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Overview
Combat-forward region featuring windy verticals, arena clusters, and long lateral stretches. Expect multi-encounter chains and occasional traps; plan loops that return to benches and bellways.
Map Highlights
- Benches: A bench toward the upper reaches; secure it to anchor retries during gauntlets.
- Bell travel: Useful for shuttling in/out once activated.
- Map vendor: Shakra appears along the approach; listen for humming and look for signage.
Get the Hunter’s March Map (Shakra)
- Approach: Enter from neighboring routes via bellways or upward climbs.
- Find Shakra: On a main corridor or just off it; buy the map and rest to update.
- QoL: Quill/Compass help across windy verticals and branching arenas.
Hazards & Traversal
- Wind lifts: Time ascents to avoid aerial knockbacks during gusts.
- Traps/locks: Some benches require interacting with nearby mechanisms before use.
- Gauntlets: Break chains into segments; heal behind cover and reset at benches.
Route Tips
- Prep builds: Swap to survivability crests/tools before long chains.
- Short arcs: Scout in arcs from a bench to reveal loops and shortcuts.
- Bell-first: Prioritize unlocking the local bell node to shorten recovery.
Suggested Gauntlet Loop
- Entry → First Bench: Stabilize here to checkpoint before windy climbs.
- Bench → Shakra: Follow signage/humming to buy the Hunter’s March map; add Quill/Compass.
- Wind shafts: Practice short hops; clear fliers before committing to long verticals.
- Door/lever loop: Open a shortcut back to your bench or the bell.
- Arena chain: Clear one or two rooms at a time; reset at the bench between attempts.
Bench Order (Early)
- Lower Approach Bench: Closest checkpoint to wind shafts and first arenas.
- Mid‑Climb Bench: Reduces recovery when practicing gust timings.
- Bell‑side Bench: Ideal once the bell node is active for quick shuttles.
Boss: Savage Beastfly (Mid‑Region)
- Location: Toward the mid/upper routes of Hunter’s March.
- Prep: High survivability crests and safe heal windows between gusts.
- Strategy: Control space; bait charges during calm wind moments, then punish.
- Guide: See /guides/tutorial/savage-beastfly-boss-fight.
Tips for Arenas & Wind
- Fight the room first: Clear adds/hazards before focusing on elites.
- Use cover: Pillars and ledges break line‑of‑sight and create heal windows.
- Watch gust cadence: Move during lulls; avoid jumps at peak gusts.
FAQ
- Where’s the map vendor? On/near the main corridor; listen for humming and follow signage.
- I keep failing windy climbs—what helps? Short hops, clear fliers first, and practice lever loops for quick returns.
- Any must‑get tools? Mobility upgrades (double jump/wind gliding) make climbs safer—see /guides/tutorial/unlock-wind-gliding.
Related Guides
- /guides/tutorial/map-locations-early-game
- /guides/routes/100-percent-map
- /guides/tutorial/savage-beastfly-boss-fight
- /guides/tutorial/unlock-wind-gliding
Sources
- Walkthrough context: https://www.rockpapershotgun.com/hollow-knight-silksong-walkthrough-part-7
- Map location videos: https://www.youtube.com/watch?v=p6IpjvBI0bY