Meet the Daring Duo: Garmond and Zaza
Wandering the enchanting land of Pharloom? Keep an eye out for an eccentric pair of NPCs: the knight Garmond and his trusty steed, Zaza. This guide will unravel their antics, aspirations, and the peculiar rewards tied to them in Silksong.
Hollow Knight Silksong is stuffed to the brim with enigmatic characters, like the Green Prince. However, none can quite match the delightful chaos brought by Garmond and his equine companion, Zaza. Garmond’s exuberance—and let’s face it,his penchant for charging headfirst into battles—brings to mind a certain knight errant from classic literature. One might wonder if he’s just a few windmills away from complete insanity!
Where to Spot Garmond and Zaza
Rumor has it that this dynamic duo pops up at various locations based on how adventurous one is—or, perhaps, how straight one can follow a quest line. Typically, Garmond and Zaza make their grand entrance in Darkvale, just when you’re about to face the menacing Ailebrume. And let’s be honest, who wouldn’t welcome a little extra help while brawling with a boss? Their friendly interference might just make the battle feel like a Sunday stroll in the park—well, if that park was under siege, that is.
However, if one decides to travel to Darkvale via the Flea Caravan (which, let’s face it, sounds like a dodgy carnival ride), Ailebrume goes MIA. As Damsel in Distress would have it, Garmond and Zaza can be found flapping their wings—well, one of them at least—behind a rather convincing gate to the left of the area. Spoiler alert: They won’t have any heroic giveaways during this rendezvous. Sorry, folks!
Later on, they can be encountered all over Pharloom, including the cheekily named Sinner’s Path and, of course, the grand Citadel, but only after taking down the Last Judge and flinging open the Great Door. Garmond and Zaza appear like your hip friends who show up with takeout food when you’re knee-deep in trouble—perfectly timed and always ready to lend a hoof or hand.
Fast forward to Act 3, and it becomes painfully clear: until the final chapter of Silksong, Garmond and Zaza play the role of professional sideliners. Once Act 3 kicks off, a lighthearted chat with Garmond allows him to saddle up and assist in defending Clochelle and Chantsoir from the ever-so-nasty Nether swarm. Cue his enthusiastic battle cry that might sound something like “ZAMZIBAR!”—because nothing says bravery like a shout-out to a second-rate sandwich place.
The Hero’s Call and the Lost Garmond
The story takes a dark twist when the Wish “The Hero’s Call” springs into action at Clochelle. A quick dash with the fast travel feature leads to the Eroded Steps. Head left to find a lonely Zaza, who’s more than happy to play guide and lead the way to Garmond. Friendship goals, anyone?
To nobody’s surprise, Garmond has been swept away by the shadows and has transformed into a rather moody mini-boss. If one wants to survive this encounter with their dignity intact, it’s advisable to refrain from going toe-to-toe. Instead, stick to aerial attacks, as long as the strategy includes not floating above him like a piñata waiting to be smashed.
Most of his attacks resemble those of the Void creatures, so no need to categorize them anew—familiarity does breed a level of comfort.
Once Garmond’s shadowy form hits the deck, he returns to his senses, eventually deciding that a cozy spot next to Zaza is a perfect place to “rest” after a riveting existential crisis. While no shiny rewards await for this heroic endeavor, players can bask in the glory of the unlocked trophy: “The Hero’s Call.” Because everyone loves a good consolation prize!