What are the Silksong map locations? Travel through Pharloom, the vast interconnected world of Silksong as Hornet, the hunter on a mission to defeat the evil insects attempting to take over the land. Navigating the map will be just as big a challenge as battling all the enemies standing in your path, so it’s a good idea to know where you’re going.
As you would have done in the first game, you’re going to be referring back to the map whenever you gain a new ability, providing you with access to key locations in Hollow Knight Silksong. We’ve pieced together everything we know about the Silksong map, including the area order needed to discover all the key locations for completing the main narrative (major spoilers ahoy). You’ll probably find powerful bosses lurking in most of them. Further down, we’ve also marked a map with all the locations you’ll find Silksong’s cartographer, Shakra.
[Image: A complete map of Pharloom, showcasing all Silksong map locations]
Here’s the recommended order for exploring Silksong’s major map locations:
- 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
On the overview map, distinct colored zones represent each biome, and most locations feature convenient fast travel points to help you traverse Pharloom quickly.
[Image: A detailed map section of Moss Grotto]
Moss Grotto
Moss Grotto is the first area Hornet finds herself in after breaking free from the cage her captors placed her in. This biome is encased in moss, with a green layer surrounding almost all the terrain and even some enemies.
There are certain moss-covered walls that Hornet must break through to reach new areas, one of which hides the first of the game’s bosses, so be prepared to take on a powerful enemy.
[Image: A detailed map section of The Marrow]
The Marrow
The Marrow is connected to both Moss Grotto and the Deep Docks, but you’ll first end up here after your trip through the starting zone. This area starts off with the terrain changing as the moss slowly reveals a rocky terrain underneath.
As you progress through the biome, the heat from the Deep Docks appears to transform the area, and you’ll know you’re close to the next area when you see flowing lava. The key difference between The Marrow and Deep Docks is the surfaces, which look like they’ve been constructed from bone. Similarly, the enemies in this area have sharp shells, likely also made from bone.
[Image: A detailed map section of Deep Docks]
Deep Docks
The Deep Docks features flowing lava in the background and can hurt Hornet if she manages to land in it. The enemies in this area appear to be wearing armor, with some wearing bells as helmets. Taking a closer look at the environment, there appear to be chains and other metallic objects, possibly created by the Forge Daughter, a blacksmith who offers to sell items to Hornet.
During your jaunt through the docks, you’ll encounter Lace for the first time. Take care to avoid her swift attacks throughout this duel.
[Image: A detailed map section of Far Fields]
Far Fields
The heat continues to affect the environment in Far Fields, with the lava currents so powerful that they’re creating updrafts. Hornet can use these bursts of air to soar through the sky after receiving the Drifter’s Cloak from completing a quest, reaching new areas where wildlife can flourish without having to endure the deadly heat from the Deep Docks.
Before you can leave Far Fields, you’ll have to face off against the goliathan Fourth Chorus, who’ll put your swish new cloak upgrade to the test.
[Image: A detailed map section of Greymoor]
Greymoor
Team Cherry once said that Greymoor is “one of the biggest [regions] we’ve ever created,” and we can confirm that it stretches further than any area in the first part of the game. Greymoor is home to at least two dilapidated towers, with armed enemies and roach-like insects patrolling the location.
It’s also home to Moorwing, one of the toughest early game bosses you’ll face. We recommend tracking down the Threefold Pin tool and the Thread Storm ability, both of which are found in the region, before taking it on.
[Image: A detailed map section of Bellhart]
Bellhart
Bellhart is unsurprisingly filled with a countless number of bells. From the surfaces to the buildings, bells appear to be the central theme of this location.
Bellhart is connected to both Shellwood and Greymore, and there’s a third, hidden entrance attached to The Marrow that’s accessible via Bellhart’s Bellway. Here, you’ll take on Widow, unlocking a key item once you’ve bested the avaricious arachnid. Bellhart also houses an interesting platforming section involving several hanging bells that Hornet can hit to get around.
[Image: A detailed map section of Shellwood]
Shellwood
Shellwood is home to much more than cute plants and happy little fisherfolk. It’s also where you’ll encounter the thorny Sister Splinter, a boss which will have you not only manage multiple spawned enemies, but the encounter arena itself.
Shellwood is also where you’ll find the Cling Grip ability, which is vital for your progression from this point. You’ll need it not only to get into The Slab, but also up into the Blasted Steps – the final location of Act 1 (that is, unless you find an alternate route through Sinner’s Road).
[Image: A detailed map section of Blasted Steps]
Blasted Steps
Welcome to the Blasted Steps, a barren, desolate land where thick sandstorms and heavy winds ravage the environment. This incredibly vertical area will put your Cling Grip skills to the test, as you make your way towards the Citadel. You’ll also want to time your progress based on how heavily the storm’s blowing, lest you fail your jump.
Of course, the terrain isn’t the only thing out to get you here. During your travels, you’ll face up against the drill-headed Great Conchflies, as well as the powerful Last Judge; the final boss of the first act. It’s worth stopping by the Pinstress’ house and picking up the Needle Strike charged attack en route.
[Image: A detailed map section of Underworks]
Underworks West
Welcome to the Underworks, where everyone is miserable. This is mostly because the legion of workers down in The Citadel’s basement are cruelly overworked and underpaid. If you thought things were bad enough, the benches in this area are single-use (though you still respawn at them), and there’s even a confessional that, for the low price of 25 Rosaries, will tell you you’re a sinner that needs to repent through grafting your life away. At the very least, you won’t have to shell out for the area map, which is found by scaling the left-most wall in the first section you’ll end up in.
You’ll only be able to access the west side of the Underworks on your first visit. But don’t worry, the eastern section will open up to you soon enough, provided you navigate a couple more areas first…
[Image: A detailed map section of Choral Chambers]
Choral Chambers
Having made it through the Underworks, it’s now time to take a breather and bask in The Citadel’s opulence. You’ll be spending much of your time here in the Choral Chambers. This is no bad thing, as you’ll quickly happen upon the Grand Bellway – the first Bellway you’ll encounter since entering Act 2 – alongside the settlement, Songclave.
Most importantly, Choral Chambers houses one of the best Rosary farming spots you can find, which will let you quickly refill your coffers. Considering how much stuff you’ll have to buy from the various vendors you’ve encountered at this point, now’s the perfect time to take a progression break to get Hornet some fresh new kicks, and a mask shard or two.
Right at the top of Choral Chambers, you’ll encounter the Cogwork Dancers. These whirring waltzers make for a simple-yet-satisfying challenge, opening up the next phase of Silksong’s narrative once defeated.
It should be noted that Shakra doesn’t sell the map for this area. Instead, you’ll find it in a glass cabinet in the long passage almost directly above the first bench you hit after clambering out of the Underworks. It’ll set you back 70 Rosaries, but it won’t take long to make that here.
[Image: A detailed map section of Whiteward]
Whiteward
There isn’t much to say about Whiteward, other than that it’s a small connecting area that sits between the Choral Chambers and the east side of the Underworks. You can get the Injector Band here, which is a very strong tool when paired with the Multibinder, effectively granting an extra mask of healing without incurring the extra time penalty from the latter. Shakra won’t be found here, and the map will set you back 70 Rosaries once found in a room to the north-east of the region.
[Image: A detailed map section of Underworks East, featuring Hornet in the fiery Cauldron]
Underworks East
This is the part of Act 2 where Silksong really opens up. Get down to the east side of the Underworks as soon as you’re able to, as this is where you’ll unlock Clawline (the needle harpoon). Not only will this let you launch Hornet towards walls, but also enemies, granting her a free pogo. Though the next logical step is to head back to the Choral Chambers, down into the Cogwork Core which opened up after defeating the Cogwork Dancers, we have one more detour to take.
[Image: A detailed map section of Mount Fay, with Hornet atop its peak]
Mount Fay
With the Clawline unlocked, you now have everything you need to ascend Mount Fay for the double jump, and with it, open up all sorts of exploration possibilities that were previously either ridiculously perilous, or straight up gated behind the ability. Mount Fay is an arduous platforming section that will get your Clawline skills right up to speed in no time.
Shakra is found pretty much as soon as you reach the mountain, so make sure you pack enough Rosaries for her map (40, to be exact). You’ll also want to bring a further 90 with you to unlock the second bench at the checkpoint.
To offer a couple pieces of advice, Flintslate will temporarily stop you from freezing, so lock it in. Additionally, when pogo’ing off of flying enemies with the Clawline, don’t press the jump button, otherwise Hornet won’t reach the apex of her jump. It runs counter to the muscle memory you’ve built up from platforming until now, so give yourself a hot minute to get used to it.
Once you receive the Faydown Cloak at Mount Fay’s peak, take this opportunity to explore previously uncharted areas, and re-explore regions that may yet have more secrets in store. If you’re planning to farm for Rosaries, we recommend heading to Grindle’s store to the north-west of the Blasted Steps Bellway and purchasing the Thief’s Mark tool to increase your yield.
[Image: A detailed map section of Whispering Vaults, showing Hornet exploring]
Whispering Vaults
Now you’re all stocked up and ready for the journey ahead, it’s time to learn the three melodies required to unlock the final showdown. The first of these, the Vaultkeeper’s Melody, is found in Whispering Vaults. This vast library of scrolls will have you shifting blocks around to create new pathways, leading to some pretty surprising places. Not only can you get back into the Underworks from here, but there’s also a hidden path that will take you into Bilewater. This is, categorically, the best way to get to Bilewater’s Bellway if you haven’t yet braved Silksong’s most sadistic region.
Whispering Vaults is also important for a couple more reasons. Firstly, you’ll find your first Pale Oil here which you can use to upgrade Hornet’s needle. Secondly, and crucially, it’s where you’ll encounter the best character in the game – TROBBIOOOOOO.
Shakra doesn’t sell the map here. Instead, head to the rightmost part of the first room you initially enter when you reach Whispering Vaults, past the large sentinel-like enemy. You’ll see a ladder sticking out from the roof. Hit it, climb up into the Vaults’ attic, and head to the left to find a container to purchase the map from. If you don’t have the Rosaries to hand, don’t worry. At the top of the attic you’ll be able to unlock a shortcut back up into Songclave, where you can farm some more of the good stuff.
[Image: A detailed map section of High Halls, with Hornet navigating]
High Halls
The Conductor’s Melody can be found in the High Halls, accessible by heading west from where you fought the Cogwork Dancers. This area has some particularly spiky sections to it, so take care as you go. We won’t say too much about High Halls’ final encounter, but let’s just say now’s the time to gather up some of the best Silksong tools.
You won’t find the High Halls map until you’ve all but completed the area. It’s purchasable from a cabinet near the bench in the area’s south-eastern-most room.
[Image: A detailed map section of Cogwork Core, showing Hornet in action]
Cogwork Core
The third and final musical key, Architect’s Melody, will take you into Cogwork Core. This is a challenging platforming area that will put your scaling skills to the test. It’s certainly much easier if you’ve gone away and grabbed the Faydown Cloak, so consider heading back to Mount Fay if you’re on the verge of a crashout and haven’t already done so.
The Cogwork Core map can be found in the bench room just below where you fought the Cogwork Dancers. Scale the opening in the ceiling just above the bench to the left and pick up the map.
[Image: A detailed map section of The Cradle, with Hornet exploring]
The Cradle
With the three melodies assembled, it’s time to climb The Cradle and put an end to the final boss. The map for this area will set you back 70 Rosaries, and can be found in a cabinet in the top left part of the area.
Well, the final boss of Act 2. After putting an end to Pharloom’s Premier, you’ll unlock the first Silksong ending, but there’s still so much more to do in Pharloom if you want to say you’ve truly completed the game. It’s time to unlock Act 3, and head to all of the regions that have been tertiary up until this point.
[Image: A detailed map section of Bilewater]
Bilewater
We are so tremendously sorry to say this, but to get into Act 3 you’ll have to enter Bilewater and defeat its fearsome froggy boss, Groal, to access the Seeker Soul required to complete a specific wish quest (the other two are much easier to obtain). Before even thinking about touching Bilewater, we’d recommend you take a jaunt into the Putrified Ducts to pick up a very special Silksong tool that will help you out tremendously while traversing this misery-inducing region.
If you haven’t been threading your Rosaries to keep them safe, now’s the time to get into the habit – you’ll probably die. Shakra can be found in a room just off of Bilewater’s largest vertical chamber, and the Bilewater map will set you back 90 Rosaries.
[Image: A detailed map section of Weavenest Atla]
Weavenest Atla
Realistically, you should have explored Weavenest Atla by now. After all, Eva gives you plenty of juicy Silksong crest upgrades once you’ve accrued enough Memory Lockets. You’ll also need to come down here to find the Snare Setter, a tool that can either be kept or handed over as part of a wish quest.
Stationed behind a large metal door in Moss Grotto, you’ll need to bring the Needolin out to get in. The map for this area can be found to the far right of the corridor you enter through. When you get there, you’ll see two glowing cylinders protruding from the ceiling. Whack them and it’ll summon a monument you can interact with for the map.
[Image: A detailed map section of The Abyss]
The Abyss
After entering Act 3, you’ll find yourself in a very different version of Pharloom. After running around a few well-trodden areas and concocting a plan of action, it’s time to delve into The Abyss. This is the nexus of all things awful, and the area itself is naturally unforgiving to navigate. The map for this area is found directly above the first bench you come across, up through a small gap in the ceiling, so be careful not to miss it.
[Image: A detailed map section of Verdania]
Verdania
The once-great kingdom of Verdania now lies in ruins, though you’ll be able to experience the lush paradise at its peak during The Old Hearts quest. You’ll have to do a few things first before you’re able to get in, so check the Verdania guide to make sure you’re prepped to go.
Verdania’s map isn’t actually found within the reconstructed version of it. Instead, head directly east from its entry point through a sneakily-concealed passageway. Here you’ll find a bench and a dead bug clutching the map.
[Image: A detailed map section of Hunter’s March, showing Hornet bouncing through]
Hunter’s March
Ah, Hunter’s March. There’s a good chance you’ve already spearheaded your way through the region, seeing as it’s accessible super early on in the game. However, if you quickly realized that navigating its platforming sections is more trouble than it’s initially worth, now’s the time to head back.
Not only is Hunter’s March home to the Chapel of the Beast, and with it the notorious Savage Beastfly, but it’s also where you’ll find one of the four bosses you can take on during The Old Hearts. This encounter is accessible from the large statue depicted in the top right part of the Hunter’s March map. Speaking of, you’ll be able to find Shakra here in the bottom right section, en route to the chapel.
[Image: A detailed map section of Sands of Karak]
Sands of Karak
The final mandatory location you’ll have to visit in Silksong is the Sands of Karak and, within it, Coral Tower. We won’t be surprised if you come out of it with Anakin Skywalker’s mindset towards sand, as it can be tricky to navigate its timed platforming sections. Fortunately if you’ve heeded our advice and snagged the Faydown Cloak, it shouldn’t be too bad. We’d also recommend grabbing the Ascendant’s Grip from Jubilana in Songclave beforehand.
The Sands of Karak map should, technically, be the last one you buy from Shakra. After heading east from the region’s Blasted Steps entry point, you’ll find yourself in its main vertical shaft. Simply head up into the first room on the left and the cartographer will be there. Just make sure you have 90 Rosaries to hand.
From here, depending on which of the four available hearts you choose to collect to complete The Old Hearts, there’ll be one more boss to defeat before the final showdown. Though technically located in Shellwood, you’ll have to pass through both the Underworks and the Grand Gate to get there. With the hearts collected, all that’s left is a quick trip back to the Moss Grotto, a Bell Beast ride to Deep Docks, and one final delve into The Abyss.
[Image: A complete map highlighting where to buy maps from Shakra]
How to unlock the map in Hollow Knight Silksong
Initially, Silksong’s lack of a map system can feel disorienting, but this changes once you venture beyond Moss Grotto and into The Marrow. There, you’ll discover Shakra, a friendly navigator and cartographer who sells maps and essential mapping tools. You’ll recognize Shakra’s presence by their distinctive throwing rings scattered throughout the environment, and you’ll often hear their signature singing before you spot them.
At this early stage, you’ll only need to have defeated the Moss Mother boss. Don’t worry about confronting the Bell Beast until you feel fully prepared. While Shakra first appears in The Marrow, they will periodically relocate to new areas you uncover, giving you opportunities to spend your hard-earned Rosaries on these vital items. If you ever need to find Shakra again, simply return to Bone Bottom; climb onto the raised platform and strike the bell to call them.
Here are all the Shakra locations in Silksong:
[Image: A map with Shakra’s locations marked]
While Shakra offers 13 maps, they only appear in 12 distinct spots. This is because both the Mosslands Map and The Marrow Map are available for purchase in the latter region. Once you’ve acquired all of Shakra’s maps, you can embark on their special quest, Trail’s End, which rewards you with the valuable Throwing Rings tool.
[Image: Shakra’s shop interface showing various items for sale]
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 |
The markers aren’t essential, but almost everything else should be considered important. If you’re limited on funds, be sure to purchase the maps and the Quill at the very least. Without the Quill, you’ll only be able to see an outline of the area you’re in, so pick this up to make the map usable.
You’re going to need a lot of money to purchase all the map items – for tips on drastically speeding up this process, refer to our guide on Silksong Rosary farming. After you purchase all the items Shakra has, they let you know that they’ll offer more items to purchase once you discover new areas.
[Image: Icons representing different elements on the Silksong map]
Silksong map icons
You can purchase items from Shakra to learn where certain locations are. In addition to this, you also have the option to buy markers, which can be used to identify areas where you’ve encountered powerful enemies or stumbled upon something that you may want to return to at a later time.
Here’s what the icons represent on the Silksong map:
- Red Bench: Rest site
- Grey Bellway: Fast travel
- Yellow Vendor: Merchants
- Blue Flea Caravan: Flea quest
Important location maps
For those seeking specific items or paths, detailed guides are available covering key locations such as fast travel hubs, the Key of Apostate, Pale Oil, Simple Keys and doors, Mask Shards, and abilities like Dash, Wall Jump, Double Jump, and Clawline. You can also find comprehensive information on tool locations, Flea locations, the Hunter’s March bench, Pollip, Plasmium, and Silver Bell locations.
That concludes our in-depth look at the Silksong map. We’ll continue to update this guide as more information becomes available. In the meantime, if you’re looking for more incredible single-player experiences akin to the original Hollow Knight, be sure to explore our recommendations for the best single-player games.