Cogwork Dancers Boss Guide: Master Silksong's First Citadel Fight
Players pushing through Hollow Knight: Silksong know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.
Where To Find The Cogwork Dancers
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.
Cogwork Dancers Phase One Guide
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:
| Dancer Positions | Target Locations |
|---|---|
| Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move. | |
| They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges. | |
| Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move. | |
| Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle. | |
| Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side. |
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.
Cogwork Dancers Phase Two Guide
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.
Cogwork Dancers Phase Three Guide
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.
Cogwork Dancers Phase Four Guide
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battle: they're actually hard to get hit by. After a few more swings, the second dancer falls, and the fight is over. The arena goes quiet, and you can almost hear the cogs winding down. It's a bittersweet end to a mechanical romance.
So there you have it: read the positions, stay patient, and don't get greedy. The Cogwork Dancers are a test of observation more than reflexes, and once you learn their steps, you'll be the one leading the dance. 🎭⚙️
Once the cogs fall silent and you’re ready to move on to the next challenge, you might also be thinking about adding Hollow Knight: Silksong to your own library or comparing it with other games on your wishlist. DealNest is a handy place to check game prices across stores before you commit, so you can spend less time hunting for a deal and more time mastering the next dance.
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