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LunarEmber_gg 4 hours ago

Hunter's March Walkthrough

Hunter's March is a semi-optional area sitting above The Marrow and Deep Docks that can be explored during Act 1 of the main story. Though it is not required to visit during Act 1, it can be well worth the grueling adventure to seek out the mysterious Chapel within that holds a new Crest that can alter Hornet's attacks.

How to Reach Hunter's March

Hunter's March is sitting behind a tough enemy at the far northeastern corner of The Marrow. You can first arrive at it after getting the Silk Spear Skill, and defeating the Bell Beat to move to the Marrow's far right side into a large vertical shaft room. You will have to face constant traps, a really tough boss, and some of the hardest enemy combinations in Act 1. But there is a worthwhile reward at the end in the form of the Crest of the Beast.

Due to the dangerous nature of this region, we strongly recommend exploring further into Pharloom before attempting this area. By claiming the Swift Step in Deep Docks, and acquiring the Drifter's Cloak in Far Fields first, you'll have a lot more mobility and manuvering to help with both tough fights and tricky platforming. At this point, providing you have visitedGreymoor, you can return to Bone Bottom and obtain theVolatile Flintbeetleshunt quest, which we suggest completing in The Marrow before you venture into Hunter's March.
Task Description Area Task Is Obtained Quest Type Reward Complete?
The Lost FleasSeek fleas across the lands of Pharloom and guide them to the Flea Caravan. The MarrowSide Quest N/A The Lost Fleas

Jump to a section:

    • Defeating the Skarrgard
    • Reaching Shakra
    • Unlocking The Bench
    • Reaching the Chapel of the Beast
    • Savage Beastfly Boss Fight

Note the bench just below the boss room. Make sure you rest there to give yourself an easy respawn point. Just above the jail area with the bench is another greener doorway leading into a cave where the miniboss awaits.

It's worth mentioning that there's a reason this unmarked miniboss is tough early on - you're being encouraged to go pick up a skill to help with Hornet's mobility. However, if you want to try defeating him early, read below! Everything here still applies to the fight after you have earned the Dash skill, too!

How to Defeat the Skull Ant Miniboss

Known as the Skarrgard, this giant ant isn't technically a boss, but it feels about a tough as one when fought this early in the game. As for the fight, the Skull Ant has two main moves. There’s a two-hit sweeping attack with his weapon, which has an incredibly impressive range.

The second move is a leaping attack that has even more range, and if you face him early on, trying to run backward is essentially unwinnable. Your only hope is to bait a short range jump, and run underneath him to the other side. Thankfully, there's a tactic to negate this move.

Even though you confront the Skull Ant in a more open space, the best move is to backtrack into the narrow tunnel you took to get here. He won’t be able to jump in there, but his two-hit combo still has a lot of reach. Move back and forth, wait for him to pop out of the ground, back off, then close in with an attack of your choice.

Just be ready to back up again if he readies another swing. You can get in some cheap hits at the very beginning of the fight as he’s waking up, and if you’re feeling really brave, you can even sneak in a few more when he emerges from the ground. Otherwise, chip away between his swipes, and he’ll eventually go down.

Consider utilizing the offensive tool found in the prison below this room along with the bench, as you can use it at a distance to chip away at the bosses health rather quickly!

Defeating the Skull Ant (Later)

If you wait until you learn the Swift Step ability, you'll have a much easier time with this boss. You can afford to take things a lot easier, and simply dash in, strike, and dash out before he can retaliate.

Just make sure to watch his movements carefully if you fight in the open. Give yourself enough room to dash away from his jump attacks. If you're already close you can easily dash under to score hits when he lands, or if you're too far out, just dash backward to avoid the attack altogether.

So what was this tough guy guarding? Continue east, and you’ll reach the Hunter’s March proper.

Reaching Shakra

Believe it or not, but just reaching Shakra is a tall order in Hunter's March. After you enter from the miniboss, jump along the red buds and over the spikes into the next room.

Kill the Skarrlid ahead and jump up using the red buds to pogo off of each one.

Do the same for the second set of buds higher up. You may gain the attention of the flying Skarrwing, so watch out.

When you reach a diverging path, hold off on taking the right path, instead going up to the left, you can continue jumping up.

Jump up a second time using the buds to find the last of the 5 Lost Fleas needed to complete the initial Lost Fleas Wish. You can now return to the caravan if you wish, or visit later to complete the Wish. The caravan will offer to take you to the western side of Greymoor if you wish, but for now, we will continue through Hunter's March.

Hunter's March Lost FleaNote that if you turn in the quest before exploring Greymoor, the caravan will travel to the far side of the region and remove a boss encounter -- at least for awhile.

Back at the previous spot in Hunter's March, jump up the right and defeat the flying ant. Head into the next room, too.

In this room, along the bottom, you can find a crafty Skarr Scout to defeat, as well as a flying Skarrwing a little further along.

Higher up, you can find one of the formidable Skarr Stalkers and another small ant to the left. There are also some Rosary Beads to collect here.

Past the Skarr Stalker, jump across the red bulbs and to the path on the other side.

Attack the rope to drop a Rosary Necklace, which you can use to gain some Rosary Beads.

If you jump down, you can either take the lower or upper path. The lower path has a Skarr Stalker, and the upper path has a trap on the first platform, so you need to run across quickly and jump to the right, defeating the Skarr Scout and Skarrwing afterwards.

Run and jump across the final gap to enter the next room.

This room consists of a pretty grueling wave-based fight against several enemies. If you fail, you will have to run back through the entirety of this area:

To start, you just have a Skarr Stalker. But the second wave amps things up with two flying Skarrwings at the same time. The best way to defeat them is to try and corner them into the left or right edges of the screen to hit both of them with your attacks.

Next up you will have to face a Skarr Scout and a new, bigger flying Spear Skarr. Ideally, try to take out the weaker ground-based foe first, and attack the other when the Spear Skarr crashes into the ground trying to stab you.

Brendan's Recommendation 🗡️


Due to the high mobility and ambushes on all sides, you can get great use out of using the Sting Shard Tool here, purchased by the Forge Daughter in the Deep Docks. Toss a few around the arena, and it will catch foes that try to dart past and deal heavy damage, often to multiple enemies at once!

The Spear Skarr has several attacks. That ground crash will occur when it flies directly above you. Move to the side or jump away and then attack it to land some hits.

If it holds its spear behind it, it will perform a diagonal melee slash in your direction. This consists of two hits, and it will fly at a 45-degree angle down towards you.

If it holds the spear downwards and in front of it, then it is about to throw the spear. It will fly in a straight line, so you can dodge it by jumping over it after the Spear Skarr has thrown it. Remember that in a pinch, you can deflect the projectile with a well-timed attack, but it is risky!

Once the Spear Skarr is finally defeated, kill the Skarr Scouts that spawn in the next wave. A Silkspear attack is best when they are both standing on the ground and not burrowing. Remember to be patient and not rush straight into their projectiles.

The final wave is the real challenge as you face off against both a Spear Skarr and Skarr Stalker Both have a lot of health and range to their attacks, which can make the fight a challenge. Ideally, you want to kill the Skarr Stalker first, as it is more mobile.

Any Tools should be saved for this wave. Silkspear attacks can hit both of them when the beetle crashes into the ground too.

Ideally, you want to continue moving back and forth from left to right to keep the Spear Skarr out of your immediate vicinity, focusing on landing hits on the Skarr Stalker as and when you have the openings. Once it is dead, you can then fight the Spear Skarr the same way as you fought the other one.

With all the waves defeated, you can continue onwards to the right. In the next room, you can hop upwards or jump along the bulbs lower down.

Above, you can find some silk webs to regain your Silk if needed. Run and jump across to the platform higher up ahead and defeat the ant and skull ant. Jump down and continue hopping along the bulbs on the bottom of the screen to defeat the ant ahead.

Even further to the right, you can find a Skarrwing high up, but this path is completely covered in traps, so it is best to run all the way to the right, instead of slowly walking right. This is where the Swift Step truly comes in handy!

You can also jump upwards using the bulbs and attack the Shell Shards on the rope to collect them.

After the trap-laden path, hop across the bulbs to the other side and into the next room.

Jump down and glide to the platform on the right and head through to the corridor ahead. Hop across the bulb and you will find Shakra. She has two items you can buy:

Item Rosary Bead Cost Description
Hunter's March Map 70 Rosary Beads Burrowed paths of the red-shells. Their stores and shrines are frequent throughout. These tunnels must grant them swift passage about the fields below.
Hunt Marker 60 Rosary Beads You can use these to mark places of importance or reminders on your map. The shell of the red-hunters makes for a vivid marker indeed.

As always, you want to buy these items as quickly as possible, but the Hunter's March map is the priority. Consider using the other marker to help denote troublesome encounters, like the formidable Craggler that guards the entrance to the Wormways.

Unlocking The Bench

Our next main objective is to unlock the first bench in Hunter's March. There is a longer path to the right past Shakra, but we'll hold off on that route for the moment. Therefore, run back past Shakra and out to the main vertical room in the Hunter's March.

Before heading upward, look for a far room on the bottom left, you can find a switch which links back to The Marrow and Deep Docks.

If you tried to get through this area early or just after finding the Swift Step, you'll find the process of going upward fairly tedious. Thankfully with the Drifter's Cloak, you can use the wind current to carry yourself upwards until you see a series of ledges on the both sides. A lower path leads right, and a higher path leads left with the sign for a bench.

Just in the room on your right, you can find a mysterious statue and a bush that seems to sneeze. If you attack that bush, you can speak to Gilly, a character who will play an important role in a side quest later on. They won't have much to say for now, so head back outside.

Once you reach the bench, your first instinct might be to run towards it to rest and heal up. But as soon as you sit down, you’ll hear a click, then a rumble and a huge axe will drop from below to take a swing at you. If you’re low on health, you’ll find yourself in huge trouble here.

Hunter's March Secret Room 1

While the bench is in fact real, you’ll need to deactivate the trap in order to use it. To deactivate the trap, walk to the secret room on the left side of the bench.

In this room, you'll find a switch hanging from above that you can hit with your needle to deactivate the trap. Once you've done this, you can return to the bench to restore your health and save your progress.

If you continue to ride the air current upwards in the main shaft, you'll find one last landing, with another platform high above that you can't reach until you can climb walls. For now, you can still head through the door on the left to find a storeroom full of Shell Shards (if you're full up, you may want to save these for replenishing on the boss fight later)

Hunter's March Secret Path 2

If you hop into the wall on your left, about halfway up, you can find a secret pathway. Be sure to use your Swift Step to run and jump across the two gaps, as there are several pressure pads activating huge traps.


At the far end, you'll find a strange yet seemingly friendly Motteld Skarr is an outcast who -- despite its language barrier -- wishes to trade with you.

The Mottled Skarr has some rare, powerful Tools you can purchase, and we highly recommend getting them sooner rather than later:

Item Rosary Bead Cost Description
Curveclaw 140 Rosary Beads Auakh khe. Rnka. Uakht rk.
Fractured Mask 260 Rosary Beads Kha uokn. Krka tih.
Shard Bundle 50 Rosary Beads Rkraha. Tnk uokn.

The Curveclaw will act like a boomerang that can hit multiple times (and is extremely useful against the upcoming boss!), while the Fractured Mask will save you from a lethal hit once, restoring itself when resting on a bench.

Reaching the Chapel of the Beast

Now that you've done all you can up here, return back to Shakra to locate the mysterious Chapel.

Jump to the right past Shakra across the bulbs. Ignore the wind current for a moment and hop even further to the right. Attack the cage hanging from the ceiling and pick up the item from the carcass. This is a Memory Locket which can be used to unlock new Tool slots on a crest of your choice. Given that you can unlock a new Crest inside the nearby chapel, you may want to hold off using it for a moment.

Hunter's March Memory Locket

Ride the wind current upward and onto a ledge to the right, and continue on this path to find the Chapel entrance, which serves as a very small "dungeon".

Once inside, take the first wind current up and head right, gliding to the bulbs. You will need to extend your jumps with the glide to reach these bulbs, as they are quite spread apart.

Take the wind current all the way up and glide to the platform on the right. Next, use the bulbs to ascend even higher.

At the top, jump to the left and slowly glide down, avoiding the spikes on either side. Move quickly once you land, as the floor will give way to thorns. In the room beyond, you'll find an assortment of bugs that will break free of their cages. Attack the three enemies and kill them.

Jump down and float past the last of the thorns to find yourself on the other side of the locked gate by the Chapel's entrance. .Hit the switch to open the door, allowing you to skip to the boss: the Savage Beastfly in the future, which will be handy as it is a tough fight.

Savage Beastfly Boss Fight

    • Recommended Tools: Curveclaw, Fractured Mask/Warding Bell

The Savage Beastfly has a lot of health, making it a tough fight. However, its attacks are relatively straightforward. It charges across the room, and its trajectory depends on your position. If you jump over the boss as it flies by, it will likely fly high enough on the next attack that you can stay on the ground. Try to get in some quick hits as it passes, and be careful not to jump too soon, as the fly sometimes tracks you before it actually starts charging.

When the Savage Beastfly attacks again, it uses a body slam that can happen up to three times in a row. Position yourself to the side as the boss slams down, and use the opportunity to attack when it reaches your level. You can also heal safely here, if necessary, by standing to the sides of the room.

Those last two attacks aren’t so bad by themselves, but the real trouble starts when the Savage Beastfly summons more enemies, like Kilik that launch spikes from their backs and a Vicious Caranid. These can swarm the screen and corner you, so you need to prioritize taking them out as soon as possible before the room gets too packed and you become overwhelmed.

The Savage Beastfly’s body slam attack will also take down any enemies it hits, so you can use this to your advantage if you position yourself right.

Keep moving, land as many hits as you can, and make sure to keep the room clear to finally defeat the Savage Beastfly.

Savage Beastfly Defeated

Once it's dead, head to the right side of the room and Bind with the giant bug shell to get the Crest of Beast.

Crest of Beast

Crests are effectively a way to completely change Hornet's moveset and available Tools. Each Crest has its own passive perks (some of which need to be unlocked) and ways for Hornet to attack. While you've had the Hunter's Crest equipped by default since the start, you can now swap between Crests while resting at a bench. Different Crest also have different colored slots (The Beast Crest starting with 2 Red Tools Slots compared to the Hunter's Crest slot for each color), with more that can be unlocked with Memory Lockets.

The Beast Crest allows Hornet's standard attack to slash in a wider downward arc, and changes your downward strike to a rolling buzzsaw-like slash that is very different from the Hunter's Crest angled stab. In addition, your Bind will also be altered: Binding will no longer automatically heal, but send Hornet into a fury that allows all of your slashes to steal life back for a short duration!

Note that if you'd rather stick with what you've grown accustomed to, you can swap back to the Hunter's Crest by returning to the nearby bench outside the Chapel.

This effectively completes the Hunter's March area, as you won't be able to explore more of it for awhile. If you haven't already, consider making your next stop in the region of Greymoor high above the Far Fields, on route to a mysterious town called Bellhart. Alternatively, you can use the Simple Key sold in Bone Bottom to travel up through the Wormways toward Shellwood instead.

Hunter's March
Hunter's March Checklist
Tools Collected
CurveclawFractured Mask
Wishes CompletedBosses Defeated
The Lost FleasSavage Beastfly Defeated
Lost Fleas FoundCrests Obtained
Hunter's March Lost FleaCrest of Beast
Memory Lockets
Hunter's March Memory Locket---

Up Next: Greymoor Walkthrough

PreviousFar Fields WalkthroughNextGreymoor 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/Hunter%27s_March_Walkthrough · updated 9 months ago

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