Prepare to delve deep into the mysterious realm of Pharloom as Hornet, the nimble huntress, in Hollow Knight Silksong! This interconnected world is teeming with challenges, formidable foes, and hidden secrets. Mastering its vast map is just as crucial as honing your combat skills, and knowing your way around is the first step to success.
Just like in the original Hollow Knight, you’ll constantly consult your map as you unlock new abilities, granting access to previously unreachable areas. We’ve meticulously compiled everything known about the Silksong map, detailing the optimal area progression to uncover all crucial locations for the main story. (Beware: major spoilers lie ahead!) You can also expect to encounter numerous powerful bosses in these zones. And, if you scroll further, you’ll find a map pinpointing all the locations of Pharloom’s diligent cartographer, Shakra.
All Silksong Map Locations in Recommended Order
Each colored section on the map represents a unique biome, and most areas feature convenient fast travel points, allowing you to quickly traverse the expansive world of Pharloom.
- Moss Grotto
- The Marrow
- Deep Docks
- Far Fields
- Greymoor
- Bellhart
- Shellwood
- Blasted Steps
- Underworks West
- Choral Chambers
- Whiteward
- Underworks East
- Mount Fay
- Whispering Vaults
- High Halls
- Cogwork Core
- The Cradle
- Bilewater
- Weavenest Atla
- The Abyss
- Verdania
- Hunter’s March
- Sands of Karak
Moss Grotto
Moss Grotto is where Hornet awakens, breaking free from her confines. This lush, verdant biome is draped in moss, covering nearly every surface and even some of its inhabitants. Be prepared to smash through certain moss-covered walls to reveal new paths, one of which conceals your first boss encounter!
The Marrow
Connecting Moss Grotto and the fiery Deep Docks, The Marrow is your next destination after the starting zone. Here, the landscape begins its transformation, as the thick moss gives way to a rugged, rocky terrain. As you venture deeper, the intense heat from the Deep Docks alters the environment further, culminating in rivers of flowing lava that signal your proximity to the next area. Visually, The Marrow distinguishes itself with bone-like structures, and its enemies often sport formidable bone-crafted shells.
Deep Docks
The Deep Docks is a perilous zone characterized by molten lava flows in the background, a hazard that can inflict damage upon Hornet. The enemies here are heavily armored, some even donning bells as helmets. The environment itself, adorned with chains and metallic objects, hints at the presence of the Forge Daughter, a blacksmith who offers her wares to Hornet. It’s in these scorching docks that you’ll first cross paths with Lace, so brace yourself for a challenging and swift duel.
Far Fields
The relentless heat continues its influence in the Far Fields, where powerful lava currents generate updrafts. Once Hornet acquires the Drifter’s Cloak by completing the Flexible Spines quest, she can harness these air currents to glide through the sky, reaching pristine areas where wildlife thrives away from the Deep Docks’ deadly temperatures. However, before you can leave Far Fields, you must confront the colossal Fourth Chorus, a boss that will truly test your newfound cloak abilities.
Greymoor
Team Cherry famously described Greymoor as “one of the biggest regions we’ve ever created,” and it certainly lives up to the hype, extending far beyond any area in the initial stages of the game. Greymoor is home to at least two crumbling towers, patrolled by armed adversaries and various roach-like insects. It’s also the domain of Moorwing, one of the toughest early-game bosses. We strongly advise tracking down the Threefold Pin tool and the Thread Storm ability within this region before daring to challenge it.
Bellhart
As its name suggests, Bellhart is adorned with an abundance of bells, integral to its architecture and theme. It serves as a connector between Shellwood and Greymoor, with a cleverly concealed third entrance leading to The Marrow via Bellhart’s Bellway. Here, you’ll face the formidable Widow, and upon her defeat, you’ll unlock the valuable Needolin. Bellhart also features an intriguing platforming challenge where Hornet must strike various hanging bells to navigate the environment.
Shellwood
Shellwood is more than just picturesque flora and friendly fisherfolk. It’s the battleground where you’ll confront the formidable Sister Splinter, a thorny boss who demands mastery over multiple spawned enemies and the arena itself. Crucially, Shellwood grants you the Cling Grip ability, essential for progressing further into The Slab and ascending the Blasted Steps – the culminating region of Act 1 (unless you discover an alternative route through Sinner’s Road).
Blasted Steps
Welcome to the Blasted Steps, a desolate expanse scourged by fierce sandstorms and relentless winds. This extremely vertical area will thoroughly test your Cling Grip prowess as you ascend towards the Citadel. Precise timing is paramount here, as you’ll need to account for the intensity of the storm’s gusts during your jumps. Beyond the challenging terrain, you’ll face the drill-headed Great Conchflies and the powerful Last Judge, the final boss of the first act. Don’t forget to visit the Pinstress’ house beforehand to acquire the Needle Strike charged attack.
Underworks West
Enter the Underworks, a grim and disheartening place where the Citadel’s laborers are cruelly exploited. To make matters worse, benches in this area are single-use (though you still respawn at them), and a confessional will, for a hefty 25 Rosaries, condemn you as a sinner destined for a life of toil. Fortunately, the area map won’t cost you anything; you’ll find it by scaling the leftmost wall in the initial section. On your first visit, only the western side of the Underworks is accessible, but don’t fret – the eastern section will soon open up after you navigate a few more thrilling areas.
Choral Chambers
Having endured the Underworks, it’s time to relish the Citadel’s splendor within the Choral Chambers. Here, you’ll discover the Grand Bellway – your first Bellway since Act 2 began – along with the settlement of Songclave. Crucially, the Choral Chambers offer one of the best Rosary farming spots in the game, providing an excellent opportunity to replenish your funds. Given the numerous vendors you’ve encountered, now’s the perfect moment to pause your progression and upgrade Hornet’s gear. At the Chambers’ summit, you’ll face the Cogwork Dancers, a satisfying challenge that, once overcome, ushers in the next phase of Silksong’s captivating narrative.
Note that Shakra does not sell the map for this area. Instead, locate it within a glass cabinet in the long passage almost directly above the first bench you reach after exiting the Underworks. It costs 70 Rosaries, a sum you can quickly earn in this lucrative zone.
Whiteward
Whiteward serves primarily as a compact connecting zone between the Choral Chambers and the eastern section of the Underworks. Here, you can acquire the Injector Band, a potent tool when combined with the Multibinder, offering an effective extra mask of healing without the usual time penalty. Shakra won’t be present here; instead, the map costs 70 Rosaries and is found in a room to the northeast of the region.
Underworks East
This is where Act 2 truly begins to unfold! Make your way to the east side of the Underworks as soon as possible, as this is where you’ll unlock Clawline, a versatile needle harpoon. This ability not only propels Hornet towards walls but also allows her to pogo off enemies in mid-air. While the natural next step is to return to the Choral Chambers and descend into the Cogwork Core (which opened after defeating the Cogwork Dancers), we have one more crucial detour.
Mount Fay
With Clawline now in your possession, you’re perfectly equipped to ascend Mount Fay and obtain the invaluable double jump ability. This opens a plethora of new exploration opportunities that were previously either too dangerous or simply inaccessible. Mount Fay presents an arduous platforming challenge, designed to hone your Clawline skills to perfection. Shakra is conveniently located almost immediately upon reaching the mountain; ensure you have 40 Rosaries for her map and another 90 for the second bench checkpoint. A pro tip: the Flintslate tool will temporarily prevent freezing, so equip it. Also, when pogo-ing off flying enemies with Clawline, avoid pressing the jump button, or Hornet won’t achieve maximum height – it’s counter-intuitive to your usual platforming muscle memory, so practice! Once you receive the Faydown Cloak at Mount Fay’s summit, seize the chance to re-explore previous regions for hidden secrets and uncharted territories. For Rosary farming, consider visiting Grindle’s store northwest of the Blasted Steps Bellway to purchase the Thief’s Mark tool, which boosts your yield.
Whispering Vaults
Now that you’re well-equipped for the challenges ahead, it’s time to acquire the three melodies needed to unlock the final confrontation. The first, the Vaultkeeper’s Melody, awaits you in the Whispering Vaults. This expansive library of ancient scrolls requires you to manipulate blocks to forge new paths, often leading to surprising discoveries. Not only can you return to the Underworks from here, but a hidden route also grants access to Bilewater – this is, by far, the most direct way to reach Bilewater’s Bellway if you haven’t yet braved Silksong’s most brutal region. The Whispering Vaults are also significant for two other reasons: you’ll find your first Pale Oil, used to upgrade Hornet’s needle, and you’ll meet the game’s best character, TROBBIOOOOOO! Shakra doesn’t sell the map here. Instead, head to the far right of the first room you enter, past the large sentinel-like enemy. A ladder protrudes from the ceiling; strike it, climb into the Vaults’ attic, and proceed left to find a container where you can purchase the map. If you’re short on Rosaries, a shortcut at the attic’s top leads back to Songclave for easy farming.
High Halls
The Conductor’s Melody is located in the High Halls, reachable by heading west from the Cogwork Dancers’ battleground. This area is notoriously spiky, so proceed with extreme caution. We won’t spoil the High Halls’ final encounter too much, but let’s just say now is the time to ensure you’ve gathered some of the best Silksong tools available. The High Halls map is only obtainable towards the very end of the area, purchasable from a cabinet near the bench in the southeastern-most room.
Cogwork Core
The third and final musical key, the Architect’s Melody, takes you into the challenging Cogwork Core. This area is a true test of your scaling and platforming abilities. It becomes significantly more manageable if you’ve already acquired the Faydown Cloak, so consider a detour to Mount Fay if you’re struggling. The Cogwork Core map can be found in the bench room directly below where you fought the Cogwork Dancers; simply scale the opening in the ceiling above the bench to the left to retrieve it.
The Cradle
With all three melodies in hand, it’s time to ascend The Cradle and face the final boss. This area’s map will cost you 70 Rosaries and is located in a cabinet in the top-left section. While defeating Pharloom’s Premier here concludes Act 2 and grants you the first Silksong ending, there’s still a vast amount to explore if you truly aim for 100% completion. It’s time to unlock Act 3 and delve into the regions that were previously secondary objectives.
Bilewater
We apologize in advance, but to enter Act 3, you must venture into the dreadful Bilewater and conquer its fearsome frog boss, Groal, to acquire the Seeker Soul (the other two are thankfully much easier to obtain). Before even contemplating Bilewater, we highly recommend a side trip to the Putrified Ducts to pick up a very special Silksong tool that will greatly assist your traversal through this notoriously difficult region. If you haven’t been banking your Rosaries, now is the time to start – you will likely die. Shakra can be found in a room just off Bilewater’s largest vertical chamber, and her map for this area costs 90 Rosaries.
Weavenest Atla
By this point, you should ideally have explored Weavenest Atla already. After all, Eva offers numerous valuable Silksong crest upgrades once you’ve accumulated enough Memory Lockets. You’ll also need to return here to find the Snare Setter, a tool that can either be kept or handed over as part of the Silk and Soul quest. To gain entry, you’ll need to bring the Needolin to a large metal door in Moss Grotto. The map for this area is located to the far right of the corridor you enter; strike the two glowing cylinders protruding from the ceiling to summon a monument where you can interact to acquire the map.
The Abyss
After entering Act 3, you’ll find yourself in a drastically altered version of Pharloom. Once you’ve re-oriented yourself and formulated a plan, it’s time to descend into The Abyss. This foreboding nexus of despair is naturally unforgiving to navigate. The map for this area is conveniently located directly above the first bench you encounter, accessible through a small gap in the ceiling – be sure not to miss it!
Verdania
The once-grand kingdom of Verdania now lies in ruins, though you’ll have the chance to witness its vibrant peak during The Old Hearts quest. Several prerequisites must be met before entry, so consult our dedicated Verdania guide to ensure you’re fully prepared. Verdania’s map isn’t found within its reconstructed form. Instead, head directly east from its entry point through a cleverly hidden passageway. Here, you’ll discover a bench and a deceased bug clutching the map.
Hunter’s March
Ah, Hunter’s March. There’s a strong possibility you’ve already ventured into this region, as it becomes accessible quite early in the game. However, if you quickly deemed its platforming sections more trouble than they were worth, now is the time to revisit. Hunter’s March not only houses the Chapel of the Beast, home to the notorious Savage Beastfly, but it’s also where you’ll find one of the four bosses for The Old Hearts quest. This encounter is accessible from the large statue depicted in the top-right part of the Hunter’s March map. Speaking of maps, Shakra can be found here in the bottom-right section, en route to the chapel.
Sands of Karak
The final mandatory location in Silksong is the Sands of Karak, and within it, Coral Tower. You might emerge with an “Anakin Skywalker” aversion to sand, as its timed platforming sections can be quite challenging. Fortunately, if you heeded our advice and acquired the Faydown Cloak, it should be more manageable. We also suggest grabbing the Ascendant’s Grip from Jubilana in Songclave beforehand. The Sands of Karak map should ideally be your last purchase from Shakra. After heading east from the region’s Blasted Steps entry point, you’ll find yourself in its main vertical shaft. Simply ascend into the first room on the left, and the cartographer will be waiting. Just ensure you have 90 Rosaries ready. From here, depending on which of the four hearts you choose for The Old Hearts quest, one more boss awaits before the ultimate final showdown. Though technically located in Shellwood, you’ll pass through both the Underworks and the Grand Gate to reach it. With the hearts collected, all that remains is a swift journey back to the Moss Grotto, a Bell Beast ride to Deep Docks, and one final descent into The Abyss.
How to Unlock Your Map in Hollow Knight Silksong
Initially, Silksong can feel disorienting due to the absence of a map system. However, this changes once you exit Moss Grotto and traverse The Marrow. Here, you’ll encounter Shakra, the game’s diligent navigator and cartographer, who sells maps and essential mapping tools. You’ll know Shakra is near by the distinctive throwing rings scattered in the environment and her characteristic singing. The only boss you need to have defeated by this point is Moss Mother, so there’s no rush to tackle the Bell Beast until you’re fully prepared. While Shakra first appears in The Marrow, she temporarily relocates to each new area you discover, offering you the chance to spend your hard-earned Rosaries on vital items. If you ever need to find her again, simply return to Bone Bottom, reach the raised platform, and strike the bell to call her.
All Shakra Locations in Silksong
Shakra offers 13 maps, but she will only appear in 12 distinct locations because she sells both the Mosslands Map and The Marrow Map within The Marrow region itself. Once you’ve purchased all of Shakra’s available maps, she will offer you her unique wish quest, “Trail’s End,” which rewards you with the useful Throwing Rings tool.
Here are all the items Shakra sells in Hollow Knight Silksong:
| Item | Description | Price |
| Mosslands Map | Map of Mosslands | 40 Rosaries |
| The Marrow Map | Map of The Marrow | 50 Rosaries |
| Deep Docks Map | Map of Deep Docks | 50 Rosaries |
| Far Fields Map | Map of Far Fields | 50 Rosaries |
| Greymoor Map | Map of Greymoor | 70 Rosaries |
| Belhart Map | Map of Belhart | 40 Rosaries |
| Shellwood Map | Map of Shellwood | 70 Rosaries |
| Blasted Steps Map | Map of Blasted Steps | 70 Rosaries |
| Mount Fay Map | Map of Mount Fay | 40 Rosaries |
| Wormways Map | Map of the Wormways | 70 Rosaries |
| Sinner’s Road Map | Map of Sinner’s Road | 90 Rosaries |
| Bilewater Map | Map of Bilewater | 90 Rosaries |
| Sands of Karak Map | Map of Sands of Karak | 90 Rosaries |
| Quill | Allows Hornet to add new areas to the map | 50 Rosaries |
| Compass | Shows Hornet’s current location on the map | 70 Rosaries |
| Bench Pins | Marks found bench locations on the map | 60 Rosaries |
| Bellway Pins | Marks found Bellway locations on the map | 60 Rosaries |
| Ventrica Pins | Marks found Ventrica locations on the map | 80 Rosaries |
| Vendor Pins | Marks found vendor locations on the map | 80 Rosaries |
| Shell Marker | Allows Hornet to place Shell Markers on the map | 40 Rosaries |
| Ring Marker | Allows Hornet to place Ring Markers on the map | 40 Rosaries |
| Hunt Marker | Allows Hornet to place Hunt Markers on the map | 60 Rosaries |
| Dark Marker | Allows Hornet to place Dark Markers on the map | 90 Rosaries |
| Bronze Marker | Allows Hornet to place Bronze Markers on the map | 120 Rosaries |
While the various markers are not strictly essential, almost everything else Shakra offers should be considered vital. If your funds are limited, prioritize purchasing the maps and, at the very least, the Quill. Without the Quill, your map will only display a basic outline of your current area, making it far less useful. You’ll need a substantial amount of Rosaries to acquire all of Shakra’s mapping items, so be sure to consult our Silksong Rosary farm guide to significantly expedite your collection process. Once you’ve bought out all of Shakra’s inventory, she’ll inform you that she’ll have more items for sale as you uncover new regions.
Silksong Map Icons Explained
In addition to purchasing maps, Shakra also offers various markers that can be used to identify key locations, such as areas with formidable enemies or intriguing spots you wish to revisit later.
Here’s what each icon on your Silksong map represents:
- Red Bench: Rest site
- Grey Bellway: Fast travel point
- Yellow Vendor: Merchants
- Blue Flea Caravan: Flea quest locations
Essential Location Guides
If you’re specifically searching for particular items or hidden areas, we’ve got you covered with detailed guides for the following crucial locations:
- Fast travel locations
- Key of Apostate location
- Pale Oil locations
- Simple key and door locations
- Mask Shard locations
- Double jump location
That’s everything you need to know about navigating the Silksong map for now. Stay tuned as we’ll continuously update this guide with more vital information as it becomes available. In the meantime, why not explore our list of the best single-player games to find more incredible titles akin to the beloved original Hollow Knight?

























