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BitterFalcon 4 hours ago

Greymoor Walkthrough

Up from the depths of the Far Fields, Greymoor is the next main area in Hollow: Knight Silksong after you visit the Hunter's March and collect all the Lost Fleas or ascend to the top of the Far Fields. This dank, dingy-looking plain is where the scraps of silk that have fallen from the Citadel above are collected by mindless workers, and is filled with feathered fiends that will cause you a heap of trouble as they attack you while you are jumping in the air or trying to reach one of the many secrets lying above the moor and its large mills. It all culminates in the fight with Moorwing (which can be skipped if you find enough Fleas to have their caravan travel to this region).

How to Reach Greymoor

Once you have the Drifter's Cloak, you can ride the wind currents to the top of Far Fields and enter the village. We suggest reaching Greymoor through the Far Fields so you can collect everything easily, and reach Shakra quickly rather than taking the Flea Caravan, which will put you on the western side of the village.
Task Description Area Task Is Obtained Quest Type Reward Complete?
Bugs of PharloomDefeat the many creatures of Pharloom and fill out the Hunter's Journal. GreymoorLearn Quest N/A Bugs of Pharloom

Jump to a section:

    • Exploring the Eastern Side - Craw Lake
    • Exploring the Western Side - The Mills
      • The Chapel of the Reaper
    • Moorwing Boss Fight
    • Passing Through Bellhart

Eastern Greymoor - Craw Lake

Before heading east fully, you can head left to find a device that will string your Rosary Beads together. Using it means you won't lose them when you die. Although you will need 80 Rosary Beads to create a full string. You probably don't have a huge surplus at this time, but if you've been prone to dying and are sick of having to re-collect or lose your beads, consider storing them safely with this device until you need to crack them apart to make purchases.

Sprint back to the right and enter the next room. Shakra has a bench by her that you can sit on. She has the map of the area, which you should buy as soon as possible. If necessary, go back and farm Rosary Beads from pilgrims in the Deep Docks. She will suggest you head back west for a safer path, but there are some items and areas we want to explore eastwards first.

Item Rosary Bead Cost Description
Greymoor Map 70 Rosary Beads Wide, dim hollows, choked by rag and dust. The bugs who once tended these lands have clearly lost their way

Continue to the right and over the ledge, using the wind current to jump up. After jumping down, you will meet a new enemy type: The Craw, one of the main enemies in this area. These small crow-like bugs will bob around and then perform a swoop in an arc.

It is best to jump over them, but landing hits can be difficult as they will back off after they finish their downward swoop. Therefore, it is best to pin them against a wall so you can land upward hits.

Continue to the right once again and defeat the second Craw. Enter the next room, and another Craw will spawn. Run across the large Craw Lake and defeat the Craw which spawns.

You can then jump up using the platforms by the locked gate.

As you jump up, you will face a much tougher bird. These Tallcraw take a lot of hits to kill and have a much more varied set of attacks. The first is a lunge, which will occur when it extends its body horizontally, leaning forward.

If it jumps in the air, it is about to perform a set of swipes around itself that can deal several hits if you are caught in it.

Finally, if it holds the weapon to its side but doesn't lean forward, it will perform a short, close-range stab.

Once defeated, jump down and head left to hit the switch, opening up the gate and allowing you to skip that enemy in the future.

On the far right, you can find two more birds to defeat. However, there's nothing of note along the eastern wall. Instead, enter the building by the switch you activated.

A veritable "Crow's Nest", you may find a lot of treasure hidden inside here. Start by jumping to the right and hit the Rosary Beads hanging from the ceiling to collect them. You can also destroy the nests to collect a few.

Just ahead is a new enemy. These small Mites will screech at you and then leap in your direction. Thankfully, this is their only attack, and it is simple to dodge or jump over. They area more of a nuisance than an actual threat - so long as you don't get swarmed. You can find another one further on the right. From there, jump upwards. Grab the other Rosary Beads and destroy the nests before continuing further right and upwards.

After jumping up and entering the bird cage, you will have a wave-based fight to face off against.

Brendan's Recommendation 🗡️

With so many flying enemies fluttering about, it can be hard to reliably land hits. Much like the gauntlet in Hunter's March, using the Sting Shard Tool can help set traps for these bugs to fly into, dealing a lot of hits in the process!

The first wave spawns a small Craw and another larger Squat Craw. Try to take out the small bird quickly. These plumper Squat Craw have several different attacks.

One attack to watch out for is where it holds three golden daggers. These will fire out in a 90 degree angle in front of it. One will fly almost (but not quite) directly under the bird, one will fly directly to its side (whichever side it is facing), and the third will fly at a 45-degree angle between the other two.

You can dodge these by jumping over the middle one or running to the opposite side of the arena. Keep in mind, it can also perform this attack from the ground when it lands. The daggers fly in the same paths at the same angles, except one flies above it, instead of directly below it.

Finally, when its wings droop down, it will crash and land on the ground. You can get hit by this if you are in the bird's path, so try to avoid standing directly under or near the bird.

The second wave simply spawns two small Craw.

The third wave spawns a small Craw and one of the Tall Craw. They aren't too difficult to take out, as you can use Tools to ensnare both of them in attacks or hit the small one first.

Because the arena has more room, the Tall Craw can take off here. If it does, it will crash into the ground and bounce a few steps in front of its landing spot. Simply run underneath the bird or jump as it comes crashing into the ground. It can also perform a stab vertically downwards if you are underneath it.

The next wave ups the ante once more with three small Craw.

Finally, you will have to face off against both a Tall and Squat Craw at the same time. This is quite tricky as it can be hard to balance avoiding both of their attacks. However, because the plumper bird has fewer attacks, you want to keep an eye on its dagger throws and consistently jump over them, landing hits on the other bird in between them, as it is easier to hit. Afterwards, you can kill the plumper bird.

Save your skills and most of your Tools for this last wave.

Once they have been defeated, a balloon-type object on a chain will appear in the middle of the room. You can bounce off it to gain massive height with a downward attack to jump up.

Once above the arena, hit the switch to change the layout above Craw Lake, unleashing tons of balloons lashed together to form new platforms upward!

Jump back down, and you will see that more balloons have also spawned down here. You can use these to reach the Rosary Beads hanging high up along the ceiling.

Use the balloons to exit the Craw's Nest and head back outside. Once you get outside, you will see that balloons have spawned everywhere around the Eastern side of Greymoor, allowing you to bounce off of them to jump up higher in the area.

Use the balloons on the right to jump up higher. This will take some practice to land your downward attacks perfectly each time. At the top, you can find one of the Squat Craw to defeat.

Before heading directly upward, jump to the left and bounce across the balloons until you reach the far left wall. You should find a small landing here, where a single Craw guards a nest with something shiny: A Frayed Rosary String.

Return back to the roof of the Craw Nest building, and use the balloons to the left to jump even higher. You will then reach the next safe platform with two smaller Craw to defeat.

Continue jumping up using the balloons on the right this time. When you reach the next larger balloon, glide across to the platform on the far right wall and defeat the Tall Craw along this larger ledge.

Grab the Rosary Beads and jump down to find a Lost Flea, which you can return to the Flea Caravan. Hit the switch and grab the Rosary Beads hanging from the ceiling on your right.

Greymoor Lost Flea 1If you've already found five Lost Fleas while following our guide, there won't be a listed follow-up quest to find more. However, there are still a grand total of 30 Lost Fleas to find in Pharloom, and even though it's not in your quest log, finding more of them will routinely get you more rewards as groups of them return to the Flea Caravan!

Return to the platform you were previously on by using the balloons to jump upwards. Continue up the path on the right and to the next safe platform above you. This time, take the balloons on your left to reach the platform higher up. Here you can activate a switch which opens the gate just below.

Unfortunately, because of the angle of the path below, you can't just glide down to it. Instead, you need to glide down and use one of the balloons just beneath this path to hop up to it. This is quite tricky to land consistently, so it may take you a few tries to nail it.

From there, use the balloons to hop even higher, avoiding the spikes, and defeating the bird at the top. This may take a bit of practice to angle yourself away from the spikes to strike down at the balloons.

Once on this ledge, use the balloons to hop up even higher. Keep ascending until you reach the next safe platform, where you'll find a passageway above.

Take the path upwards into the next room and use the balloons to jump up to the platform above. Take the next set of balloons even further upwards.

Here you can interact with the third Weaver Altar and Bind with it. This will unlock a new Silk Skill: Thread Storm. This is Hornet's classic area-of-effect attack, casting a web of silk around her and damaging anything caught within it. However, if you prefer the Silkspear, you'll find that just like Tools, you can swap out Silk Skills while resting at a bench, or even have each one equipped to a different Crest.

Thread Storm

Head back down to where you came from, killing the Craw and collecting the Rosary Beads on your right (try using the Thread Storm as they both dive at you!). You can destroy the wall at the end of this path to the right to return to the main room where we have been jumping up.

Back down in the previous area above the lake, when you reach the ledge just before the drop off, jump off and glide all the way to the right.

Here you will find a bird you can kill and a secret path on your right. Inside are some Rosary Beads and the Threefold Pin. This is a Tool that throws a set of daggers in one swoop when used, much like the Squat Craw, and is a great crowd-control ability against multiple enemies or ones that tend to take to the air.

Threefold Pin

Return to the platforms in the middle of this area and continue to the left, looking for a sign on a path about halfway up, below the ledge you opened up by hitting the switch. You can use the balloons to reach this path.

Inside this room, you can flick the switch by attacking it. This will open up the higher section of eastern Greymoor.

Jump upwards and attack the Rosary Beads on the statue to gather them, before climbing back down.

As you jump down, you will find a small Mite on the wall that will leap at you, as well as an item on a bug carcass. Pick the item up to find a Frayed Rosary String.

Climb back up, as the path further down just leads to the base of Greymoor once again. Head further left, following the sign. Defeat the Craw and continue into the next room.

Attack the next switch in front of you to spawn several balloons you can use to climb back to this area from the base of Greymoor, above where you met Shakra. You don't have the abilities needed to climb higher than this, but it makes a good shortcut.

Glide across to the left and enter the room to find a bell you can activate by hitting a switch. This will open the gate ahead and spawn a bench.

Hit the next switch in front of you to lower the platform, allowing you to reach this area from the bottom of Greymoor where the Far Fields entrance is.

Western Greymoor - The Mills

With this side of Greymoor completed, it is now time to explore the western half of the region. Go past the device that can create Rosary Strings and into the next room, defeating the Pilgrims.

Just ahead, you will find a new enemy type. These Pilgrim Bellbearers will throw bells at you (as is there namesake), which can be deflected away with an attack or dodged by avoiding where they will land. They are pretty weak on their own, but can be an absolute pain when lobbing bells from a group.

Head down and through the gap underneath the path ahead, swimming through the water. Continue to the right to find a Bone Scroll Relic, which can be sold later in the next settlement.

Greymoor Bone Scroll

Climb back up and take the path to the left, which we previously saw. Ahead, you can find three pilgrims of different types, including a Pilgrim Guide with a large bell hammer. Silkspear attacks or tools are useful here to take out or weaken several of them at once. Two you will have seen before, but the Guide is a little tougher.

The main attack to worry about is a jumping smash forward with its club, which can be dodged by running away from it.

Continue further to the left to find a locked building. For now, climb upwards. Jump on top of the building where some Craw will appear to harass you, and then down to the base of it on the other side. Here you can enter it: the Halfway Home.

This small building has a few key things you can do now and come back to. The first is a switch you can stand on to open the door on the other side of the building. The second is Creige, the bug at the base of the Halfway Home, who can give you a refill of your Silk and health. But, it will cost you 10 Rosary Beads each time you get a drink from him.

Higher up, you can find a bench to rest on. But if you jump up even further, you can talk to Nuu. Doing this will give you a Wish, tasking you with collecting data on different enemy types. Bugs of Pharloom can be done in the background as you play, and any enemies you have already fought will be added to the journal.

If you defeat enough of each enemy type, then Hornet will add her own notes to the journal about what she thinks about the specific bug. Note that you don't have to unlock these additional notes to complete the quest, but it's worth doing if you want to 100% your journal.

With everything completed in here, head back outside and continue to the left. Immediately, you will enter another challenge room, which introduces some new enemies.

The first Dreg Catcher wields a spiked staff and performs a basic swing in front of it with a sideswipe and then behind it. As this consists of two attacks, it has quite a long opening for you to attack it from either behind or the front.

After both of these are defeated, you will fight one of the centipede-looking Thread Raker. These are a bit tougher and have more attacks. First off, they will constantly burrow into the ground and change position.

If it jumps in the air and backwards, it will throw its trident at in the direction it is facing at Hornet. This attack tracks until it leaves the bug's hand, so you want to be as far away from it as possible to dodge or jump over it.

If it holds the trident behind it, it will perform a dash attack, with several stabs along the bottom of the screen. This can be dodged by jumping over it.

With both enemies defeated, you can press on further to the left. In the next room, you can find some small flying Fluttermite enemies that will perform a short dash in front of them. They can be pushed back with attacks or hit from underneath easily.

Before heading down, take a running leap from the top ledge to find a floating platform you can reach by dashing in midair. Climb upward, and you'll find platforms leading to a bag of Rosaries on the right. Over to the left, there's a small enclosed space holding a Shard Bundle. However, you'll be ambushed by a scissor-wielding Silk Snipper, so be on guard!

Jump down to the bottom and look to the right to find the Bellway path.

Greymoor Secret Path 1

Enter the room, and when you reach the base level, turn around and attack the wall to reveal a secret room. Inside, you can find a path, which we will explore a little later.

For now, activate the Bellway and return to Bone Bottom to use the bench, giving you a better save point if you die. Once done, return to Greymoor via the Bellway.

Head back down, through the secret path we opened, to find a dark cavern filled with mousetraps. You want to be careful where you step, as these mousetraps will remove two health pips if Hornet is caught by them.

Continue to the left and destroy the wood blocking the path ahead.

At the end of the ledge, you will hear a scream from a mouse enshrouded in darkness. These giant Mitemothers are a little terrifying initially, especially as you are in a cramped environment.

If you continue to the left, without jumping down, you can fight that mouse. Overall, they don't have complicated attacks, but their size requires you to land precise jumps to avoid taking any damage as they charge in a direction.

Alternatively, you can jump off the ledge to the right after each attack and run back, repeating this until the mouse dies. It is best to listen for when their footsteps quieten, as this means they will stop charging and you can go back in for an attack without getting hit.

Take the path around to the left and climb up to find a Memory Locket, which you can use to unlock more Tool Slots for your Crests. There's a new one to find in this region, if you feel like holding onto it for a bit.

Greymoor Memory Locket 1

Jump down to the ledge just below where you fought the giant mouse to find some smaller mouse variants to defeat. Then, jump all the way to the bottom, being mindful of the mouse that is sitting here, waiting to pounce.

You don't have a ledge you can use here, so your best bet is to jump over the mouse as it charges. There is a smaller mouse here, too. Tools are best saved for this mouse in order to kill it quickly.

Continue to the left and jump down through the hole in the floor to find another large mouse you need to defeat. Swim all the way to the left and jump up using the platforms.

Run and jump to the next platform, hitting the switch above you when you land. Continue upwards and then jump to the ledge at the top of the area on your left. Here, you can find a secret room with a lore item to inspect.

To the right, you can attack the wooden support to create a shortcut back to the start of the area. But, underneath where you found the lore item, you can find another path. Go to the end and then travel into the next room.

Above, you can find some Rosary Beads to collect, while the path below will loop you around to the Flea Caravan. The Flea Caravan will appear if you have completed The Lost Fleas Wish before reaching Greymoor. If you haven't completed that quest, you will face Moorwing, a pretty tough boss. Moorwing won't appear until Act 2 in a room nearby if you have already travelled with the Flea Caravan to Greymoor or completed the aforementioned quest.

If you are following this walkthrough, we will cover the Moorwing fight later in the guide, but a full breakdown of the fight and how to defeat the boss can be found here on our dedicated page.

Here, if you have bought the Flea Caravan with you, you can find a bench and speak to several NPCs. Mooshka will ask you to retrieve and find the other Fleas scattered throughout the game. These don't form a part of a quest, but you can free any you find to return them to the caravan and move the caravan along with you as you progress.

Grishkin will offer you a drink which, if taken, will give you a new Tool. This is Flea Brew, which is a consumable Tool that temporarily increases the speed of movement and attacks.

Flea Brew

You have a limited amount of uses for this (three by default), and it can be regained by returning to the Flea Caravan or any other location with Flea Brew throughout the game. Finally, in the Flea Caravan itself, you can talk to Vagra, although they won't have much to say. To the left, you will enter a brand new area, but first, we have the rest of the Western section to explore.

Head back to the right, through the path you previously entered and return to the Bellway.

Just outside the Bellway room, you can find another of the Dreg Catchers to defeat.

At the end of the path on the left, jump up and grab the Rosary Beads above the path, which leads back to the Flea Caravan.

Higher up, you can find another of the Dreg Catchers and some more of the flying Fluttermites to defeat.

Just above them, you can find some Silk, which you can attack to regain your Silk. Above that is a strange NPC that you can't quite reach yet.

Jump back down and head back through the path on the left.

Once in the next room, you'll find a pit below you. In it hides a Mite, but not much else. On the other end of the pit is a pathway leading to a door locked from this side, forcing you to climb the mill instead.

Jump back up and take the path above. Here you can find the Silk Snippers. These bugs with scissors perform a variety of small attacks that can easily catch you and deal enough damage to remove two health pips.

They continuously hold the scissors in front of them and hop backwards, which can make landing attacks difficult, as the scissors will deflect most hits. If they hold the scissors open widely, they will perform a jump forward, which you can jump over.

The other main attack is a set of small snips, which is denoted by the bug holding the scissors behind it. This will do several attacks, so it is best to back off or jump over the bug.

Be warned, trying to evade them by moving to new platforms can prompt the Silk Snippers to dig through wooden platforms to ambush you from above or below!

Another of these Silk Snippers can be found on the same platform, just past it.

Continue upwards using the platforms and ledges, and grab the Rosary Beads on the left. Push even further upwards and into the room on the right.

In here, you can find the NPC we saw in the previous room. This is Garmond and his loyal companion Zaza. They can aid you in the Moorwing fight to come -- if you haven't moved the Flea Caravan to the end of Greymoor, that is.

    • A full breakdown of Garmond's unmarked questline in the meantime can be found here.

Head back outside and continue even further upwards, avoiding the spikes on the rotating wheel. You can't reach the top of the mill with your abilities just yet, but there is a pathway leading left.

In the next mill room, you can find a few more of the Silk Snipper to kill -- many of which will try to ambush you from below. Work your way downwards, killing the other bugs. Once you drop down three levels down, be sure to destroy some support beams to create a shortcut back up instead of taking the long winding path.

Once you reach a Dreg Catcher and flying Fluttermite, jump across the ledges to find some additional Rosary Beads to collect on the far right side. Continue down, on the left beneath the platform with the Dreg Catcher, you can find another Silk spool to replenish your own Silk.

Beneath that, take the next path on the left and then jump downwards before proceeding into the next room on the left. Here you can find another Silk Snipper and some Rosary Beads.

Jump over to the right and activate the switch to open the path connecting this room and the previous one.

Hop back over to where you just collected the Rosary Beads and jump up, passing through to the next room on the left.

In here, you can find another Silk Spool and a building to enter. This is the Chapel of the Reaper, the location of another crest in a small (and thankfully not as challenging) dungeon like the Chapel of the Beast.

Chapel of the Reaper

The Chapel of the Reaper is a short one. In it, you'll complete a jumping puzzle that mimics one you've already done (albeit it's a tad more dangerous if you fail) and take on waves of pilgrims from the area in an arena fight.

To begin, drop down, stopping when you see an opening on the right. Jump across and you'll spot three spike wheels moving around the platforms you need to climb. Take it slow, and when you get to the top, hit the latch above the top platform to move forward.

Not long after you've moved up, you'll begin Chapel of the Reaper's combat challenge. It's another round-based arena fight!

    • Round 1: Silk Snipper
      • Tip - You can get an easy hit on this pilgrim when it lands from their ceiling dive and before it attacks.
    • Round 2: Two Dreg Catchers
      • Tip - Make use of your Silkspear against these two. They don't really jump, so if you can get them close together, you can knock them out fast. If you have Thread Storm, try to hop into the middle of the pack before unleashing your blast.
    • Round 3: Thread Raker
    • Round 4: Two Silk Snippers

Once you've cleared all rounds of enemies, a platform from the ceiling lowers, allowing you to climb to the top of the chapel, where you'll claim the Crest of Reaper. As always, once you claim the Crest it's automatically equipped. You'll need to visit a bench to change it.

Crest of Reaper

The Reaper Crest is an interesting one. It's much slower to swing, alternating in overhand and underhand slices, but while your damage per hit doesn't exactly increase, your range is a lot better to compensate. It also has an extremely useful dashing attack that lifts Hornet into the air in a mighty uppercut to strike at aerial enemies as well. Even better, it's downward strike is a slow-falling slash directly below you, so if you're note a fan of the Hunter Crest's diagonal strike, this is the Crest for you!

Finally, while it's Bind healing ability is similar in fashion to the Hunter's Crest, you'll be imbued with a Silk-harvesting power for a short duration after every Bind. Any strikes you make during this period will cause Silk to float away, allowing you to harvest more Silk rapidly by attacking.

Moving on, hop down beneath where you grabbed the Rosary Beads to find a shortcut with a wind current. Attack the support to drop the device that creates a wind current and you will find yourself by the Flea Caravan. If you haven't yet told the Flea Caravan to move here, something else will be waiting...

Moorwing Boss Fight

    • Recommended Tools: Threefold Pin, Warding Bell
    • Recommended Skill: Thread Storm
    • Recommended Crest: Reaper/Hunter
As mentioned, Moorwing won't appear until Act 2 if the Flea Caravan has already been fought. Otherwise, you can find a full guide of the fight below:

Moorwing is easiest to beat if you keep super up close to its face and strike constantly in pairs and trios. It has two simple attacks in its first phase:

It fires spinning projectiles, which you can leap over; just watch for them to curve back at you. If you keep near it and keep attacking, you'll be clear of them.

It does a swoop attack you can leap over, but always try to get a down swipe attack in while jumping.

Brendan's Recommendation 🗡️

The Moorwing is a fast moving enemy in a very long arena, and will frequently perform long dashes forcing you to give chase. Since it's hard to box in, don't rely on stationary traps like the Spike Shard, and instead use Pin tools to hamper it with faster moving projectiles.

In its final phase, it adds an attack where it swoops towards you but stays midair, just dodge away from this.

Low Projectile: Jump Over High Projectile: Dash Away

The other is an alternating projectile attack: Note that the spinning projectiles coming from ABOVE should be dodged away from first, then moved back in as they spin away. The projectile attack from BELOW the creature follows the ground (watch for the ones that curve backward).

How to Cheese Moorwing (Cheat Technique)

To do this, you'll need the Reaper Crest and have met and recruited Garmond and Zaza. You can technically do this with the Wanderer Crest and without Garmond and Zaza, but it'll take way longer to complete.

If you haven't met Garmond and Zaza, they're hiding right in the tall room next to and above the Greymoor boss's entrance. Talk to them until you get a mention of the Moorwing, though you'll have to have encountered the beast first before that comes up. If they mention they need to rest, head back to Halfway Home for a quick rest, or venture forth and get the Reaper Crest if you don't have it. Don't worry, it's hidden nearby!

With the Reaper Crest equipped, you'll have longer attack range. Drop down to the bottom of the room, but don't visit the Moorwing just yet, to the far right above Moorwing's lair's entrance are Garmond and Zaza, recovered and ready for a fight. Speak with them and accept their request to join your battle. Now, it's time for Moorwing.

Drop down, attract the Moorwing, and now run all the way back to the entrance, being careful not to get stuck below.

Now the rest of the fight involves you standing in this corner and doing a jump-down slash to hit the Moorwing. That's it. It's not exciting, but it beats dying to this monstrosity. Note that it is, again, way faster at just a few short minutes with the Reaper Crest, but a significant time investment with the Wanderer Crest.

Whenever you stun the Moorwing, Garmond and Zaza get their time to shine and do damage from below.

Moorwing Defeated

Passing Through Bellhart

Once the Moorwing is defeated, be sure to return to summon the Flea Caravan in The Marrow. If you haven't found at least five Lost Fleas, you can find their locations with our Lost Fleas Guide.

If you continue to the left past either the Flea Caravan or where you fought Moorwing, you can continue into a new small region comprised of a settlement known as Bellhart. Once you do, a cutscene will play showing bugs hovering in the air, trapped by some spell.

You will also get the next main quest: The Threadspun Town.

You can find a bench and the Bellway here, but the rest of Bellhart is currently inaccessible, so we will revisit a full walkthrough of the area later in the game.

In the room with the Bellway, you can also continue through towards the right on the bottom level to find a secret room.

In here, you can find a mysterious bug called the Bell Hermit that seems to be hiding from whatever curse has haunted Bellhart. He won't have much to say, really, so head back up to the main room with the bench and continue to the left to enter Shellwood. Note that you can also find an alternate path to the other side of Shellwood by using a Simple Key to unlock the Wormways above Moss Grotto.

Greymoor
Greymoor Checklist
Tools Collected
Threefold PinFleabrew
Silk SkillsBosses Defeated
Thread StormMoorwing Defeated
Lost Fleas FoundCrests Obtained
Greymoor Lost Flea 1Crest of Reaper
Memory LocketsRelics Found
Greymoor Memory Locket 1Greymoor Bone Scroll

Up Next: Shellwood Walkthrough

PreviousHunter's March WalkthroughNextShellwood Walkthrough

Top Guide Sections

  • Differences and New Features
  • Essential Tips and Tricks
  • Walkthrough
  • Boss Guides and Boss Order

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Hollow Knight: SilksongTeam Cherry
Initial Release: Sep 4, 2025
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Source: https://www.ign.com/wikis/hollow-knight-silksong/Greymoor_Walkthrough · updated 9 months ago

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The Grand Gate serves as a hub connecting several areas of Act 2, with the main path towards the Blasted Steps. There isn't much to this area initially, but it does serve as a key landmark in Pharloom, and there are some areas you can explore here that lead into additi…

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NeonTinker_tv 4 hours ago
The Slab Walkthrough

So you’ve found yourself in bug jail AKA the Slab in Hollow Knight: Silksong. While you might be able to accidentally discover this area in your travels, the more likely scenario is you got kidnapped by a big ugly fly with a cage on its back. Getting out of here is no …

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HollowQuill 4 hours ago
The Mist Walkthrough

Hornet's journey through Hollow Knight: Silksong can carry you in one of two directions as you make your way upward through Pharloom and toward the Citadel. While most will find the path to the northwest through the Blasted Steps the main route, there is an optional ro…

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