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OldTundra66 4 hours ago

Far Fields Walkthrough

After reaching the Deep Docks, your Hollow Knight: Silksong playthrough continues into the Far Fields. This trap and bug-filled biome is covered in platforming puzzles, dangerous foes to try and defeat, one key character upgrade for Hornet, and a unique boss in the form of Fourth Chorus.

How to Reach the Far Fields

The Far Fields are accessible once you defeatLacein the Deep Docks (which require the Swift Step Ability to reach). Alternatively, you can use a Simple Key on the locked door low down in the Deep Docks to skip Lace to find an alternate exit into the Far Fields.
Task Description Area Task Is Obtained Quest Type Reward Complete?
Flexile SpinesHunt Hokers in the Far Fields and collect Spine Cores. The MarrowHunt Quest Drifter's Cloak Flexile Spines
After Completing Far Fields
A Lifesaving BridgeDonate shell shards to aid the building of a bridge. Bone Bottom Donate Quest Bridge A Lifesaving Bridge
Volatile FlintbeetlesTrack down Flintbeetles in The Marrow to collect Flintgems. Bone Bottom Hunt Quest Memory Locket Volatile Flintbeetles

Jump to a section:

    • Finding Shakra
    • Reaching The Seamstress
    • Flexile Spines Quest
    • Exploring The Updrafts
    • Fourth Chorus Boss Fight
    • Exploring The Higher Fields
    • A Brief Trip Back To Mosshome

How to Find Shakra in the Far Fields

After you defeat Lace, continue to the right until you enter the Far Fields properly (If you decided to use the Simple Key to bypass her, we'll cover where you end up further down).

Ahead, you will find a new enemy type, the Fertid. These small black bugs with plants growing out of them are pretty harmless, just walking along the platform. They can be killed quickly with just three hits, which make them great for replenishing your Silk.

Just above, you can find a Flying Fertid. Once again, they don't attack and simply fly in a general area. Continue right and kill the other two bugs.

The platforms above lead to a hole in the ceiling that you can't reach yet. Instead, just continue to the right.

In the next room, you will find a Skarr Scout, which briefly appeared above the Deep Docks. Watch for their burrowing to attack when they reappear, and dodge their thrown projectiles or slash them aside with your needle.

Once the ant is dead, continue to the right to find another ant enemy, as well as a stronger skull-wearing ant. These Skarr Stalker are often placed alongside a Skarr Scout together in the Far Fields and can be challenging initially. However, a Silkspear attack can weaken the smaller ant, requiring only one or two more hits to kill it.

The larger Skarr Stalker ant has a few key attacks. Anytime it holds its sword to the side, it will perform a melee combo up close, which you can either jump over to avoid or back off from.

The enemy can also jump into the air and strike at a 45-degree angle downward (Similar to the Lace Boss Fight), carrying itself forward as well. You can dodge this by either jumping over it as it jumps towards the ground or running underneath it.

If you are at a distance, it will hold its sword behind it and perform a ground charge, which is followed up by a single melee slash. The easiest way to dodge this is to jump over the dash. It may take some practice to eliminate both of these, but focusing on the smaller ant first is the best approach.

Note, if the duo is giving you too much trouble, you can simply avoid them by taking the lower path and going all the way right into the first main chamber of the Far Fields. However, it's worth practicing on these enemies, as things will only get harder, and its the only way to gain access to some optional areas.

If you want to do more side exploring before finding Shakra, run and jump to the platform ahead after defeating the troublesome ant enemies, and run and jump back over to the platform on the left. Once again, run and jump to the platform on the right and then fall down.

Look to the left and hop up the platforms to find a Shell Shard statue you can destroy. Go back to the left and jump up onto the platforms you were just at. This time, jump all the way to the left, past a few enemies.

Continue to the left and jump up through the gap in the ceiling. Up and on the left, you can find another deadly Skarr Stalker guarding several strings of Rosary Beads.

Far Fields Secret Path 1

In the room with the Skarr Stalker guarding the Rosary Beads, you can actually unlock an alternate path early, by striking the wall on the far right. This leads into a den full of ant enemies and a Lost Flea, and emptying out higher up into the Far Fields, but for this walkthrough we'll cover the area from its main entrance later on.

Return to the room below, and head all the way to the right, past a slain ant enemy with one of Shakra's rings embedded in it. There are two pathways here -- both above and below -- but each lead into the Far Fields central vertical chasm.

You'll find the large room full of hot air vents pushing upward, but you lack the ability needed to interact with them. For now, jump to the right side and follow the trail of rings to find a room to enter.

Instead, continue further up and enter the second room on your right. In here you can find Shakra, who has a new item you can purchase. Her inventory has the following new item:

Item Rosary Bead Cost Description
Far Fields Map 50 Rosary Beads Fierce red-shells nest across these wide caverns. Battle with them is most intense. Impressive are the warriors of Pharloom.

As with her other items, grab this map as soon as you can, so you can navigate around the Far Fields. When you're ready to continue on, leave the room and head downward.

How to Reach The Seamstress

Progress further down and defeat the enemy below, or progress straight into the room on the left. Guarding it will be a larger version of the Caranids you saw in The Marrow. These Vicious Caranids are bigger, and will wave their talons about all around them when you draw close, creating a sphere of impenetrable blades. Bait out these attacks to strike between their wild swings.

In that room on the left, jump up through the gap in the ceiling. At the top, you can find a Warding Bell. This is a blue Tool which inscribes the user with a hymn of protection. This will shield you when you bind and recover health. It's not perfect -- as getting struck during binding will still interrupt your heal and use up all your Silk, but at least you won't take damage!

Warding Bell

Far Fields Secret Path 2

This room is actually where the alternate pathway from Deep Docks leads out if you used the Simple Key on the locked door below the Forge Daughter. You can actually destroy the wall just on your left to find part of that pathway, although a few gates will stop you from getting very far in.

Leaving the room with the Warding Bell, return to the lava-filled bottom of the shaft and climb upward, before dashing to the right to find a passage underneath where you met Shakra. (Note there are a few smoldering rocks below on the right wall above the lava pit, but they'll only reveal some Shell Shards that are likely to sprinkle into the lava).

Jump back down to the room beneath you on the right and head on through. Fall down to the bottom.

Hop along the platforms in the lava, and you will see something huge in the background that will play an important role later on. Continue along to the right and jump up the platforms.

In the next room, you will see a huge structure in the middle of the arena. This is where the Seamstress is located. There are many updrafts and hanging rings around here, but you can't interact with any of it, so you'll need to take the long way around. To reach it, jump down and across the platforms to the far right.

Kill the enemies on the way and move upwards as the platforms lead upwards.

Continue upwards and to the left to find the Seamstress' house you can enter. Don't worry about the path to the right, we'll explore more in a moment.

Inside is a cushion you can rest on to save. Speak to the friendly Seamstress, and she will mention that she can lend you a hand. But you will need to collect some spines from the bugs around this area. She will give you the Flexile Spines quest, which you should accept as you need to complete this to progress.

Flexile Spines Quest

To get the spines, we'll need to explore the rest of the eastern Far Fields, but there's more than one way to get there.

Far Fields Hidden Path 3

Return to the right instead of going through the opening to the right, jump down once you reach the wind updraft.

Stick to the right as you fall, and you will find a secret passage.

In here, you can find a Rosary String and an orange rock you can explode. This leads into the next room on the right, which is where we want to go anyway.

Kill the pilgrim and jump up to find another new enemy type. These Horkers are the ones you need for your quest. They will stay still but fire spikes at you. These spikes contain spines, which is what you need to grab for the quest for the Seamstress.

You can grab them from the ground, from destroyed spikes, or attack the spikes once they fire them to drop spines. 25 of them are needed, which you'll likely collect after doing a loop of this place.

Continue to the right, grab more Spines and defeat the enemies.

Attack the yellow rock to explode it, opening up a path to a new room.

Before you head to the right, jump upwards. Towards the top, you can find a vertebrae running along the ceiling and another of the enemies that drops spines to collect.

To the left, you can find a Pilgrim to kill and some Rosary Beads to collect. Be careful, as a second Pilgrim will spawn behind you once you reach the mid-point of the cavern.

Continue jumping up and destroy the orange rock in the wall on your right. Jump all the way down and continue to the right through the route you previously opened up.

Hop across the platforms to the right and defeat the enemies ahead. You can also attack the glowing rock to drop it from the ceiling. You may notice hanging rings high above, but you won't be able to explore the area above until you've gained something important in Act 2.

Continue along and defeat the new pilgrim ahead. The Pilgrim Hornfly will quickly jump and dive at you at a 45-degree angle, forcing you to jump over them quickly. They also bounce and carry themselves forward slightly as they crash to the ground.

Just ahead, you can find another new enemy type. The Elder Hulks are rolling bugs which will curl up into a ball and roll towards you, bouncing at the same time. If you time it right, you can kill this one with the exploding rock above it.

To the right is a locked door you can't open just yet -- one that looks very much like the large Moss Grotto door (consider placing map markers on the entrances!). Instead, head upwards.

Attack the enemy above and grab whatever Spine Cores you need before continuing upwards even more by running off the ledge and jumping to the right.

Here you can find some Rosary Beads, but as soon as you attack them, another of the rolling bugs will spawn.

Turn around and run and jump to the left. Defeat the enemy and then jump to the left once more.

Defeat the additional enemies and continue moving left. Enter the room on your left, and you will find yourself above the vertebrae we saw earlier.

Hit the yellow rock to cause it to drop on the vertebrae, creating a gap to jump through.

With that, you will have explored everything in this area. If you have enough Spine Cores, return to the Seamstress. If not, simply re-run through this area killing the enemies until you have enough (unlike Pilgrims, the Horkers will respawn when you move to another room).

With enough Spine Cores, speak to the Seamstress and hand them over to complete the quest. In return, she will give you the Drifter's Cloak. This is an upgrade to Hornet's garb that allows her to float to the ground, covering greater distances. This can be activated by holding the jump button while in the air.

Exploring The Updrafts

Now you have the Drifter's Cloak, not only can you float, but you can also explore the areas only reachable via the updrafts scattered throughout the Far Fields.

The first area we will explore is where you just came from and where you killed the enemies for the Spine Cores.

Continue all the way to the right and use the updraft near the first Pilgrim enemy. At the top, you can attack the orange rock to destroy it and then take the updraft again to find an item.

You can pick up a Bone Scroll, which -- like the Choral Commandment found outside Mosshome -- can be sold later in the game.

Far Fields Bone Scroll

Now, exit back out to the room with the Seamstress' home and take the updrafts just next to you.

Attack the orange rock updraft at the top, either with a tool or by performing a down attack at a 45-degree angle and then ride this updraft up.

Once you reach the top, glide over and attack the lower of the two orange rocks. Jump off, as you will take damage and then climb back up and glide over to it once again. Do the same with the second rock above.

Ride this updraft up and then glide over to the ledge on the left. Go through to the next room.

Jump down and attack the orange rock; this will cause an explosion, revealing the updraft.

Climb back up and then take the updraft up even more. Glide across and then look beneath you.

Jump down and walk right to find another rock to explode, revealing an updraft that will let you fly up to the rock on the ceiling. Attack it to reveal a Mask Shard embedded within the ground. Jump down and grab it. Like the one sold in Bone Bottom, you'll need to claim 4 to gain another Health Point!

Far Fields Mask Shard 1

On the left, you can find some silk remnants on the vines that you can attack to grab. These are scattered throughout the game's areas and refill some of your silk when struck, making them extremely useful if no enemies are around to get Silk back from.

That covers everything in here, so head back over the spikes and outside. Rest on the bench in the Seamstress' home. Head back outside and take the path to the left, back to the beginning of the Far Fields.

Far Fields Secret Room 3

In the next room, ride the second updraft up to find a secret path. Here you can find some more silk remnants, which are worth grabbing for what is about to come if you find yourself low on Silk.

As you continue left, the giant object in the back of the room will come to life, revealing the next main boss.

Fourth Chorus Boss Fight Guide and Strategy

    • Recommended Tools: Warding Bell/Magma Bell

Fourth Chorus is different from a lot of the other bosses in the game, as it is a full-screen boss fight. Hornet will need to avoid the attacks and hit the Fourth Chorus' head, which is the main area that takes damage.

When you arrive on the platform, the Fourth Chorus will wake up from the background and begin attacking.

It has a lot of health, so you want to spend your time attacking as you avoid and jump over the attacks. Up attacks are your best friend in this fight as you will be spending most of the fight beneath the boss' head.

The main attack to learn is a hand swipe across the lower third of the screen. This can occur from either the left or right side of the screen and is shown by the boss' hand being placed at the side of the screen.

It can be dodged by jumping over the hand swipe.

The next attack is a vertical hand slam, which will cause the platform where the hand slams to disappear for a few seconds, forcing you to avoid the lava. It is signified by the Fourth Chorus' hand being positioned high up by its head, and can happen at any position on the screen.

You can dodge it by jumping to either side of where the hand is slamming.

Be aware that the boss can combine several of these attacks, forcing you to deal with one right after the other. For example, the boss may slam twice in a row, or slam once and then perform a swipe across the screen, forcing you to jump while having limited platforms to land on.

If you find yourself falling into the lava too often and taking extra damage, having the Magma Bell equipped can help mitigate some of that extra damage!

After you deal enough damage, the boss will become stunned briefly, allowing you to deal a lot of damage to its head with Silkspear attacks or Tools.

When the boss screeches for the first time after the fight starts, phase two will begin.

In this phase, it can combine these attacks once again, but also add a third attack into the mix. This is a ceiling attack that will drop flaming boulders from the top of the screen.

You can dodge these by moving side to side, although you may have to do this while a hand swipe comes across the bottom of the screen or a slam from above removes platforms.

The boss will almost always go back to this ceiling attack after performing a hand swipe or slam.

Eventually, it will become stunned again, and you can deal a large chunk of damage one more time.

Finally, the boss will not enter a new phase, but the platforms beneath you will start to stay embedded within the lava for longer when the boss performs a hand slam.

This forces you to jump across larger gaps or use the Drifter's Cloak to glide across the arena from one side of the arena to the other.

Finally, when the boss screeches for the third time, some air currents will appear. Glide up using the Drifter's Cloak on either side and attack the orange rock in the ceiling. The boss will still perform its other attacks as you try to do this.

Repeat this for the other side, and the boulder will crash onto the boss, defeating it for good.

Fourth Chorus Defeated

Exploring The Higher Fields

With the Drifter's Cloak and Fourth Chorus defeated, it is time to explore the rest of the Far Fields higher up.

First of all, ride the updraft on the far left and glide over to the right to find some Rosary Beads. You can grab them by attacking the stone statue.

Continue to the left to re-enter the main room in the Far Fields (Where you met Shakra). Use the updrafts and destroy the several orange rocks to continue higher.

The first path on your right leads to the Bellway. Pay the Rosaries to open it up and travel back to Bone Bottom if you wish.

Back outside the Bellway entrance, take the nearest updraft to reach the top of a high ledge, and look to the far left to find a smoldering orange rock on the ceiling, a bit out of reach. Drop down below, and you'll find a second stone you can hit to detonate, allowing an air current to send you to the upper stone.

Detonating both explosive rocks will reveal a new way upward, and a third smoldering rock to create another shortcut all the way along the right air current up from the Bellway.

Further up on your right in the Far Fields, you can find a room denoted by a small circular sign outside it. Head inside and defeat the Skarr Scout playing a bit of target practice. The room lacks real importance now, sadly.

Leave the room and jump even further up using the updrafts. As you float upwards, dodge the Vicious Caranids and look for a small ledge to the left with a dead husk with some Rosary Beads above. After claiming them, jump down to the right to detonate another smoldering rock to create an extended air current further upward. To the right is a bench sign, but the left has an alternate path you may have explored earlier in Far Fields, but we'll cover it from this angle.

Enter the large room to the left of the vertical chasm to find docile floating Fertids and a single Skarr Scout. After defeating it, head left across the thorns to find a series of wooden platforms leading left, and a lower pathway going down toward more thorns. Move across the platforms to the upper left portion of the room to find several strands of Rosary Beads you can knock down.

When you drop down to collect the beads, be ready for an ambush by a Skarr Stalker. Once it is dead, head to the right to find an opening along the ground you can drop down into.

Here you'll find yourself in a structure used by the Skarr Ants. Drop down and enter the first ledge on the left to find a Fertid, and a spot to drop down to the lower room to get the drop on a lone Skarr Scout guarding strings of Rosary Beads.

Next, exit the room and jump to the opposite side. Carefully continue toward the sound of a Lost Flea in distress, and you will be caught in a trap by a Skarr Scout. Attack the trap quickly to free yourself and defeat the ant before it can start attacking you.

At the end of the path, you can find another of the Lost Fleas. Attack it to free the Lost Flea and bring it back to the caravan.Far Fields Lost Flea 1

If you drop down to the bottom of this room, you'll find a ledge leading to a stone wall past some bushes that can be destroyed, linking back to the hidden path we mentioned earlier in this region!

Return back to the main vertical room in Far Fields, and jump across the gap to the right side under a large sealed roof, following the bench icon.

Along this path, you can find Pilgrim's Rest. This area includes a lore stone and Sherma, whom you meet at the entrance to The Marrow originally. To the right is a hut which you can enter with 30 Rosaries. This hut will close each time you leave, but there is a way to keep it open permanently.

If you attack the gear above the door from inside enough, it will break, and the door will stay open forever. Now you no longer need to pay 30 Rosaries each time you want to rest or shop here!

Inside the hut, you can speak to Mort, a shopkeeper who has some items to sell. His initial inventory consists of:

Item Rosary Bead Cost Description
Weighted Belt 160 Rosary Beads A holy burden to help maintain your poise. Whether striking others or being struck yourself, you'll remain firmly in place.
Tool Pouch 220 Rosary Beads That pouch of yours... With the scraps left here and a little work, I could add some pockets for you, let you carry more tools and shards while on the road. That'd be nice, wouldn't it?
Memory Locket 150 Rosary Beads Memories only weigh us down, but some pilgrims still cling to them with unseemly devotion. This memory isn't yours, but perhaps you could find some use for it?
Rosary String 80 Rosary Beads I'll string your rosaries tight for a modest fee, It's the safest way to keep them close.

It is worth grabbing the Memory Locket if you have the Rosaries. These can be used to unlock new slots for Tools in a Crest of your choice, giving you more Tools to have active at once. The Tool Pouch is also a good deal if you find yourself using your offensive Tools a lot, while the Weighted Belt is more of an experimental pick if you don't like Hornet getting knocked back slightly while attacking.

To advance to the top of the Far Fields shaft, run to the right and then jump upwards. Continue up and then jump to the platform on the left.

Once again, run and jump to the hanging platform to lower it, allowing you to jump up to the ledge on your left.

Continue to the left and hit the next switch, opening up the trapdoor which previously blocked you from ascending.

Continue travelling upwards and attack the orange exploding orb in the rocks above you. Progress further up, using the updrafts and attack the switch to allow the updraft to continue further up into the higher Far Fields.

Ascend even higher and attack the large orange rock. This will explode, and you will be carried up into the next main area of the game: Greymoor.

Note that once you reach Greymoor, the Wishes A Lifesaving Bridge and Volatile Flintbeetles will also now appear on the Bone Bottom Wish Board. This is a great time to return back to Bone Bottom, as there's also a few new things to unlock using your new abilities.

Far Fields

New Unlocks With the Drifter's Cloak and Swift Step

With the Far Fields mostly complete, jump back down and head through the Bellway to Bone Bottom. Grab the new Wishes, and then take the elevator up and then climb up even more.

On the left, you can jump to a small ledge and see a hanging cage. You want to run and jump to this cage and then air-dash once again using your Swift Step, then holding the jump button to glide all the way to the left.

You will face some enemies, but you can avoid them if you jump and glide fast enough. This will take you to a small ledge with some Rosary Beads that you can collect. You can also kill the enemies here. While you're down on the low ledges with a cage perched over the end, try hopping off, and using your Drifter's Cloak to slowly fall while hugging the left side.

Done correctly, you'll soon find a ledge below high above the Moss Grotto. The room here has a large plate holding Rosary Beads on it, and you can continue to the left to find a lower room holding a Weaver Effigy. Like the Bone Scroll you found in the Far Fields, you'll be able to sell this for money and learn what's written before too long.

Moss Grotto Weaver Effigy

Return back up above Bone Bottom, and cross the hanging cages one more time. This time, look for the doorway above the ledge, and head inside.

In this next room, you can find a large, unique mole-like enemy called a Craggler hanging from the ceiling that will spit a nearly unending spray of acid at you. You can defeat this right now, but it is incredibly difficult. Therefore, we suggest just running all the way past it with the dash and then jumping into the next room.


If you do decide to fight the Craggler now, wait under a low platform and learn the timing of its acid spray. The moment it stops, hop upward to perform a rising slash, then drop back down and repeat the process. It will likely take a LOT of patience, but defeating it will award you a Beast Shard, and the Craggler will not respawn.

In this room, you can find a door which you can use a Simple Key on. If you use the Simple Key, you can obtain the Crest of the Wanderer in the Wormways, which gives Hornet a standard vertical downward attack rather than the diagonal one, similar to the downward attack in the first game.

Even if you'd rather buy the Simple Key later or use it in the Deep Docks, there's a secret here you don't need the key for, located below the locked door.

Drop down and attack the wall on your right in the pond. This will reveal a small space holding another Mask Shard to add to your collection. With the one for sale in Bone Bottom and the one you claimed above the Seamstress, you'll only need one more to gain a new health point!

Wormways Mask Shard

From here, you can choose to go in a few directions. With the Simple Key, part of the Wormways area open to you, but some places you can't visit yet, so we'd recommend holding off. The next major area above the Far Fields is Greymoor, but if you're looking for an optional challenge, we'd highly recommend taking the path to Hunter's March from The Marrow, to claim a new Crest for Hornet by fighting your way through a lot of angry ants!

Deep Docks + Backtracking Checklist
Wishes Completed
Flexile Spines--
A Lifesaving BridgeVolatile Flintbeetles
Tools Collected
Warding BellWeighted Belt
Mask Shards
Far Fields Mask Shard 1Wormways Mask Shard
Relics
Far Fields Bone ScrollMoss Grotto Weaver Effigy
Memory Lockets
Far Fields Memory Locket 1Volatile Flintbeetles Memory Locket
Bosses DefeatedLost Fleas Found
Fourth Chorus DefeatedFar Fields Lost Flea 1
AbilitiesTool Pouches
Drifter's CloakFar Fields Tool Pouch

Up Next: Hunter's March Walkthrough

PreviousDeep Docks WalkthroughNextHunter's March Walkthrough

Top Guide Sections

  • Differences and New Features
  • Essential Tips and Tricks
  • Walkthrough
  • Boss Guides and Boss Order

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Hollow Knight: SilksongTeam Cherry
Initial Release: Sep 4, 2025
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Source: https://www.ign.com/wikis/hollow-knight-silksong/Far_Fields_Walkthrough · updated 9 months ago

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