around.
  • How to Acquire: Defeat Soul Master in the Soul Sanctum in City of Tears.

Howling Wraiths

  • How to use: Use the key for Focus/Cast while holding the key for up. This causes a wave of energy to be released above the Knight, dealing damage to any enemy in the way.
  • How to Acquire: Can be found in the Overgrown Mound in Fog Canyon.

Shade Soul

How to use: Use the key for Focus/Cast without holding the keys for up or down. This launches a blast at the enemy, but will blast through all objects in its way, including walls, shields and shells.

  • How to Acquire: An Elegant Key is needed, which can be bought from Sly in Dirthmouth. Located in Soul Sanctum in City of tears, it is the upgrade for Vengeful Spirit.

Descending Dark

  • How to use: Use the key for Focus/Cast while holding the key for down. Like Desolate Dive, this causes a shockwave that spreads twice and reaches much further.
  • How to Acquire: The upgrade for Desolate Dive. Can be found on the corpse of a Snail Shaman in Crystal Peak inside the Crystallised Mound. Both Crystal Heart and Desolate Dive are needed to reach it.

Abyss Shriek

  • How to use: Use the key for Focus/Cast while holding the key for up. Like Howling Wraiths, This causes a wave of energy to be released above the Knight, this time sent out in 4 quick bursts.
  • How to Acquire: Can be found in the Abyss. In the room at the bottom left of the Abyss is a pedestal you can stand on. While standing on it, use the Howling Wraiths spell.

Abilities
You can find Abilities throughout the game, these will help you reach places once impossible to get reach.

List of Abilities:

Mothwing Cloak

  • How to Use: Press the key bound for Dash to dash a short distance the direction you’re facing. This can also be used in mid-air, and can help the Knight reach places that were once impossible to get to.
  • How to Acquire: Found after defeating Hornet in the Greenpath.

Crystal Heart

  • How to use: Hold the key bound for Super Dash while you’re on the ground to concentrate and build up energy. Release the key when the ability is fully charged and fly through the air.
  • How to Acquire: Can be found in Crystal Peak in an old mining machine.

Monarch Wings

  • How to use: Tap the button bound for jump while in the air to perform a double jump.
  • How to Acquire: Can be found in the Ancient Basin after fighting the Broken Vessel.

Isma’s Tear

  • How to use: Allows you to swim in acid while taking no damage.
  • How to Acquire: Can be found in the Royal Waterways, the Crystal Heart is needed.

Shade Cloak

  • How to use: Press the key bound for Dash to dash through Shade Gates, as well as blast through enemies. The Shade Cloak is an upgrade to the Mothwing Cloak.
  • How to Acquire: Can be found in the Abyss after standing inside a bowl of a shadow fountain, this will cause a black substance to spread over the Knight, giving them the ability.

Dreamgate

  • How to use: Use the key bound for the Dream Nail and either hold the key for up or for down. Allows you to place a Dream Gate before warping from any area to the area you desire.
  • How to Acquire: Given as a reward by the Seer in the Resting Grounds after gaining 900 Essence.

NPCs

A list of characters that the Knight can find and meet within Hallownest.

Vendors

Cornifer

  • Location: Travelling around Hallownest.
  • Information: Iselda’s husband and a resident of Dirtmouth. You first meet Cornifer at the bottom of Forgotten Crossroads and he explains that he creates and sells maps. He then tells the Knight to pay his wife a visit at her shop in Dirtmouth for any mapping supplies they might need.

Iselda

  • Location: Dirtmouth.
  • Information: Cornifer’s wife and a resident of Dirtmouth. After meeting her husband in Forgotten Crossroads, her store will open and the Knight will be able to buy mapping tools from her, as well as any maps you miss purchasing from Cornifer for a higher price.

Sells:

Mapping tools

Quill for 120 Geo.

Wayward Compass for 220 Geo.

Map Pins

Bench Pin

  • Use: Mark the benches you rest at, they’ll come in handy again later.
  • Cost: 100 Geo.
  • Requirement: Meet Cornifer.

Cocoon Pin

  • Use: Mark the blue cocoons you find on your adventure.
  • Cost: 100 Geo.
  • Requirement: Meet Cornifer.

Hot Spring Pin

  • Use: Mark the hot springs you find on your adventures.
  • Cost: 100 Geo.
  • Requirement: Meet Cornifer.

Stag Station Pin

  • Use: Mark the Stagway Stations you visit for your convenience.
  • Cost: 100 Geo.
  • Requirement: Open the first Stag Station.

Vendor Pin

  • Use: Mark merchants you meet on your adventure to visit again.
  • Cost: 100 Geo.
  • Requirement: Meet Cornifer.

Maps

  • Ancient Basin for 150 Geo.
  • City of Tears for 120 Geo.
  • Crystal Peak for 150 Geo.
  • Deepnest for 50 Geo.
  • Fog Canyon for 200 Geo.
  • Forgotten Crossroads for 40 Geo.
  • Fungal Wastes for 100 Geo.
  • Greenpath for 80 Geo.
  • Howling Cliffs for 100 Geo.
  • Kingdom’s Edge for 150 Geo.
  • Queen’s Gardens for 200 Geo.
  • Resting Grounds for 75 Geo.
  • Royal Waterways for 100 Geo.

The Last Stag

  • Location: Stag Stations.
  • Information: A large stag beetle that acts as a fast travel mechanic for the game, taking the Knight to Stag Stations they have unlocked. The Last Stag also gives a bit of lore, providing information for each Stag Station he first visits after it’s unlocked.

Sells:

Stag Station Prices

  • Dirtmouth – open after the first Stag Station is opened.
  • Forgotten Crossroads – 50 Geo.
  • Greenpath – 140 Geo.
  • Fungal Wastes, Queen’s Station – 120 Geo.
  • City of Tears, City Storeroom – 200 Geo.
  • Resting Grounds – free.
  • City of Tears, King’s Station – 300 Geo.
  • Queen’s Gardens – 200 Geo.
  • Deepnest, Distant Village – 250 Geo.
  • Hidden Station, Palace Grounds – 300 Geo.
  • Howling Cliffs, Stag Nest – unlocked when all Stag Stations are open.

Sly

  • Location: Dirtmouth.
  • Information: A resident of Dirtmouth, you first meet him after defeating the Gruz Mother in Forgotten Crossroads. The Knight finds him in an abandoned hut, slowly falling prey to the infection. After talking to him, he’ll snap out of it and return to Dirtmouth to open his shop, allowing you to buy various items. Once he’s given the Shopkeeper’s Key, he’ll have more items for sale.

Sells:

Simple Key

  • Cost: 950 Geo.
  • Requirement: None.


Rancid Egg

  • Cost: 60 Geo.
  • Requirement: None.

Lumafly Lantern

  • Cost: 1800 Geo.
  • Requirement: None.

Gathering Swarm

  • Cost: 300 Geo.
  • Requirement: None.

Stalwart Shell

  • Cost: 200 Geo.
  • Requirement: None.

1st Mask Shard

  • Cost: 150 Geo.
  • Requirement: None.

2nd

  • Cost: 500 Geo.
  • Requirement: Buying the first Mask Shard.

3rd

  • Cost: 800 Geo.
  • Requirement: Shopkeeper’s Key and buying the previous Mask Shard.

4th

  • Cost: 1500 Geo.
  • Requirement: Shopkeeper’s Key and buying the previous Mask Shard.

1st Vessel Fragment

  • Cost: 550 Geo.
  • Requirement: None.

2nd

  • Cost: 900 Geo.
  • Requirement: Shopkeeper’s Key and buying the first Vessel Fragment.

Heavy Blow

  • Cost: 350 Geo.
  • Requirement: Shopkeeper’s Key.

Sprintmaster

  • Cost: 400 Geo.
  • Requirement: Shopkeeper’s Key.

Elegant Key

  • Cost: 800 Geo.
  • Requirement: Shopkeeper’s Key.

Confessor Jiji

  • Location: Dirtmouth.
  • Information: A resident of Dirtmouth, Jiji lives just beyond the town’s graveyard. Her home is initially locked, her stone door unbreakable. To enter and meet her, you need to find a simple key, or buy one from Sly for 950 Geo. Jiji is able to summon the Knight’s Shade from any point in Hallownest, which will then lead to a fight with the Shade in order to repair the SOUL meter and regain the Geo lost.

Sells:

Shade summon for 1 Rancid Egg.

Salubra

  • Location: Forgotten Crossroads.
  • Information: A resident in Forgotten Crossroads, to reach her you need to defeat the Gruz Mother and obtain the Mothwing Cloak to Dash to the cliff her shop is located on. She sells Charms and Notches, as well as a Blessing after collecting 40 Charms.

Sells:

Charms

Lifeblood Heart for 250 Geo.

Longnail for 300 Geo.

Quick Focus for 800 Geo.

Shaman Sone for 220 Geo.

Steady Body for 120 Geo.

Notches

1st Charm Notch

  • Cost: 120 Geo.
  • Requirement: Own 5 Charms.

2nd

  • Cost: 500 Geo.
  • Requirement: Own 10 Charms.

3rd

  • Cost: 900 Geo.
  • Requirement: Own 18 Charms.

4th

  • Cost: 1400 Geo.
  • Requirement: Own 25 Charms.

Salubra’s Blessing

  • Cost: 800 Geo.
  • Requirement: Own 40 Charms.

Millibelle

  • Location: Fog Canyon, Pleasure House.
  • Information: A resident in Fog Canyon, her bank can be found at the bottom of the area. She will open an account for the Knight for 100 Geo, and any Geo stored in it can be withdrawn at any time, and will remain safe even after dying. However, if more than 2500 Geo is stored in the account, Millibelle will abandon her bank after you rest at a bench or fast travel in any way. You can find her again at the hot spring in the Pleasure House after visiting the bank and finding it empty. You’ll be able to retrieve your stolen Geo by striking her, dealing no damage as you knock the Geo out of her.

Sells:

Opens account for 100 Geo. A maximum of 4500 Geo can be held in it.

Leg Eater

  • Location: Fungal Wastes.
  • Information: A resident of Fungal Wastes, his shop also provides a location of rest. After giving Leg Eater 86 Geo, he’ll open his shop to you, selling three fragile Charms that can be repaired by him for a small fee.

Sells:

Fragile Heart

  • Cost: 350 Geo.
  • Repair: 200 Geo.

Fragile Greed

  • Cost: 250 Geo.
  • Repair: 150 Geo.

Fragile Strength

  • Cost: 600 Geo.
  • Repair: 350 Geo.

Nailsmith

  • Location: City of Tears.
  • Information: A resident of the City of Tears, he will comment on the Knight’s Nail before offering to refine it for a small fee. He can refine it three more times, but will need both Geo and Pale Ore to upgrade the Nail.

Sells:

Sharpened Nail for 250 Geo.

Channelled Nail for 800 Geo and 1 Pale Ore.

Coiled Nail for 2000 Geo and 2 Pale Ore.

Pure Nail for 4000 Geo and 3 Pale Ore.

Relic Seeker Lemm

  • Location: City of Tears.
  • Information: A resident of the City of Tears in a tall tower, he will buy rare trinkets the Knight has collected during their travels around Hallownest.

Buys:

Wanderer’s Journal for 200 Geo.

Hallownest Seal for 450 Geo.

King’s Idol for 800 Geo.

Arcane Egg for 1200 Geo.

Enemies

Hollow Knight has a large variety of enemies to fight, ranging from completely harmless to downright terrifying. In this section we’ll list all of the enemies you can encounter, where to find them and what they drop, as well as any additional information.

You can obtain an item called the Hunter’s Journal after finding a camouflaged creature called The Hunter in Greenpath. Once given to you, any enemy you kill or have already killed will be added to the journal. To gain more information on a type of enemy, you’ll have to kill it again a certain number of times depending on the enemy.

Enemy List

Crawlid

  • Locations: King’s Pass, Forgotten Crossroads, Greenpath.
  • Drops: 2 Geo.
  • Kills for Journal: 1.
  • Behaviour: Pretty docile, simply wanders back and forth without paying the Knight any attention. It cannot climb up walls or along ceilings.

Vengefly

  • Locations: Forgotten Crossroads, Greenpath.
  • Drops: 3 Geo.
  • Kills for Journal: 45.
  • Behaviour: Limits its flight to a small area when undisturbed. Once the Knight comes in range, it will let out a squawk before diving to attack. Killing this enemy is easy as it constantly moves towards you, simply stand still and hit it when it flies in range, or jump down to strike at it.

Vengefly King

  • Locations: Greenpath.
  • Drops: 65 Geo.
  • Kills for Journal: 2.
  • Behaviour: First seen hanging from the ceiling with the old Knight Zote in its clutches. Jump up and strike at it to initiate the fight. Despite its size, the Vengefly King isn’t too hard to take down, and only has two attacks. It’s more common attack involves it opening its jaw wide and lunging down at the Knight before curving back up. You can easily avoid this attack by jumping over it as it moves towards you, even down striking it to get some extra damage in. Its second attack is a screech that summons 1 to 3 Vengeflies to help attack you. You’ll want to take them out quickly as they’ll make dodging the Vengefly King harder.

Gruzzer

  • Locations: Forgotten Crossroads, Gruz Mother (summoned as help).
  • Drops: 2 Geo.
  • Kills for Journal: 30.
  • Behaviour: It flies around aimlessly, bumping into walls, changing direction after coming into contact with whatever it flies into. Easiest way to kill it is to follow behind and hit it to avoid it bumping into you.

Gruz Mother

  • Locations: Forgotten Crossroads.
  • Drops: 50 Geo.
  • Kills for Journal: 3.
  • Behaviour: Found sleeping in a boss area, and will only attack once she takes damage. Unlike her offspring, the Gruz Mother has two attacks she can use. A ramming attack, where she will charge herself into an enemy, and a second, somewhat unpredictable attack, bouncing from the ceiling to the floor and back again at an enemy. When she charges, you can simply jump over her and attack her from behind when she slams into the wall. With her second attack, it’s easy to predict where she impacts and stand in a spot of safety as she goes on her rampage. Once the Gruz Mother dies, she will spawn a swarm of Gruzzers, consisting of 7-8. They must also be killed in order to leave the boss area, but will drop nothing.

Tiktik

  • Locations: Forgotten Crossroads, Ancestral Mound, Greenpath.
  • Drops: 2 Geo.
  • Kills for Journal: 30.
  • Behaviour: Relatively harmless if you don’t come into contact with them. They crawl and climb along the surface of the platform they reside, able to make their way up walls and along ceilings. They do not try and attack the Knight.

Aspid Hunter

  • Locations: Forgotten Crossroads.
  • Drops: 6 Geo.
  • Kills for Journal: 20.
  • Behaviour: Before being approached by the Knight, it will hover around aimlessly. It prefers to attack at a long range, spitting orange blobs of Infection at its enemy. Try to get in close as soon as possible to strike it down.

Aspid Mother

  • Locations: Forgotten Crossroads.
  • Drops: 10 Geo.
  • Kills for Journal: 15.
  • Behaviour: Like the Aspid Hunter, she will hover about until the Knight approaches. She attacks by spawning Aspid Hatchlings to fight, birthing them one at a time. She can only spawn in a maximum of four at any time, but they can easily overwhelm you early in the game. It’s best to take the mother out as soon as possible to avoid getting swarmed by her children. She’ll spawn two more hatchlings once defeated.

Aspid Hatchling

  • Locations: Aspid Mother (summoned as help).
  • Drops: Nothing.
  • Kills for Journal: 30.
  • Behaviour: Spawned by an Aspid Mother, it will immediately fly for the Knight if they’re still in range. Easy to deal with when there’s only one or two, but can quickly become a problem if four swarm you. Two more will spawn when an Aspid Mother is killed.

Wandering Husk

  • Locations: Forgotten Crossroads, Greenpath.
  • Drops: 3 Geo.
  • Kills for Journal: 35.
  • Behaviour: Wanders about back and forth when undisturbed. When the Knight comes into range, it will run and flail its arms in their direction, dealing damage when it comes into contact. You can either stand still and hit the husk back as it approaches, or jump over it as it tries to rush you and strike at it from behind.

Husk Hornhead

  • Locations: Forgotten Crossroads, Greenpath.
  • Drops: 4 Geo.
  • Kills for Journal: 35.
  • Behaviour: Like the Wandering Husk, it will wander aimlessly until the Knight approaches it. As soon as it’s disturbed, it will lower its head and charge at you, but can be easily dealt with by standing still and hitting it back as it charges, or jumping over it to strike from behind.

Leaping Husk

  • Locations: Forgotten Crossroads, Greenpath.
  • Drops: 3 Geo.
  • Kills for Journal: 35.
  • Behaviour: Wanders back and forth until the Knight comes into range. It attacks by leaping and landing on you, but can easily be avoided if the surface is at ground level. Strike at it as soon as it’s back on the ground.

Husk Bully

  • Locations: Forgotten Crossroads, Greenpath.
  • Drops: 3 Geo.
  • Kills for Journal: 35.
  • Behaviour: Wanders back and forth until the Knight comes into range. Its attack is much like that of the Wandering Husk, but having a heavier body slows its attack down and shortens the distance. Due to this, it’s relatively easy to take out and only a real threat when dealing with multiple enemies.

Husk Warrior

  • Locations: Forgotten Crossroads.
  • Drops: 6 Geo.
  • Kills for Journal: 25.
  • Behaviour: Will patrol a small area, going back and forth until it spots the Knight. As soon as it’s disturbed, it will draw up its shield to any attacks from the front, protecting it from strikes before slowing its shield and striking three times in a row. Once it’s finished striking, it will pull up its shield again and repeat the same sequence. You can kill it quickly is to attack it from the front, and jump over it as it begins its three strike attack to hit it from behind. Downstriking it can also work.

Husk Guard

  • Locations: Forgotten Crossroads.
  • Drops: 45 Geo.
  • Kills for Journal: 10.
  • Behaviour: Will stand in place until the Knight approaches. Once disturbed, it will battle you with two kinds of attacks. The more powerful attack where it jumps into the air, raising its club and smashing it down at you, this deals 2 masks of damage. The second is a shockwave created when it jumps down, sending waves both left and right. The first smashing attack can be difficult to avoid without jumping to a higher platform or having the ability to Dash, while you can simply jump over the shockwaves it creates. It's easier to get a hit or two in after it does this weaker attack.

False Knight

  • Locations: Forgotten Crossroads.
  • Drops: City Crest.
  • Kills for Journal: 1.
  • Behaviour part 1: The main boss of Forgotten Crossroads, it will immediately begin its attack as soon as it falls into the boss arena when the doors close. It has three kinds of attacks: the first where it uses its mace, raising it above its head and smashing it down towards the Knight, causing a shockwave in the direction the False Knight is facing. This can easily be avoided by jumping over the wave before it hits you. The second involves it jumping into the air and using the weight of its body to cause damage as well as its mace. It will lock on to where you’re standing and jump into the air, raising its mace above its head and bringing it down with the rest of its body to the spot where you stood before it jumped. Getting hit by its mace or body will deal damage. This is another attack that can be avoided if timed right. Simply run under the False Knight as it jumps so it lands with its back facing you, this will give you the opportunity to get a few hits on it. Its final attack is only triggered after you knock it down and hit the Maggot that falls out. After being dealt enough damage, it’ll return into the armour and will get angry, smashing its mace from side-to-side, causing the whole boss area to shake. This causes rocks to fall from the ceiling that will do damage to the Knight if they hit.
  • Behaviour part 2: To defeat the False Knight, the battle follows a set pattern due to it having separate health for its head and its body, or rather its armour. You need to strike its armour and deal enough damage to cause it to fall down, making the Maggot controlling the body to fall out. When it’s out, you’ll get the chance to deal some serious damage to the head, gaining SOUL as you do this. You do not gain SOUL for hitting the body, so make sure to use your Focus ability wisely. Once the Maggot is dealt enough damage, it will crawl back into the armour and go on a rampage, before returning to its two previous attacks. These attacks will become more intense, with the first shockwave attack now causing rocks to fall from the ceiling. You must knock the False Knight down two more times, after the third time, it will get back up and use its rage attack one more time before falling through the floor. You then jump down after it and finish the Maggot off.

Lifeseed

  • Locations: King’s Pass, Ancestral Mound, Greenpath.
  • Drops: 1 Lifeblood Mask.
  • Kills for Journal: 10.
  • Behaviour: Lifeseeds emerge from destroyed Lifeblood Cocoons, and will move away from the Knight in an attempt to escape.

Baldur

  • Locations: Ancestral Mound, Elder Baldur (summoned as help).
  • Drops: 4 Geo.
  • Kills for Journal: 20.
  • Behaviour: Once disturbed, it rolls into a ball and launches itself at the Knight. If it doesn’t hit, it will continue to roll and bounces off of walls and other Baldur. After a small amount of time, it will unroll and change to face your direction before rolling towards you again. You can easily jump over it and strike it from the air or from behind to deal with it.

Elder Baldur

  • Locations: Forgotten Crossroads, Ancestral Mound.
  • Drops: 50 Geo.
  • Kills for Journal: 1.
  • Behaviour: Does not move from its spot, attacking only when an enemy is at long range and curls up into its shell when you try to strike at it, becoming safe from any damage. It will either summon Balder to attack for it, or spit venom in your direction that will linger for a short period. Any spawned Balder do not drop Geo, but do provide you with SOUL to use the Vengeful Spirit spell, as this is the only way to kill the Elder Baldur when it’s not curled up.

Mosscreep

  • Locations: Greenpath.
  • Drops: 2 Geo.
  • Kills for Journal: 35.
  • Behaviour: Hides in the grass until disturbed. Once the Knight comes in range, it will rustle its leaves before rising up and wanders back and forth. It does not try to attack you.

Mosskin

  • Locations: Greenpath
  • Drops: 3 Geo.
  • Kills for Journal: 25.
  • Behaviour: Wanders back and forth until the Knight approaches. As soon as it spots you, it will rush at you, flailing its arms much like the Wandering Husk does. Only they move much faster, and striking them as they approach does not knock them back, so you have to time your jumps more carefully.

Volatile Mosskin

  • Locations: Greenpath.
  • Drops: 5 Geo.
  • Kills for Journal: 25.
  • Behaviour: Wanders back and forth aimlessly until it’s disturbed. Once it spots the Knight, it will begin to shake its body before causing an explosion of orange gas that causes damage. Move away from the Mosskin as soon as it starts to shake to avoid the orange cloud before rushing in to strike at it as soon as the gas subsides, or attack it from afar with the Vengeful Spirit spell. After it’s killed, its body will cause one last explosion, so make sure to avoid where it lands. If it lands in a body of water, it will not explode.

Fool Eater

  • Locations: Greenpath
  • Drops: 9 Geo.
  • Kills for Journal: 15.
  • Behaviour: Hides in grass that makes it difficult to see. When the Knight walks on it, it will rustle for a second before snapping up at whatever dares to tread on it, and will stay in that position for a few moments, allowing you to get a few hits on the plant before it hides back in the grass. You can bait the Fool Eater to snap open by walking on it for a second and jumping back before rushing forward to strike. You will often find this carnivorous plant guarding Geo rocks.

Squit

  • Locations: Greenpath.
  • Drops: 5 Geo.
  • Kills for Journal: 30.
  • Behaviour: Essentially Hollow Knight’s variation of a mosquito. They will hover about in a small area before being disturbed, where they will lunge full force at the Knight. They won’t stop until they hit you or anything else they come into contact with. They can be easily dealt with by baiting it to slam into the ground and then striking it before it can get back in the air.

Obble

  • Locations: Greenpath.
  • Drops: 4 Geo.
  • Kills for Journal: 20.
  • Behaviour: Flies around aimlessly, bouncing off the surfaces it comes into contact with. It will occasionally spit out four balls of Infection diagonally. You can avoid this attack by standing below it or to the side of it before rushing forward to strike it down.

Gulka

  • Locations: Greenpath.
  • Drops: 6 Geo.
  • Kills for Journal: 15.
  • Behaviour: Emerges when the Knight comes into range and shoots out spiked balls in their direction. You can either dodge or reflect these balls back at the Gulka to deal damage. It will disappear into the wall again if you get too close, making it impossible to hit with the base Nail. You must either increase the Nail’s range with a Charm, or use a long range spell

Maskfly

  • Locations: Greenpath.
  • Drops: Nothing.
  • Kills for Journal: 15.
  • Behaviour: Probably one of the most peaceful enemies in the game. They will sit together in a flock before flying away when disturbed by the Knight. It’s impossible to get in range to kill them unless you can Dash forward and strike, or use the Vengeful Spirit spell from afar.

Moss Charger

  • Locations: Greenpath.
  • Drops: 8 Geo.
  • Kills for Journal: 15.
  • Behaviour: Hides in the bush and grass until the Knight comes into range. It will then jump up from the ground and charge at you before diving back into the greenery when it reaches the end of the platform. When a Moss Charger is struck, the leaves will fall away and will reveal a small bug. It will run away to the end of the platform opposite from the Knight and dive back into the greenery; it will then appear again and charge. Hitting it the first time only knocks its leaves off and doesn’t deal any damage. An easy tactic would be to use your Nail for the first hit and then a long range spell for the second.

Massive Moss Charger

  • Locations: Greenpath.
  • Drops: 120 Geo.
  • Kills for Journal: 1.
  • Behaviour: First encountered acting as a giant bush until the Knight gets close. It starts rustling before revealing its head and letting out a large roar, and then dives into the greenery on the platform. The Massive Moss Charger is just three Moss Chargers living together, and hitting it won’t cause the three bugs underneath all the foliage to emerge. They attacks with two attacks that are relatively simple, but are not easy to dodge with how big and fast the Massive Moss Charger is. Their first attack is more or less the same as a normal Moss Charger. They’ll launch themselves at you to deal damage before diving down into the ground to ready themselves for another attack. Dodging this attack can be difficult as the enemy is quite tall to jump over; instead this is the perfect opportunity to down strike it once or twice as it passes underneath you. Its second attack involves it leaping into the air and using its large body to slam down onto the Knight. This can be dodged by moving a little towards the Moss Charger as it jumps so it lands with its back facing you. Once it’s defeated, the three small bugs will pop out and burrow into the platform where three normal Moss Chargers can be found. The Massive Moss Charger does not respawn.

Moss Knight

  • Locations: Greenpath, Lake if Unn.
  • Drops: 40 Geo.
  • Kills for Journal: 10.
  • Behaviour: Usually found pretending to hide as a pile of leaves, waiting for the Knight to get into its territory, or patrols back and forth in wait for an enemy. Skilled with its Nail and Shell, this enemy has four ways to protect itself and deal damage. When not preoccupied with another attack, it will bring its shell up and block from all sides if you try to attack, even if you strike from above. Its second attack involves it striking with its Nail, swinging one or two times and moving forward each time it swings. You can take advantage of this attack by baiting it, and then jumping over it to get a few strikes at its back while the sequence of its attack plays out. Its third attack is more of a defensive repositioning, leaping back away from your Nail strikes to avoid taking damage. This is often followed up by its fourth, ranged attacked. It will spit out balls of thorns at the Knight, taking the opportunity to strike with its Nail while you try to dodge the thorns. Melee battling with this enemy can be quite tough at the beginning of the game, so using the Vengeful Spirit spell to deal damage would help.

Durandoo

  • Locations: Greenpath.
  • Drops: 6 Geo.
  • Kills for Journal: 8.
  • Behaviour: Passively paces in the acid pools at the bottom of Greenpath. It does not attack the Knight if they get close, and cannot be harmed from the back or above thanks to its hard shell. Instead it can only be hit from the front.

Duranda

  • Locations: Greenpath.
  • Drops: 4 Geo.
  • Kills for Journal: 8.
  • Behaviour: Hovers back and forth peacefully, and doesn’t try to attack the Knight if they get close. It does not take damage from the back or above thanks to its hard, spikey shell. Much like the Durandoo, it must be hit from the front.

Uoma

  • Locations: Fog Canyon.
  • Drops: Nothing.
  • Kills for Journal: 25.
  • Behaviour: It floats around, not paying attention to anything around it. It only deals damage if the Knight touches it.

Ooma

  • Locations: Fog Canyon.
  • Drops: 5 Geo.
  • Kills for Journal: 12.
  • Behaviour: It continuously floats up and down in the same area. It doesn’t attack the Knight if they get close, but their long body can sometimes make it difficult to manoeuvre past them. If it, its body will explode and the orange ball inside will be freed before homing in on you, exploding if it touches either you or a surface. This explosion will deal 2 masks of damage, so it’s best to avoid Ooma if you’re low on health.

Ambloom

  • Locations: Fungal Wastes, Fungal Core.
  • Drops: 2 Geo.
  • Kills for Journal: 15.
  • Behaviour: Wanders back and forth, paying no attention to the Knight but will deal damage if touched. Unlike the Crawlid, it can be pretty fast, so take it out quickly to avoid getting cornered.

Fungling

  • Locations: Fungal Wastes, Fungal Core.
  • Drops: 2 Geo.
  • Kills for Journal: 35.
  • Behaviour: It floats in place, only moving from its spot when the Knight gets close enough. It will then slowly float towards you, causing damage when touched. Their movements can be easily avoided.

Fungoon

  • Locations: Fungal Wastes, Fungal Core.
  • Drops: 6 Geo.
  • Kills for Journal: 20.
  • Behaviour: It floats around until the Knight gets close enough. It doesn’t move towards the Knight to cause physical damage, instead spits out a cloud of infection down directly below it. It can only attack in this direction, so it’s better to attack from above or the sides.

Sporg

  • Locations: Fungal Wastes, Fungal Core.
  • Drops: 3 Geo.
  • Kills for Journal: 20.
  • Behaviour: Hidden in the wall, on ceilings and on floors until disturbed where the mushrooms will emerge and shoot a ball of clustered spores that will explode on impact. It will only shoot out one at a time, but one is more than enough as this explosive will home in on you until it either hits its mark or explodes after a certain amount of time. The explosion has a large hit radius and deals 2 masks of damage if successful. The Sporg will retreat back into the surface it’s attached to if the Knight comes too close, making it impossible to hit. It’s possible to bait it out and attack it before it can retreat, but it’s difficult to do. Attacking with a spell like Vengeful Spirit will help greatly.

Fungified Husk

  • Locations: Fungal Wastes.
  • Drops: 5 Geo.
  • Kills for Journal: 10.
  • Behaviour: It wanders back and forth until the Knight comes in range. Very similar to the Volatile Mosskin in the way it attacks; it will shake its body and create a cloud of infected gas that has a larger radius to a Volatile Mosskin. Once it’s been killed, its body will cause one last explosion that is the same size as its Mosskin cousin.

Shrumeling

  • Locations: Fungal Wastes, Fungal Core.
  • Drops: Nothing.
  • Kills for Journal: 20.
  • Behaviour: At first it looks like a normal mushroom sprouting from the ground. Once the Knight gets close, it will uproot and flee, causing no damage if touched. Easy farming for SOUL.

Shrumal Warrior

  • Locations: Fungal Wastes, Fungal Core.
  • Drops: 8 Geo.
  • Kills for Journal: 30.
  • Behaviour: Will stand still until disturbed by the Knight where it will let out a short cry before rolling into a ball to perform one of two attacks. It will either jump into the air and launch itself down at you, or charge directly at you on the ground. Both of these attacks leave a trail of infectious gas.

Hornet

  • Locations: Greenpath.
  • Drops: 225 Geo.
  • Behaviour part 1: First encountered as the Knight enters Greenpath. She’s then seen several times after, always darting away when you get too close. Eventually, you’ll approach her at the end of the map, as she’s standing by the body of another like you. She’ll claim she knows what the Knight is and says she cannot allow them to go any further, triggering the fight to start. She has four moves she uses to fight. The first is a simple lunge where she rushes forward with her needle out; this attack doesn’t cover the whole boss area, so you can easily avoid it by jumping back enough. Her second attack is similar to the first, but this time she lunges for you from the air. She locks onto your position after jumping before rushing down at you, somewhat similar to one of the False Knight’s attacks. This attack can also be evaded by moving towards Hornet as she strikes down. Her third attack involves her throwing her needle in your direction on a thread before pulling it back. This attack doesn’t quite reach the entire boss arena, so it’s possible to move back enough to be just out of reach. This attack also does damage as the needle returns to Hornet. Her final attack has two variations as she’s able to perform it on the ground and in the air. This time she uses her thread as a weapon, slicing anything that comes close to the area around her as she waves her needle.
  • Behaviour part 2: Unlike the last boss fight, a couple of Hornet’s attacks give you enough time to heal safely without having to worry about the next strike. When she throws her needle or uses her thread to slice everything around her are the moments as they both take time to carry out. Using the Vengeful Spirit spell in this battle will be extremely helpful as well, as it does more damage than the Nail at this point. When she dashes forward to hit you with her needle, jump over her and get a few hits in from the back. This is an easy way to deal damage and gain SOUL if you don’t have enough to use Focus or Vengeful Spirit. Four times throughout the fight, Hornet will fall to her knees to recover. This is another good opportunity to heal, or use the Vengeful Spirit as hitting her will cause her to recover immediately. After being defeated, she’ll flee and you’ll be able to pick up the Mothwing Cloak from the corpse, allowing you to use the Dash ability.

Shade

  • Locations: Wherever the Knight was last killed.
  • Drops: All Geo on most recent death.
  • Kills for Journal: 1.
  • Behaviour: After dying, a shadow of the Knight appears where they die, or before the room they die in. As you get close the Shade’s location, it will make an odd noise before homing in on you. It will attack by using its Nail and using any spells you have learned before dying. The Shade has no set health as it gets stronger as you make your way through the game.
  • Additional Information: You will have a broken SOUL meter until the Shade is killed, and it won’t be possible to fill it up to full until the meter is fixed. If you kill the Shade, your SOUL meter will return to normal and all of the Geo you lost from your most recent death will be returned to you. However, if you were to die again before killing the first Shade, all Geo lost with that Shade will disappear. Meaning, if you die with 2000 Geo, collect 50 Geo as you make your way back and then die again, the Shade you have to kill will only drop 50 Geo.