Hollow Knight: Silksong walkthrough – Best route and area order
By Ryan Woodrow

Much like the first game, Hollow Knight: Silksong has a large map that is somewhat open-ended, so it’s understandable if you find yourself getting lost in its vast expanse, especially as the path forward isn’t always clear. To help you out, we’ve put this walkthrough together to give you an overview of all the different areas in the game and in what order it’s best to tackle them in.
Contents
- Act 1 best route – HK: Silksong
- Moss Grotto
- Bone Bottom
- The Marrow
- Mosshold
- The Marrow (east half)
- Deep Docks
- Far Fields
- Hunter’s March
- Greymoor
- Bellhart
- Shellwood
- Bellhart (revisit)
- Wormway
- Blasted Steps
- Act 2 best route – HK: Silksong
- Grand Gateway
- Underworks (west half)
- The Citadel (Choral Chambers)
- Cogwork Core (south half)
- Whiteward
- Underworks (The Cauldron)
Act 1 best route – HK: Silksong
Moss Grotto
This is the starting area for the game. There’s not much to say about this bit; it’s a straightforward run-through, and the only reason you’d need to come back here is to complete the Mossberry sidequest, which is easily done.
Bone Bottom
This is the first of a few main town areas you’ll find in Silksong. Here you’ll find a merchant with a few intriguing items on display, including the Simple Key in Silksong. There is also a station here, but you can’t use it just yet.
The Marrow
This is the first proper area you’ll explore, though you won’t be able to get through all of it just yet. For now, head upwards and you’ll find the Bell Beast trapped in some webs that you can’t yet break. Instead, head west into the next area.
Mosshold
Things get a little more challenging here, as you’ll be fighting enemies with slightly more complicated attack patterns than mindlessly charging at you. Still, be patient and follow our Hollow Knight: Silksong beginner tips, and you’ll be fine. Your goal here is to head upwards to get the Silkspear ability, which is how you break webs in Silksong.
The Marrow (east half)
Armed with your new ability, you can go and free the Bell Beast. You’ll have to defeat them in one of the game's first major boss fights, but once you do, this will unlock fast travel in Silksong. It also opens up the path to allow you to explore the eastern half of The Marrow, which you should now do. From here, there are two areas you can head into. One is Hunter’s March, but it’s guarded by a tough enemy that you should leave for now; instead, go to the southeasternmost point and head into the Deep Docks instead.
Deep Docks
Your main goal in the Deep Docks is to get the Swift Step ability, which allows you to sprint and dash forwards in the air to cross bigger gaps than you’re currently able to. To do this, head straight through the area, then upwards. You’ll briefly poke your head into Hunter’s March, but only for one room before coming west and dropping back down into Deep Docks, which is how to reach the Swift Step altar.
Once you’ve done that, head downwards as there’s plenty to be found here, like the Forge Daughter and the upgrades she offers, plus you’ll find the way forward. You’ll battle Lace for the first time, ring another bell, and head out to the next area.
Far Fields
This area shouldn’t be too much trouble for you at this point in the game. Simply keep heading south and east to progress in this one. You’ll eventually drop past a point of no return, but don’t worry, we’ll soon be getting an upgrade that lets us out. Keep going until you find the Seamstress’ balloon. She’ll task you with getting Spine Cores from Hokers, and you can follow our guide on that.
Your reward is the Drifter’s Cloak, which lets you unlock gliding in Silksong. You can use this to get out of the area by riding up the streams of air. Though you will first have to defeat the Fourth Chorus boss.
Hunter’s March
Hunter’s March is an optional area, and we think it’s best tackled after getting your hands on the Drifter’s Cloak, as it makes a lot of the platforming challenges there a lot easier. In fact, you can even skip some of them altogether. Enemies here can be annoying, with quick and complex attack patterns, so take your time when fighting them and learn their weaknesses.
Greymoor
Whether you decide to go to Hunter’s March or not, your next step should be to ride up the winds in the central shaft of the Far Fields to reach Greymoor. This is a much gloomier area. If you head east when you arrive you’ll find the map and an optional challenge battle and platforming section that unlocks a new Crest.
To progress, head west – make sure to stop off at the Halfway House to unlock the Hunter’s Journal. There, if you haven’t completed the first Lost Flea quest, you’ll need to fight the Moorwing boss, which can be a bit tricky. However, if you defeat it, you can move on to the next area.
Bellhart
Your first visit to Bellhart is just a flying walk through, as the citizens are currently cursed. You’ll have to leave it for now and come back later.
Shellwood
Shellwood is a complex area, but when you first arrive, there will only be one main path you can take, and with some work, that path will take you up to where you can get the Cling Grip ability that lets you climb walls. Once you’ve got that, your goal – aside from exploring – should be to head to the northeast of the area, which will take you back into Bellhaven through a different entrance.
Bellhart (revisit)
In the top half of Bellhart, you’ll have a small area to run through before dropping into the central chamber, where you’ll find that the bell there has been webbed up by Widow, who you’ll now have to fight as a boss, and is arguably the hardest boss you’ll face in all of Act 1. Her attack patterns are quick, and she has a second phase to her fight where she gets even trickier to deal with.
However, persevere, and eventually you’ll come out victorious, freeing Bellhart as well as unlocking the Needolin ability, which will let you unlock certain doors. Head down into the main town of Bellhaven as all the citizens will now be free, and new merchants will be available.
Wormway
The Wormway is an optional area, but it’s one that requires the Cling Grip to navigate. There are two entrances, one is via the southwest corner of Shellwood, the other requires using the Simple Key in the western edge of Mosshold. Either way, progress through the area to unlock the Chapel of the Wanderer, which is where you unlock a Crest that makes Hornet control like the knight from the original Hollow Knight, which is a fun bonus.
Blasted Steps
Once you’re done there, all that’s left is the unforgiving climb up Blasted Steps. It’s full of some tough enemies and tricky platforming sections, with a tough boss at the top that weilds a flaming ball and chain.
Reach the top, defeat the boss, and you’ll be met with a door. If you’ve followed this guide you’ll have rung all five bells required to progress by this point, but if not, they’ll now become marked on your map. Once you’ve done it, play the Needolin to unlock the door, and you’ll step through into Act 2.
Act 2 best route – HK: Silksong
Grand Gateway
This is where you’ll start Act 2, and for now all you need to do here is walk in a straight line. You’ll walk into a grand elevator, but it won’t go up. Instead, it will crash downwards.
Underworks (west half)
The Underworks is a dark and dingy area. There are no permanent benches, instead you’ll have to pay to sit at one every time. Your goal here is to get to the top of the first main shaft you find. To do that, you’ll have to get about halfway up, then head east before wrapping back around on yourself to get to the top. This is a somewhat expansive area, but you won’t be able to access the eastern half of it yet. We’ll come back later for that. Instead, just head upwards for now.
The Citadel (Choral Chambers)
The Citadel is a very big area with lots of branching paths and other areas branching off of it. On your first visit, your goal is to head northeast, through the Choral Chambers and up to an area called The First Temple. There, you’ll be able to ring the bell – and pick up the White Key in Silksong while you’re there. Once you leave and come back, this area will become Songclave, another town you can trade and get side-quests at.
Follow the quest marker west and you’ll find the central chamber where you’ll fight a boss. Interact with the panel that appears in the middle of the room afterwards and you’ll get the markers for your next objectives, though you’ll need to get a new ability before you can reach any of them.
Cogwork Core (south half)
Cogwork Core is a small area that runs through the middle of the Citadel. You won’t be able to get up just yet, but the bottom half is a small area worth exploring, even if it is optional for now.
Whiteward
You’ll now need to take the White Key down to near where you entered the Citadel and head into Whiteward. This is a pretty small area, though it has a couple of items worth picking up and a unique enemy for your journal. You’re mostly here to travel through it into the next section.
Underworks (The Cauldron)
You now have access to the other side of the Underworks, and this is where you’ll be getting your next ability, the Clawline. From where you drop down, head east until you reach a shaft with cogwork bugs and lava at the bottom. Drop all the way down and head east. Follow the path as it curves up and back round on itself and you’ll reach a large chamber containing the altar for the Clawline, also known as the grappling hook in Silksong.
And that’s as far as we’ve gotten for now. Make sure to check back regularly, as we’ll be updating this as we get further into the game, eventually covering every area you can reach.