Honestly, by the time you hit Act 2 in Hollow Knight: Silksong, the "honeymoon phase" of exploring Moss Grotto is long gone. You've probably realized that Pharloom isn't Hallownest. It's faster. It’s meaner. And the bosses? They’re basically designed to punish anyone still playing like a Knight instead of a Weaver.
If you're stuck in the middle stretch of the game—what most players consider the "Citadel Ascent" or the deep mid-game—you’ve likely run into the wall that is the Silksong Act 2 bosses. These aren't just skill checks. They are mechanical shifts.
The Mid-Game Reality Check
Most people think the difficulty curve in Silksong is linear. It isn't. It’s a spike that hits right around the time you reach locations like Bilewater or the High Halls. In Act 1, you can sort of fumble through with basic heals and needle pokes. By Act 2, if you aren't using your tools—shoutout to the Sawwheels and Pincushions—you are going to have a bad time.
Take Groal the Great in Bilewater. On paper, it looks like a standard "big guy with a club" fight. Wrong. Groal is a lesson in arena management. Because the floor in Bilewater is constantly shifting with refuse and acid, you can't just stand still. You have to stay airborne. Most players fail here because they try to "tank" hits. You can't tank in this game. Hornet’s health pool is deceptive; those masks go fast when the boss does contact damage plus environmental hazards.
The Duelists: Trobbio and the Second Sentinel
If you survived the Docks, you probably thought you were good at dueling. Then you meet Trobbio in the Whispering Vaults. This guy is a literal stage performer, and he treats the fight like a dance. It’s annoying. It’s flashy. And his fireworks attacks are a nightmare if you haven't mastered the "diagonal dash."
What most people get wrong about Trobbio is the pacing. They try to chase him. Don't do that. Trobbio is a "punish boss." You wait for him to finish his grand flourish, then you zip in. If you try to lead the dance, he just out-maneuvers you with those pink wings.
Then there’s the Second Sentinel in the High Halls. This is where the game stops being polite. Unlike the first encounter, this version uses the verticality of the room against you. You’ll see people on Reddit complaining about the "reserve bind" mechanic, but it’s actually the best time to learn how to weave your Silk Spells into combos.
Mechanical Nightmares: Cogwork Dancers
If you’ve reached the Cogwork Core, you know the Cogwork Dancers. This is a multi-phase fight that basically tests if you've been paying attention to the game's rhythm.
- Phase 1: Standard duo fight. Keep them both in view.
- Phase 2: They sync up. This is where the bullet-hell elements start creeping in.
- Phase 3: One breaks, and the other becomes a hyper-aggressive solo threat.
The mistake here is focusing on one dancer. If you kill one too early, the second one enters a "frenzy" state that is significantly harder to track. You want to whittle them down together. It’s a classic Hollow Knight trope, but with the added speed of Hornet’s kit, it feels way more chaotic.
The Optional Giants
Not every boss in Act 2 is mandatory, but skipping them is a mistake if you want the best tools. Garmond and Zaza in the Songclave are a perfect example. They aren't "hard" in the traditional sense, but they require a level of multitasking that most players aren't ready for in the mid-game.
And let’s talk about The Unravelled in Whiteward. This boss is terrifying. It’s one of the few fights where the boss actually reacts to your silk usage. Use too much, and it gets faster. It’s a weird, meta-commentary on the player’s reliance on Hornet's powers.
Why Act 2 Feels So Different
In the original Hollow Knight, Act 2 was about freedom. You got the Dream Nail and just wandered. In Silksong, Act 2 is about ascension. You are literally climbing. This changes the level design and the boss arenas.
You’ll notice a lot more "pitfall" deaths in these fights. Bosses like the Raging Conchfly in the Sands of Karak love to knock you off small platforms. It's not just about learning the boss's moves; it's about learning the floor. Or the lack of one.
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Survival Tips for the Citadel Ascent
If you’re currently hitting a wall, check your Silk Spool. Are you using the right Crest? Most players stick with the Wanderer Crest because it’s familiar. In Act 2, you should be experimenting with the Silk-Thief or Reaper setups.
- Prioritize Range: Bosses like Voltvyrm move too fast for consistent melee. Use your throwing needles.
- Watch the Screams: Just like the first game, the audio cues are everything. A boss's second scream usually means a phase shift. Don't rush in for "one last hit" during a scream; you'll likely get caught in an AOE burst.
- Upgrade Your Tools: If you haven't gone back to the Forge to sharpen your main needle or upgrade your traps, do it now. The damage scaling in Act 2 is steep.
Looking Toward the Peak
The transition from Act 2 to Act 3 usually happens after a major encounter like Lace (Part 2) or the Grand Mother Silk entrance. By the time you reach the Citadel proper, you should have a firm grasp of the "Silk-Heal" timing. If you’re still trying to heal in the middle of a boss’s combo, you aren't going to survive the endgame.
The Act 2 bosses are there to break your bad habits. They want you to move. They want you to use your tools. And honestly? Once it clicks, the game becomes a totally different experience. It stops being a struggle and starts feeling like a high-speed lethal ballet.
If you’re struggling with a specific encounter like Shakra or the Moorwing rematch, take a break. Go hunt for some additional Rosaries or Shell Shards. Pharloom is a big place, and sometimes the solution to a hard boss is just coming back with a better toolbelt.
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To get past the mid-game slump, focus on mastering the Parry. It’s much more generous than it was in Hallownest, and against bosses like the First Sinner, it's the only way to create a real opening. Stop running away—start dashing through.
Next Steps for Your Journey:
If you’ve already cleared the Cogwork Core, your next priority is heading toward the Shining Citadel. Make sure you’ve collected at least three Lifeblood Cocoons from the secret paths in Greymoor; you’ll need the extra buffer for the gauntlet ahead. If you’re still missing the Swift Step ability, backtrack to the Deep Docks immediately, as the platforming in the upcoming Act 3 bosses is practically impossible without it.