The Old King of Hallownest.. he must have been desperate to save his crumbling little world. The sacrifices he imposed on others.. all for nothing.
-Fully grown Vessel, carrying the plague's heart within its body.
|About The Hollow Knight|
The Hollow Knight is the Vessel that sealed away the Infection. It is one of two final bosses of the game.
Upon breaking the seals on the temple by destroying the three Dreamers, the player is allowed entrance in order to fight this boss. To begin the fight, the player must break the four chains holding the Hollow Knight.
|Behavior and Tactics|
The Hollow Knight fight happens over 4 Phases. Each Phase is marked by the Hollow Knight standing still, turning their head skyward and shouting. This shout stuns The Knight. The fight changes with each phase.
In Phase 1, the Hollow Knight has three attacks: Triple Slash, Lunge, and Parry. The attacks come regularly. The Hollow Knight will back dash, teleport, and leap around the arena between attacks.
In Phase 2 of the fight, the Hollow Knight gains two more attacks (Rainbow and Diving Flame Pillar) and the Hollow Knight moves and attacks with greater frequency.
In Phase 3, the Hollow Knight begins stabbing themselves. The Hollow Knight gains two more attacks (Explosion and Bouncing Balloon) but they also slow down: rarely leaping or teleporting and their attacks come less often.
In Phase 4, the Hollow Knight can barely move. They don't teleport or leap anymore; they can hardly swing their Nail; and they only use two different attacks: the Bouncing Balloon and Desperate Attack.
The main weakness of the Hollow Knight is that they are vulnerable to attacks from above. During a Lunge or Triple Slash, jump above their head and Nail bounce a few times while they finish their attack. If they try to Parry, simply dash away before they counter-attack.
While seemingly random, during the Rainbow and Explosion Attacks there is a pattern to the blobs, so pay attention and move into safe zones. Dashing can often overshoot a safe zone, so walking is usually safer.
During Bouncing Balloon, they will home in on the player nearly perfectly if moving in one direction, but will have trouble tracking if the player constantly changes direction. Don't run away, instead dodge the first slam, then dash under them when they rise for a new slam, then reverse again after they come down and repeat.
During the Diving Flame Pillar Attack, the pillars will briefly charge on the floor before erupting, showing where it's safe to stand. When the Hollow Knight jumps and readies their Nail, start looking for a safe zone immediately after dodging the downward strike.
The Hollow Knight's teleport will usually position them far away from the player, so using Vengeful Spirit/Shade Soul during this time is useful to get hits in before they charge another attack. Moving too far from the Hollow Knight makes them more likely to teleport close to the player, so be careful running away to heal.
Under normal circumstances, the Hollow Knight is immune to the Dream Nail and will not grant any SOUL on a successful hit.
Depending on the player's progress, one of the three endings will play out after the fight. After the ending, the player will spawn at the last Benchrested at.
When The Hollow Knight stabs themself with their blade, it is a great time to heal, allowing for at least two hit points to be healed.
:heavy_check_mark: Triple Slash: The Hollow Knight will swing their Nail 3 times. This attack only happens in Phases 1 through 3. Each swing of their Nail moves the Hollow Knight forward, covering about 25% of the arena in total. The swings are so wide that they can damage The Knight even if they are behind the Hollow Knight.
:heavy_check_mark: Lunge: The Hollow Knight will lunge along the ground with their Nail towards the Knight. This attack only happens in Phases 1 through 3. This lunge covers about 50% of the arena.
:heavy_check_mark: Parry: The Hollow Knight will parry and riposte with their Nail. This attack only happens in Phases 1 through 3. The riposte has a huge arc and sizeable range because the Hollow Knight slides forward when they swing and it is very fast. The window for a riposte starts with a flash and lasts for a little more than half a second. Spells will also trigger the riposte.
[Phase 2]
The Hollow Knight gains these attacks in addition to the attacks of Phase 1. The Hollow Knight attacks and moves more frequently.
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:heavy_check_mark: Diving Flame Pillar: The Hollow Knight will get into the air and then slam straight down with their Nail, causing columns of infected fire to shoot up from the ground. This attack only happens in Phases 2 and 3. The Hollow Knight will either teleport into the air or leap into the air. No matter which method they choose, the Hollow Knight attempts to slam down where the Knight was at the beginning of the attack.
:heavy_check_mark: Rainbow: The Hollow Knight will launch multiple blobs of infection towards the Knight. This attack only happens in Phases 2 and 3. The blobs are fired in arcs at multiple angles, starting low and working up. This attack covers about 75% of the arena. The Hollow Knight will launch 9 or 10 blobs in total. This attack doesn't track the Knight; the blobs will always follow the same arcs.
[Phase 3]
The Hollow Knight gains these attacks in addition to the attacks from Phases 1 and 2. The Hollow Knight attacks and moves less frequently and begins stabbing themselves.
:heavy_check_mark: Explosion: The Hollow Knight will hover in the air and shoot blobs of infection everywhere. This attack only occurs in Phase 3. The Hollow Knight will always be in the center of the arena for this attack. They remain in the air for 6.5 seconds. The blobs travel along three primary paths: an arc going left, an arc going right, and a third going down. Blobs will burst from the Hollow Knight for about 5 seconds.
:heavy_check_mark: Bouncing Balloon: The Hollow Knight will float around the arena and bounce up and down. This attack only occurs in Phases 3 and 4. Every time they bounce down, the Hollow Knight is targeting the Knight. The Hollow Knight bounces between 2 to 5 times throughout this attack.
[Phase 4]
Depending on the player's progress, the fight will be interrupted by Hornet, allowing player to access its mind with the Dream Nail and fight The Radiance, otherwise the fight will continue as normal. During the fourth phase of the battle, the Hollow Knight loses all other attacks except the Bouncing Balloon Attack and gains one new attack.
:heavy_check_mark: Desperate: The Hollow Knight will swing their Nail once and then fall to their knees. This attack only happens in Phase 4. Essentially, the Hollow Knight is attempting a Triple Slash Attack but as soon as the first slash happens, they fall over without moving forward at all.
This is a list of the creatures you need to defeat to complete the journal.
Hunter's Journal
These are all the creatures you need to complete the journal. You can obtain the entries for invicible enemies by examining special objects. There is no way to lock yourself out of being able to complete the journal. Page #01 Page #02 Page #03
Most of the enemies are easy to find, but a few are tricky. Here are the locations of some of the ones people commonly have trouble with:
Goam - A petrified one is located through a secret passage in the Crossroads near its border with the Fungal Wastes.
Gorgeous Husk - It's located through a secret passage in one of the houses near King's Station.
Void Tendrils - It's located in an upward secret passage on the lower right portion of the Abyss.
Elder Hu - He can be found at a dead end in the Fungal Wastes. If you look at the location of the Leg Eater and follow the map slightly downwards you shouldn't have trouble finding it.
Written by Celery.
Hollow Knight Complete Hunter Journal
In Hollow Knight, do the monster kills you do before you get Hunter's journal count to the required number of kills to unlock said enemy's entry?
MaurycyMaurycy
1 Answer
Yes they do, although it's unclear to me from which point on exactly. Looking at the disassembly and memory search of the linear section where the list of all enemy kills is stored during runtime shows a clear picture. Here is an small excerpt (there seems to be an unbelievable amount of different monsters in this lovely game) of this memory section on my OSX running the game:
As you can see I haven't really slaughtered all enemies yet, let alone found all foes (as the list is linear in the stack with 8 byte jumps per enemy and I can look up the byte offset from a known kill count, in my current game for example I have no corresponding monster entry in the game UI for the count of 0x1868C18C0, while I do have one for 0x1868C18B8 and 0x1868C18C8 showing up right after each other). Looking at the disassembly of the code-path while executed, the best I could come up with is the following (pseudo code):
Judging from the first and last entry in my UI list of monsters, there is a clean 8 byte jump span of 132 entries from lowest found kill count in the stack to the highest one, and I have barely discovered 100 of the monsters in my current state of the game. I'm really looking forward to discovering more ;).
MoreakiMoreaki
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