Zone Order Guide for Hollow Knight Silksong: Where to Go Next?
Welcome to the Metroidvania mayhem of Silksong, where upon entering, players instantly realize their sanity is merely optional. With a plethora of secret zones and various difficulties ready to ruin absolutely anyone’s day, this guide aims to provide the finest route through the regions. The aim? To let new players obtain all of Hornet’s powers while minimizing the cumulative suffering (because why go through pain when there’s a smooth road available?).
- Zone Order Guide for Hollow Knight Silksong: Where to Go Next?
- Exploring the Zones in the Right Order
- 1 – Act 1: The Bone Pit
- 2 – The Cavern
- 3 – Deep Quays
- 4 – The Hunter’s Path
- 5 – Back to Deep Quays
- 6 – The Far Lands
- 7 – Darkvale
- 8 – Cursed Clochelle
- 9 – Coquibois
- 10 – Clochelle
- 11 – Alta’s Nest (optional)
- 12 – Wormwood (optional)
- 13 – Eroded Paths (optional)
- 14 – Foundry, Part One (optional)
- 15 – Fisherman’s Path (optional)
- 16 – Bilesac, Part One (optional)
- 17 – The Mists (optional)
- 18 – Act 2: The Citadel
- 19 – White Wing
- 20 – Foundry, Part Two
- 21 – The Block (variable)
- 22 – Mount Fay
- 23 – Mechanical Core
- 24 – Whispering Vaults
- 25 – Great Galleries
- 26 – Karak Sands (optional)
- 27 – Memoriam (optional)
- 28 – Putrid Conduits (optional)
- 29 – The Block (optional)
- 30 – Bilesac, Part Two (optional)
- 31 – The Cradle (end)
Let’s face it—Silksong is not what one would call a “friendly neighborhood game.” The difficulty can spike so dramatically it’s like being chased by a swarm of angry wasps after realizing there is no escape. While there’s no magic spell to make bouncing back easier, navigating the zones in a logical fashion can prevent a meltdown worthy of a daytime soap opera. So, buckle up and get ready; some secrets and returns will be needed.
Exploring the Zones in the Right Order
Buckle your seatbelts, as the beginning of the game is as linear as a straight road through a desert. Choices are minimal until the “Darkvale” stage. Also, like any tricky puzzle, each zone has varying levels of accessibility and challenge. Players will often find themselves backtracking, sometimes feeling akin to a confused squirrel trying to remember where the last acorn was buried. Pro tip: unlock the map, find benches, and get those fast-travel points—just don’t forget where they are, or frustration might lead to unintentional wall-smashing.
1 – Act 1: The Bone Pit
Welcome to your starting point, also known as the “Tutorial Zone.” Although the phrase “relatively simple” is used, don’t let the calming pastoral scenes fool anyone—they’re more dangerous than they appear. Progression will almost feel like a gentle push downhill, but beware! The upper section of this area isn’t quite ready for exploration until after the “Cavern.” Expect to return for its village, wishes, and hidden access points galore. For now, just know that running around without a map is practically standard.
Oh, and say hello to the region’s boss: the Mother Tree, a surprisingly maternal figure who might not share her cookies.
2 – The Cavern
Naturally, players will be whisked away to this second area, where suddenly, everyone has an attitude. Enemies here are feistier, but this too serves as a tutorial of sorts. Ascend to the heights that connect back to the Bone Pit—like a confusing family reunion where nobody brought snacks. Here, the power of the “Silk Lance” awaits alongside the first wish for those green berries. Brace for a showdown with the area’s boss, the Bell Beast, more intimidating than it sounds. But fear not! Defeating it will unlock fast travel—phew!
3 – Deep Quays
While it’s technically feasible to wander into the Hunter’s Path before tackling the Red Ant boss, that approach is about as wise as a squirrel running across a busy motorway. Instead, dip into the lava zone, where danger lurks… and so does an optional yet rewarding section in its depths. Players will be forced to do a bit of back-and-forth between the zones, so pack snacks and prepare for the adventure!
4 – The Hunter’s Path
After exploring parts of Deep Quays, it’s onwards to the Hunter’s Path to grab the elusive Dash power—also known as the “Quick Step” because everyone loves a little fancy footwork. Then it’s back to Deep Quays, which is chock-full of those Red Ants and spikes that make players question their life choices. Perhaps a slight delay here isn’t the worst idea.
5 – Back to Deep Quays
Now equipped with the Quick Step, jump over obstacles, and confront the area’s boss, Lace, before boldly marching into the next area: the Far Lands.
6 – The Far Lands
Seek to enter the floating house for a rendezvous with the seamstress. Complete her wish for spines and earn the adorable Capestitch power. On your way back, be prepared for a boss encounter with the Fourth Chorus. Afterward, use the air currents provided by your new cape to gracefully soar to the next area above—because who doesn’t love a bit of dramatic elevation?
7 – Darkvale
Time to explore the right segment of the zone and unveil its map, inflating balloons to assist in reaching exciting locations. The Tavern on the left? Absolutely vital. Prepare for a showdown with Ailebrume, the region’s boss—unless the mysterious flea caravan whisked players away. It’s wise to pay a visit to the Reaper’s Chapel. Sure, numerous zones are accessible now, with Clochelle on the left and Fisherman’s Path above, but darting off would be a blunder.
8 – Cursed Clochelle
Venturing off to the left leads players through the Cursed Clochelle city. There’s not much to explore just yet, which is perfectly normal. Continue exploring left to arrive at “Coquibois”—because who wouldn’t find delight in such whimsical names?
9 – Coquibois
A vast region where navigation becomes a game of hide and seek. Start that Wish for the “Pollip Hearts” if so inclined. Defeating the boss, Sister Splinter, grants access to, oh joy, the magical Wall Jump power! This allows players to zip back to those previous heights and complete that pesky earlier wish.
10 – Clochelle
After traversing through some tunnels, players will encounter the next boss, the Widow. Defeating her unlocks the delightful Melody power, which literally opens up new doors. The city’s curse will lift, transforming it into home base for the foreseeable duration of this fine adventure, given all its shops, wishes, and the possibility to Sharpen one’s Needle. Now’s the perfect time to re-explore previously inaccessible areas like the Hunter’s Path!
11 – Alta’s Nest (optional)
Time to take a nostalgic stroll back to the game’s starting point. A spider door awaits on the right. Play music nearby, and voilà! A plethora of bonuses, powers, and secrets await in this tiny nook, featuring the terrifying “Double Mother Trees” boss.
12 – Wormwood (optional)
If not already done, purchase the Simple Key from the merchant in Bone Pit. Enter the zone via the heights of Bone Pit, unlocking a door to discover some secrets and wishes.
13 – Eroded Paths (optional)
This inhospitable region leads towards the Citadel, although not mandatory, it flows logically from here. An optional double boss showdown with the “Great Volucorns” awaits on the left. The portal to the Citadel is on the top right. If players have hit all the bells to unlock it, brace for a showdown with the fearsome Final Judge.
14 – Foundry, Part One (optional)
If victorious over the Final Judge and crossing the portal, an elevator accident will obligate a trek through the arduous Foundry. Step lightly here, as entering doesn’t allow for easy exits until the direct link inside the Citadel is uncovered. It might be best to explore other regions first.
15 – Fisherman’s Path (optional)
For those less keen on Eroded Paths or wanting to mop up Act 1 before diving into the Citadel, explore this infamous area hiding atop Darkvale. It serves as an alternative route into said Citadel. Search to the right of this zone for a way to get to Bilesac.
Tip: A secret passage resides at the top left of the broken bench room. Conquering a series of tricky platforms is necessary to fix it.
16 – Bilesac, Part One (optional)
This putrid region brings new heights of infamy, but players will only access a small segment. Bilesac’s map will remain locked for now. Be sure to unlock fast travel and find the bench at the end of the area.
17 – The Mists (optional)
The only exit from Bilesac leads to this random zone, functioning as a giant riddle: The Mists. Play music to the butterflies to uncover the way out. Defeating the Grey Ghost will make it disappear, granting access to the Citadel through the back door—sneaky!
18 – Act 2: The Citadel
Entering the Citadel kicks off Act 2—welcome to the main attraction, folks! The core section, the Choir Alcoves, transitions players to various sub-zones like the Mechanical Heart, Whispering Vaults, and Heights, all pivotal to completing the game. Players might encounter their first Pale Oil and begin the Tasteful Nibbles wish from Pharloom. Many destinations await, but the prime choice is to revisit the Foundry! Grab the White Key, situated in the top right of the Citadel, before unlocking the corresponding Elevator at the bottom of this zone.
19 – White Wing
This sub-zone doesn’t show on the general map but does have its very own—perfectly fitting for its spooky hospital vibe. It mainly provides access to the second section of the Foundry, which is rather essential.
20 – Foundry, Part Two
Welcome to Part Two of the Foundry, where players can snag the Grapple power, officially known as “Line Grab”—essential for exploring the upcoming zones. If not previously visited, this presents a chance to find the first section of the Foundry with better conditions—a win-win!
21 – The Block (variable)
Players unlucky enough to explore this area prematurely may find themselves captured by a cage-wielding enemy, thrust into a prison run—a charming little excursion without equipment. For others, this region won’t be accessible until acquiring the Apostate Key. For those lucky ones, it merely acts as a corridor with a fast travel point, leading to the much more captivating Mount Fay.
22 – Mount Fay
This frozen mountain is an entirely hostile environment, with Hornet risking frostbite should she linger too long under the cold. Seek the warmth of flames and lamps, making this region the training ground for the Grapple. At the summit, players will find the long-awaited Double Jump power—consider it the key to unlocking the remaining game, with a few secret zones still waiting in Act 3. All tools to complete the main storyline are now at your disposal!
23 – Mechanical Core
This serves as the central part of the Citadel and its tower. Conquering the Mechanical Duo is required for entry—a fun way to test one’s skills! Exploring the lower section grants access to the Whispering Vaults. Investigate the upper section of the Mechanical Core for one of the three objectives required to finish the game.
24 – Whispering Vaults
This library occupies the right section of the Citadel. Players must shift boxes to clear pathways and eliminate enemies with minimal risk. The zone’s boss is Trobbio, center stage. After defeating him, access the third part of the Foundry, which serves as a covert passage to the second section of the Whispering Vaults. Here, players will find the second piece of the music required to face the final boss.
25 – Great Galleries
Grab hold of the suspended rings in the top left corner of the Citadel to explore this series of treacherous waterfalls filled with lethal spiky reminders that there’s no escaping the pain. There’s no boss, but just wait for the arena that awaits on the other side—it’s equally treacherous! Victorious players will earn the rest of the music needed to open the elevator leading to the game’s conclusion. Before diving into the endgame, a few optional zones await exploration—or complete avoidance.
26 – Karak Sands (optional)
This area is hidden cleverly, accessible via the far left of the Eroded Paths. It’s an ephemeral platforming hell, where the main highlight stands as the Ecornoix. A boss awaits in this zone: the Furious Great Volucorn, because why not throw a dragon into the mix?
27 – Memoriam (optional)
Players can zip through this sub-zone of the Citadel, but visiting prematurely isn’t advised unless one has secured the Lost Merchant Wish. Remember to complete all wishes in the Chantesoir Sanctuary. Memoriam is found above the main corridor of the Citadel, to the top right of that zone.
28 – Putrid Conduits (optional)
If players have the Lost Merchant Wish, a doorway in Memoriam leads to the elusive region of Putrid Conduits. The infamous Apostate Key resides here, alongside a handy tool for navigating the rest of Bilesac.
29 – The Block (optional)
For those lucky enough to escape a prior kidnapping, this region can be explored, thanks to the Apostate Key. And even for the veterans, the double jump allows for a friendly tussle with the Block’s hidden boss, the Original Sin—truly a battle to remember!
30 – Bilesac, Part Two (optional)
Regarded as the worst zone in Act 2, the second part of Bilesac provides a daunting experience. Worms abound, combined with one of the most challenging arenas and an infuriating boss lurking at the end. It might be wise to wait until Act 3 for exploration if self-hate is not on the agenda.
31 – The Cradle (end)
Once three parts of the melody are gathered in the Citadel, nothing stops players from hitting the central elevator. Another boss encounter with Lace awaits, as well as the final boss. Yet, for those yearning for more, victory yanks Hornet back to the most recent save point, unlocking new wishes, powers, and secrets, including fresh hidden zones. Ah, the anticipation!