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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchRead Savage Beastfly’s height: a low hover signals its horizontal Sweep, while a high hover signals a three-Slam sequence. Jump or let the Sweep pass overhead, dodge each Slam sideways, and use the opening after the third Slam for safer damage. The Chapel of the Beast and Far Fields versions share those cues but have different hazards and summons.
How to read Savage Beastfly’s attacks
Low hover: Sweep
When the boss hovers low, expect a horizontal charge. Jump over a low approach; if it is high enough to pass overhead, stay grounded and look for an opportunity to strike upward. The attack may include three charges. In the Chapel arena, a collision with the wall interrupts the Sweep and cancels the remaining charges. The Hollow Knight Wiki’s Savage Beastfly entry documents these patterns.
High hover: three Slams
A high hover signals three consecutive Slams aimed toward Hornet. Dodge laterally before each impact. The safest sustained opening is after the third Slam; more confident players can try hitting as a Slam lands or while the boss repositions, but those are riskier opportunities.
First fight: Chapel of the Beast
The first Savage Beastfly is at the eastern end of Hunter’s March, in the Chapel of the Beast. Reaching the area requires the Drifter’s Cloak to ride the updrafts, and defeating the boss blocks access to the Beast Crest.
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Handle the second phase
At 440/880 HP, the Chapel fight enters phase two: the boss screeches, cages fall, and enemies may emerge. The possible adds are Beastflies, Kiliks, or Vicious Caranids, with up to four present at once. Avoid the falling cages and clear adds when you have a safe opening, but keep the boss in view. A Slam can also kill minions caught near its landing point.
Silksong Wiki’s strategy guide recommends attacking during the boss’s roar and suggests Thread Storm, Warding Bell, Fractured Mask, Curveclaw or Sting Shard, and Reaper Crest. These are that guide’s loadout suggestions, not prerequisites; the key is recognizing the attack cues and controlling the adds without losing track of the boss.
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Second fight: Far Fields
The Far Fields encounter is in the Fourth Chorus arena. To reach it, accept the Savage Beastfly Wish in Bellhart after defeating Fourth Chorus. This version begins by bursting out of lava and destroying the center section of platforms.
Preserve a route across the arena
The Sweep remains dangerous, and the open arena means the boss generally completes all three charges. Slams break platform sections and can send it into the lava. Watch for a lava plume beneath Hornet: it warns that the boss is about to re-emerge beneath her and destroy that platform. Later Slam targets are constrained by the previous impact, so move with the attack pattern and keep an escape route in mind. Platforms return after a short time, rather than remaining destroyed for the whole fight.
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Manage Tarmites and use the boulder
Instead of cage-dropped enemies, this encounter summons Tarmites from the sides. The summon attack begins at 520/1140 HP, and a later threshold can bring in two. Clear them when safe, while continuing to watch for the plume warning. A hanging boulder can deal 100 damage and stun the boss if it hits. Magma Bell reduces lava and Tarmite projectile damage, according to the Hollow Knight Wiki; Silksong Wiki also recommends it for this fight.
Chapel and Far Fields at a glance
| Feature | Chapel of the Beast | Far Fields |
|---|---|---|
| Access | Hunter’s March; Drifter’s Cloak needed to reach the area | Accept the Bellhart Wish after defeating Fourth Chorus |
| Arena | Enclosed; a wall collision can interrupt a Sweep | Lava arena with destructible platforms |
| Phase-two adds | Cages can drop Beastflies, Kiliks, or Vicious Caranids | Tarmites arrive from the sides |
| Distinct hazard or opportunity | Use the wall interruption if a Sweep hits it | Lava re-emergence threatens Hornet’s platform; a hanging boulder can deal 100 damage and stun the boss |
| Tool note | Silksong Wiki suggests general crowd-control tools | Magma Bell reduces lava and Tarmite projectile damage, according to the Hollow Knight Wiki |
Make retries shorter and practice deliberately
PC Gamer’s September 5, 2025 guide reports a trapped bench in a side room near the Chapel fight. Its route advice is to pass the bench, break the wall, and attack the trap mechanism before sitting; it also recommends activating the shortcut lever after the Chapel’s jumping puzzle. Check the room and shortcut in your current game state rather than assuming this route is part of the boss encounter.
- First, identify whether the boss is hovering low or high.
- Next, practice avoiding the full Sweep or all three Slams before adding attacks.
- Then, add controlled hits during openings; in phase two, manage adds without losing sight of the boss.
Useful game-data context
The Hollow Knight Wiki lists the Chapel’s phase transition at 440/880 HP and a separate 248/495 HP threshold for double-cage behavior. For Far Fields, it lists 520/1140 HP for the summon attack and 292/585 HP for a later threshold. It also records 11 hits to stagger. These are game-mechanics figures, not published research statistics. The in-game Hunter’s Journal description reproduced there calls it an “Angered, adult Beastfly with a weighty body and a thickened hardshell mask.”
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