Hollow Knight Silksong walkthrough and area order (100% completion)
Our 100% walkthrough and area order guide is the perfect companion for any new Silksong adventurer
Looking for a dependable Hollow Knight: Silksong 100% walkthrough to see you through every single room in Pharloom? Our Silksong walkthrough is designed to help players figure out where to go next, at any stage of the game. Our area order section will help you follow the ideal progression route through each region so that you can see everything on offer in Pharloom, and this walkthrough will also highlight everything of interest along the way, from optional bosses and secret areas to all-new charms, spells, and more.
The first Hollow Knight was famous for many things, and one of them was its confusing world, in which it is so very easy for new players to become lost. Silksong is no different - in fact, its new world of Pharloom is even larger and more tangled than the first game. It can be very easy to grow frustrated by the lack of a clear path forward, and bounce off Silksong before this excellent game has its hooks in you.
I've spent hundreds of hours playing through Silksong at this point. This walkthrough has grown alongside the playerbase's discoveries and our own team's playthroughs, and now I'm proud to say that this is the perfect guide to help you achieve 100% completion in your Silksong playthrough!
In this guide:
The aim of this Hollow Knight: Silksong walkthrough is to guide you down the most intuitive progression route I've found playing Silksong, so that you can see and do everything there is to do, from optional bosses and questlines to gathering powerful and useful collectibles - all without ever feeling lost. The world of Silksong is vast and confusing, and it's easy to lose track of your position within it. But with this walkthrough at your beck and call, you should always be able to find the best path forward.
Throughout this 100% walkthrough, I will show you the path forward to find everything of note within the area, as well as highlighting locations which you currently cannot reach so that we can come back to them later on in a different part of the playthrough.
I'll also offer tips and strategies for certain difficult encounters and Silksong bosses, particularly when there is a unique gimmick or aspect to the fight which it's important to understand. I won't spend time explaining how to fight your way through every single enemy encounter. The truth behind the difficulty curves of games such as Hollow Knight: Silksong is that a lot of the time, you just need to practice, die repeatedly, and learn the attack patterns of the enemies you're facing until you can succeed.
If you do need more general help getting through the game, look no further than our Hollow Knight: Silksong tips and tricks page!
Hollow Knight Silksong walkthrough steps
Here are all the steps of this walkthrough. Tap any step name for our guide on that section of Hollow Knight: Silksong.
| Order | Walkthrough | Details |
|---|---|---|
| 1 | Moss Grotto | Hornet frees herself from mysterious captors, and must ascend Moss Grotto - and face her first boss fight - to escape. Keep an eye out for Mossberries on your way! |
| 2 | The Marrow | From the village, you'll meet several more new faces and face greater dangers as you climb north into the confusing passageways of The Marrow, and then Mosshome. |
| 3 | East Marrow | There's a fair bit left to explore along the East side of The Marrow biome, including your first Flea to rescue, your first Craftmetal, and an important boss battle. |
| 4 | Chapel Of The Wanderer | A brief but very worthwhile detour from the main path is a good idea at this point. Just muster up 500 Rosaries, and we'll show you a safe path through a dangerous biome to reach the Wanderer Crest. |
| 5 | Deep Docks | Braving the Deep Docks next gives you the most important movement tech in all of Silksong, along with a handy new NPC and an exceptionally enjoyable boss fight. Those ants are a sign of things to come... |
| 6 | Far Fields | The sprawling Far Fields east of the Deep Docks hold many secrets, not to mention another captive Flea, and a whole load of Hokers. Most importantly though, it's where you'll learn how to soar using air currents in the world! |
| 7 | Hunter's March | Hunter's March is the most rage-inducing area in the early-game of Silksong, with a couple of startlingly challenging boss fights (including against the fearsome Skarrgard) and a whole lot of Pogo-parkouring. Follow this path to make sure you don't miss a thing. |
| 8 | The Wormways | Now it's time to venture properly through the claustrophobic Wormways. While we still can't see everything this region has to offer, it gives us a direct path north to the next major region of the game. |
| 9 | Shellwood | One of the largest regions left to explore in Act 1, Shellwood is home to many hidden things, along with another all-powerful movement skill to unlock. Find all 6 Pollip Hearts along your way with our guide! |
| 10 | Misc Quests | This interlude shows you how to complete a medley of intriguing different quests and other activities, including - crucially - how to obtain the Plasmium Phial for the boss battles ahead. |
| 11 | Bellhart | Follow this section of our walkthrough to learn how to sever the curse of Haunted Bellhart, as we guide you through the bellveins above and below the town (and finish Greyroot's quest while we're at it!). Prepare for the trickiest boss fight yet! |
| 12 | Greymoor | The Halfway Home, a perverted Flea, a powerful new Skill and Crest, and far too many Craws await you amid the bleak, looping terrain of Greymoor. |
| 13 | Weavenests | With the new Needolin you gained from Shellwood, you can now open the paths to the two hidden Weavenests currently available to you, giving you access to some handy new tools (and an intriguing NPC). |
| 14 | Blasted Steps | Beyond the Shellwood lie the worm-infested dunes of the Blasted Steps - where a surprising number of NPCs can be found, not to mention a number of challenging enemies, and the most challenging boss fight so far. |
| 15 | Sinner's Road | Sinner's Road is unpleasant. Aside from its very aggressive Muckroaches and infested waters, you wouldn't believe the trouble it takes to find a working Sinner's Road Bench. But stick with us and we'll make it through together. |
| 16 | Exhaust Organ | The tiny little steam-filled Exhaust Organ is up next, because defeating its main boss early - hard though it may be - gives us all the more time with one of the best offensive skills in Silksong. |
| 17 | Choral Chambers | The Rosary-filled Choral Chambers are a gateway to many different areas of the Citadel, but first they must be tamed, their shortcuts opened, their tunnels explored, their Fleas rescued, and their various quests received. |
| 18 | Whiteward | The horrifying (but short) Whiteward is up next, and allows us passage down into a section of the Underworks we couldn't otherwise reach. We can't reach everything in the Whiteward right now, but we'll return later. |
| 19 | Underworks | Dropping down into the east side of the Underworks, we can start with our true objective - obtaining the Clawline - before systematically exploring every other section of the region and all its hidden collectibles. |
| 20 | Cogwork Core | With the Dancers defeated, we can now enter the Cogwork Core and brave its tricky platforming puzzles and bronze-plated automaton enemies in search of the Architect's Melody, and the path to the Whispering Vaults. |
| 21 | Whispering Vaults | The Whispering Vaults is a puzzling region, filled with giant blocks that need to be moved around in order to reveal new paths. One of these paths leads to the Vaultkeeper's Melody - but which one? |
| 22 | Mount Fay | The treacherous ascent up Mount Fay is made extra challenging by the cold, which damages Hornet quickly if you aren't fast with your climbing. Fortunately, the Faydown Cloak waiting for you at the summit makes everything worthwhile. |
| 23 | Misc Quests 2 | With both the Faydown Cloak and the Clawline, there's a lot of new areas of old regions that we can now access. This part of our walkthrough plots a course through pretty much every side activity and new region you can now access! |
| 24 | Deep Docks 2 | It's time now to explore deeper than ever before, as we unlock at last the lower sections of the Deep Docks. Don't expect it to be as easy down here as the early areas of Deep Docks. Bring your Magma Bell! |
| 25 | Wisp Thicket | The secretive Wisp Thicket is nestled snugly above Greymoor, and now accessible to you with your Faydown Cloak. It won't take long to traverse, but the fire-filled boss at the end may give you a moment's pause. |
| 26 | Bilewater | Time for one of the most unpleasant regions in Silksong: Bilewater. We've dipped into it before, but now we can double-jump our way to the very top to fight the awful boss there, and pick up the Apostate's Key for the next part. |
| 27 | The Slab | Now that we have the Apostate's Key, it's time to crack the maze-like prison that is The Slab wide open. Join us as we pick up all three Slab keys along a winding path that culminates in a fight against a powerful and lightning-fast boss. |
| 28 | Sands Of Karak | The Sands Of Karak feature a unique traversal mechanic, along with a couple of interesting tools and bosses to discover. It'll be our last stop before turning our focus to the final part of the Threefold Melody. |
| 29 | High Halls | The High Halls are a fairly small region in the northwest of the Citadel, and it won't take long to explore, but my goodness that final arena fight can be nasty. Follow this guide to make that last step much easier! |
| 30 | Memorium | One of the last steps before completing Act 2 is to visit and explore the Memorium. Not only does it contains some important discoveries like the last of the Lost Fleas and Cogheart Pieces, but it also leads us to the Putrified Ducts beyond. |
| 31 | Putrified Ducts | The Putrified Ducts are probably the most unpleasant area in the game. Thankfully, it's not a large region, and it won't take you long to reach the Flea-beckoning Paradise on the other side. |
| 32 | Misc Quests 3 | We're almost at the end of Act 2; before we ascend to the Cradle at the top of Pharloom, it's time to make yourself as strong as possible by completing all available quests and side activities. |
| 33 | The Cradle | Just two more bosses to defeat in The Cradle, and Act 2 is finished. But it's also critical that you speak with the Caretaker between these fights if you want to unlock Act 3. |
| 34 | Starting Act 3 | Your first task now is getting back down from The Cradle in a crumbling Pharloom. After that, there are a few key activities you should prioritise to make the rest of Act 3 considerably easier! |
| 35 | The Abyss | Delving down into The Abyss deep below Pharloom is actually a bit easier than you might expect. Getting out, on the other hand, requires a lot of endurance, and a brand new movement ability. |
| 36 | The Old Hearts | Before Hornet can face the true final boss, she needs the Void-repelling Everbloom flower from her memory. And to make that journey, she needs to take the strength of three legendary warriors - by force. |
| 37 | Verdania | There's just one new region left to discover - Verdania, forgotten home of the Green Prince. And despite not being necessary for the main story, it's well worth exploring its beautiful lands for the memorable bosses within. |
| 38 | Act 3 Wishes | In the penultimate chapter of our walkthrough, I'll take you through all the remaining important quests, activities, and Mementos to discover across all of Pharloom. |
| 39 | True Ending | Everything has led to this. There's nothing else to do in Pharloom, so it's time to descend once more into The Abyss and face the final boss and reach the True Ending with 100% completion. Good luck! |
Hollow Knight Silksong area order
There are almost always several possible paths forward in Silksong, but in my experience, some paths are easier and offer a fuller, more satisfying experience than others. Here's my recommended Silksong area order for all first-time players, whether you're looking for a 100% completion rate and all achievements, or you just want to experience the best possible journey through Pharloom.
Act 1: Pharloom
- Moss Grotto
- The Marrow / Mosshome
- Chapel Of The Wanderer
- Deep Docks (upper half)
- Far Fields
- Hunter's March
- The Wormways
- Shellwood
- Re-explore old regions with Cling Grip
- Bellhart
- Greymoor
- Weavenest Atla / Weavenest Cindril
- Blasted Steps
- Sinner's Road
- The Mist
- Exhaust Organ
From the starting point of Moss Grotto, you can really only go into the Marrow and then Mosshome for the Silkspear, after which you can fight the Bell Beast to unlock fast travel. After that I strongly urge players to dip into the Wormways just to reach the Chapel Of The Wanderer west of Bone Bottom, where you can pick up the Wanderer Crest; and after that, you can proceed through Deep Docks and Far Fields before tackling Hunter's March (which I consider the hardest of the super early-game regions).
From there, I like to properly explore the Wormways and use it as a path up to Shellwood and Bellhart. You can instead do Greymoor first, travelling there either from Far Fields or using the Flea Caravan, but Greymoor is a large and fairly involved section, and I prefer to get the other sections out of the way first. After that you can choose between the Blasted Steps path to the Last Judge, or the Sinner's Road path to Phantom, either of which will unlock Act 2. More on this choice below!
Act 2: Citadel Of Song
- Choral Chambers
- Whiteward
- Underworks
- Cogwork Core
- Whispering Vaults
- Mount Fay
- Re-explore old regions with Faydown Cloak / Clawline
- Deep Docks (lower half)
- Wisp Thicket
- Bilewater
- The Slab
- Sands Of Karak
- High Halls
- Memorium
- Putrified Ducts
- The Cradle
The obvious place to start Act 2 is by thoroughly exploring the Choral Chambers, but after that you should prioritise a visit through the Whiteward to the Cauldron in the Underworks so you can access the Clawline ability. After that, the Cogwork Core and Whispering Vaults offer fairly simple paths to two parts of the Threefold Melody. The third is in High Halls, but I like to explore it later on so that Shakra can help me during the High Halls arena fight.
So instead, I highly encourage you scale Mount Fay to get the Faydown Cloak, and then go back over old regions with your double-jump and harpoon to find any areas and quests you couldn't previously access. After that, I tackle the Wisp Thicket, Bilewater, The Slab, and Sands Of Karak before finishing off the Threefold Melody in High Halls. Then it's just a matter of polishing off Memorium and the Putrified Ducts before ascending to the Cradle to finish Act 2.
Act 3: Abyss
- The Abyss
- The Old Hearts sections
- Verdania
- Re-explore old regions with Silk Soar / Elegy Of The Deep
- The Abyss (True Ending)
Once you've made your way down from The Cradle and settled the first tasks of Act 3, such as defeating the Bell Eater and visiting Fleatopia, it's best to follow the main quest immediately into The Abyss so you can get Silk Soar as quickly as possible. Once that's done, you can do pretty much everything else in the game at once, including The Old Hearts bosses, as well as various other new side quests and bosses to track down.
You can fit Verdania in wherever you like, as long as you've returned from The Abyss and received Elegy Of The Deep from the Snail Shamans. I like to defeat its final boss and get the Conjoined Heart after completing The Old Hearts quest, just because it seems neater. Beyond that, you can simply descend down into The Abyss once again for the final boss when you're ready to end this magnificent game at last.
Choice: Blasted Steps or Sinner's Road?
The main choice players must make regarding their progression route, at least at first, is which path to take to reach Act 2 of the game. There are two paths you can take:
- Shellwood > Blasted Steps > Grand Gate > Underworks > Choral Chambers
- Greymoor > Sinner's Road > The Mist > Exhaust Organ > Choral Chambers
Technically, Act 2 begins at the Grand Gate if you choose the first path, although as you can see it's a longer journey to actually reach the Choral Chambers. Both paths take a similar amount of time to reach the Choral Chambers; my opinion is that the second path is more difficult than the first (given the challenge of Sinner's Road and the confusing nature of The Mist); but its boss, Phantom, is a little easier than the boss of the first path (Last Judge).
In our walkthrough, we take the first path but stop at the Grand Gate, backtrack, and go through the second path instead. I think this offers the neatest and most complete route into Act 2, because we are essentially exploring every Act 1 area before we delve properly into the Citadel.
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