Sinner's Road Walkthrough
Located north of Greymoor, Sinner's Road is a poisonous, maggot-infested region in Hollow Knight: Silksong. Luckily, it happens to be a slightly smaller optional region -- but it does hide a major secret: a secondary pathway to the Citadel, and Act 2 of the game. This page contains a complete walkthrough for all of areas you can explore in Sinner's Road, inlcuding how to get there, where to find the map, friendly NPC locations, and plenty of secrets.
Sinner's Road Map
You can find the full version of our Silksong interactive map here.
How to Reach Sinner's Road
The earliest and most straightforward path to Sinner's Road can be found high above Greymoor, and is unreachable until you have gained the Cling Grip Ability in Shellwood (and also recommended that you use the ability to free Bellhart first). Because of this, and the pathways you can take from Sinner's Road, it can be considered an effective alternate path to the Citadel than having to climb up the Blasted Steps and defeat its boss to reach the main entrance to the Citadel (however, this path eventually leads to a boss as well).
Warning: Taking either the Blasted Steps or Sinner's Road path to the Citadel will leave you temporarily unable to return to the lower regions of Pharloom until you find a new Bellway. If you've already reached Act 2, you won't be able to return to locate the Sinner's Road until doing a bit of exploring and progressing into the Choral Chambers first.Once you have the Cling Grip, return to the large left-most mill on the left side of Greymoor and wall-jump up to the level above where you were able to reach previously. which features walkways in both directions.
Note that if you take the left walkway, it leads past a long raised bridge to an open area filled with bells, and a locked bellhome occupied by someone named Yarnaby -- but you can't enter yet. Instead, climb the platforms above the locked bellhome to a ledge where a body holds a Frayed Rosary String.
There's even a secret if you continue to wall-jump up through the grass above the body and slash upward - a secret workshop can be found and interacted with, and if you've kept a Craftmetal in your inventory, you can create the Pimpillo, a Red Tool that launches explosive pouches at enemies!
PimpilloTake the right path through the second mill (there's a fan you can activate but it's still just out of reach without a double jump), and exit onto a balcony high above the Halfway Home. There's a lift you can activate to serve as a shortcut down to the home.
Climb over the top of the lift cage and move right across the platforms watching out for flying mites, and using the balloons to bounce off to gain enough height and distance.
When you reach the far right ledge, be sure to inspect the wall beyond, as it can be attacked to reveal a secret area.
At the end of this secret room you can find a Flea Caravan carriage, and a strange Flea named Kratt stuck in webs of silk, which counts as one of the Lost Fleas. Free him, and he'll thank you, and mention a secret his carriage holds that you can take advantage of when he meets up with the Caravan.
Greymoor Lost Flea 2This secret is actually that his carriage doubles as a spa, and you can rest inside to regain both health points and silk! Though the price of admissions initially costs some Rosaries, you may notice Kratt spying on you from above. Jump and slash at him to scare him off, and he'll apologize by waiving the fee for all future visits.
Back in the area above the Halfway Home, you can simply wall-jump up the right side to find the entrance to Sinner's Road (and some hanging rosaries along the way).
If you want to find an extra little secret, you'll have to carefully dash, float, and pogo jump off flying mites and balloons to reach a high platform with a lore note -- but there's not much else here.
The objectives that can be obtained or completed in Sinner's Road are:
| Task | Description | Area Task Is Obtained | Quest Type | Reward | Complete? |
|---|---|---|---|---|---|
| Roach Guts | Hunt the Muckroaches of Sinner's Road and collect Roach Guys from their bodies | Sinner's Road | Hunt Quest | Tacks Tool | Roach Guts |
Jump to a section:
- Finding the Sinner's Road Bench and Map
- Repairing the Sinner's Road Bench
- Reaching the Top of Sinner's Road
- Alternate Route to Styx
- How to Reach The Mist
How to Find the Sinner's Road Bench and Map in Silksong
The first Sinner's Road Bench is located on the west side of Sinner's Road in Silksong. To find it, start at the Greymoor entrance, as shown in our map screenshot above:
Once inside Sinner's Road, you'll find a long room full of cages, along with roaming Muckroaches. These hound-like enemies are extremely annoying to deal with, as they will lunge and leap at you to pull you into a grab as they chomp on you, making frontal assaults very tricky. Get a feel for when they arch their backs to prepare for a leaping chomp (which almost always has a follow-up), and look to strike back when they raise their head up to chatter.
Downward strikes from the air can help when they aren't jumping, and you can always retreat to higher ground to get a breather (the roach inside sealed cages can't break out).
There is one cage along the ground with a weak wall you can break open to find a Frayed Rosary String -- just make sure you take out the roach to the right first so you don't get boxed in.
To exit, look for a high ledge on the far side, and use a cage to jump up and move to the right.
As you enter the next room, you can spot a green bug in a cage above you, just out of reach. Walk forward and you'll reach a hanging Bench signpost (there's also a pathway to the right, but we'll find a bench first in case things go wrong). Note where the sign is attached; you can wall-jump here. Wall jump up, and you'll reach a platform with hanging cages above it. Use these cages to wall jump even higher.
You might notice a lever in the middle of the walkway here - do not touch it! The trapdoor will send you into a pit of maggot-infested poison water!
Be ready to deal with a few new floating enemies here. The smaller Roachcatcher can toss out twin caltrops at you that can damage you even on the ground -- luckily they can be deflected back at the enemy to finish them quickly.
Note that from here you can float down a small opening on the left avoiding spikes to find the cell where the Green Prince is being held. The stoic and enigmatic bug wants to be left alone, but you could use a Simple Key to unlock his cell.
At the top of the cages above the Green Prince, you'll find the pathway up to the bench room is just out of reach thanks to a patch of grassy wall you can't cling to. This will force you on a small detour through the room on the right.
This large area is full of blighted, maggot-infested poison water. Poison in Silksong works a bit differently -- you won't take damage. Instead, the maggots will slowly eat away at your Silk gauge, and you'll lose a spool each time you fall back into the water. The only way to cure yourself is by Binding and healing, but the act will spend your silk entirely on curing poison, and not restore any health. This means you'll generally want to do this quickly before your Silk is completely gone if you have enough to bind once out of the water. If not, you'll need to be diligent about gathering silk quickly and safely to cure yourself.
Along with another caltrop-tossing enemy on the central platform, a fly-like Roachfeeder enemy will also join, and can either lunge with a single slash or pull back to dash forward with a flurry of blows - attack from above or below where they can't easily retaliate.
Past the central platform, you'll find a series of raised circular spikes above the muckmaggot waters. You'll need to carefully pogo bounce off the spikes and across to the far side. Be sure to watch out for a mite lunging at you from a broken cage where you land.
Since the far door on the right can't be opened, hop up into the broken cage, where you can bounce across another floating spike trap to head left. Watch for another flying enemy as you cross the room to the left, where a mite will lunge at you from a stone wall.
Wall-jump up the stone section and bounce back right across some hanging traps to reach the top of the stone platform where a caltrop-throwing Roachcatcher waits. After he's been defeated, you can find a space to drop down against the left wall to open a doorway back to the previous room, and some silk threads below if you've been poisoned and need the extra resource.
Before leaving, there's one extra thing you can do here. Carefully wall-jump up the left wall, and bounce your way back across the room along the top using the series of spike wheels, before floating the rest of the way to a high ledge in the top right of the room, where a small hut can be found.
Inside the hut are two friendly bugs, Crull and Benjin. Speak to them for a bit and they'll tell you about the delicacy of fresh Roach Guts, and offer up a Wish Sidequest to retrieve some by defeating the Roaches in this region and harvesting their innards. It's a gross quest, but you'll be rewarded with a new Red Tool -- Tacks -- which, ironically, are exceptionally good for dealing with any more Roaches you encounter.
TacksAs you return to the previous long vertical room, before you do anything else, wall-jump up the right side above you, and then dash across the platforms in between some spiky walls to find an alcove with a lever. This will drop one of the cages below the doorway to the Bench Room, giving you a much-needed shortcut to the bench you're about to activate.
In this room, you'll see a swinging pendulum in front of you. Wait until it's close enough, then jump over it and pogo onto it to get to the other side.
You'll find a Bench mechanism here that requires 60 Rosaries to unlock. Interact with it and pay, but nothing happens. Something's preventing it from activating, and you need to fix it so you can rest at the Bench.
Shakra, the map seller, is located to the left of the Bench and sells the Sinner's Road map for 90 Rosaries.How to Fix the Sinner's Road Bench in Silksong
It may seem like you just got ripped off, but there is a way to fix things -- but it's not without some danger.
To repair the Sinner's Road Bench in Silksong, begin by climbing up the wall to the left of it. At the top, hit the rocky part of the wall to the left. It'll break, exposing a hidden passage.
Head left and you'll come to two swinging traps. Bounce on the longer one when it reaches you, then jump to the shorter one, and finally glide onto the platform on the other side. Next, you'll encounter two more swinging pendulums. As you approach the first one, bounce off it, glide, and pogo onto the second one, then land on the platform on the other side.
Next, you'll reach a downward section with more pendulums. You can either wall jump or glide down to the bottom; just be careful to avoid the pendulums and spikes on your way down. When you reach the bottom, turn right, and you'll find another set of pendulums to jump onto. Cross them and land on the small platform, where you'll see even more pendulums ahead.
There are four pendulums here. Pogo onto the longer pendulum and glide over to the stationary one, skipping the second. Then, pogo onto the final swinging pendulum and onto the platform on the other side.
Head right, and you'll come to a pool of poison, maggot-filled water. Sadly, you're stuck swimming in it. Luckily, we're close to restoring the bench, which can also cure poison when resting.
Swim over to the platform on the other side, where you'll find the Bench mechanism wrapped in vines. Take out the vines to destroy them and repair the Sinner's Road Bench.
Now that you've cleared the vines from the mechanism and restored the Bench, it's time to head back. Luckily, there's a shortcut available. Look to your left, and you'll see a section of wall that you can wall jump up.
At the top, head left, and you'll reach another section of wall you can wall jump up. You'll need to attack to break through the ceiling. When you do, you'll emerge right next to the first set of swinging pendulums you crossed over earlier.
Glide over the two swinging pendulums to the right (you don't need to bounce on them this time), and then drop down to the Bench, which is now fixed. Remember to return here if you get poisoned later on and don't have enough silk to heal yourself or cure the poison.
With the chair fully raised, you can also bounce off the bells and then dash left and glide to reach a high ledge with some Rosary Beads to grab.
Reaching the Top of Sinner's Road
Now that you have a save spot, it's time to explore the rest of the lower area. Return back to the vertical room outside, and carefully drop down (be on the lookout for a broken cage filled with Rosary Beads).
Back at the bottom of the room by the sign for the bench, take the right doorway.
This long room is filled with more Roaches (which you can harvest for Crull and Benjin's quest) along with some flying enemies as well.
As you make your way through the room, there are two different paths -- one leads up to a broken cage along the ceiling holding some Rosary Beads, and a hole in the ceiling allows you to jump up to a crawlspace to collect some Shell Shards.
Slipping back down toward the end of the room, there's a high area you can't reahc without the double jump, but turn your attention instead to a broken cage along the bottom corner with an opening at the end.
Carefully drop down into the hole and float down between hanging cages and platforms making sure not to touch the walls. At the very bottom of this forgotten grave, you'll find a dead bug holding a new Yellow Tool -- the Barbed Bracelet -- which increases damage both taken and received.
Barbed BraceletReturn back to the area outside the bench, and start working your way up the rest of the vertical room by jumping up the far left wall to avoid the spikes, and then bouncing across the hanging traps to the right wall to reach the trap door ceiling.
The room above is a long hallway with paths leading in both directions. The left path leads out, so we'll take the right path first.
There are several slowly swinging spike traps here leading to a raised platform, with Roaches sleeping along the lower pathway. It's not a bad idea to carefully take out the lower path first in case you fall from the upper path so you aren't ambushed, as it will give you more chances to harvest Roach Guts.
When you take the upper path, be ready to deal with an imposing foe guarding these high platforms. The Roachmaster has some powerful attacks you need to be wary of, and position yourself accordingly. When he raises his backhand up, he'll wave a chain all around him which should be avoided by backstepping away.
His other main attack comes when his backhand charges up with a chain twirling around it -- he'll lunge forward with his chain-wrapped fist, at which point you'll want to either dash away out of its range, or pogo jump over him (though the spikes on his back will deflect your attacks. He can also perform a spinning jump to reposition, and you may have to quickly dash under him if you've been backed into a corner. Each of his attacks has a wide opening you can get a strike or two of your own in, then retreat to evade his next strike.
You'll have to cross another another spike trap and some raised platforms and keep floating right to deal with a second Roachmaster on another platform above the lower area.
Note however there is a chance that Garmond and Zaza can appear here and defeat the second Roachmaster for you, which appears to be permanently removed after this happens.
After both Roachmasters are gone, carefully bounce across the swinging traps over the maggot water, and hit the lever to open the gate.
This second large vertical room holds similar hanging cages, with mites waiting to leap out, and other flying enemies patrolling both above and below. Just to the right of the entrance, you can spot a dead bug on a ledge that you can't reach from below.
Instead, climb over the top and drop down the open cage along the right wall (being ready to deal with a mite when you slide down), and then slide down the left cage to leap to the body holding a Shard Bundle.
The wall by the corpse is breakable, and leads to a much larger region called Bilewater. However, given that most of the region can't be traversed until you have the double jump (including where Shakra sells her map), and it's full of even more maggoty poison water and traps that makes Sinner's Road look like a cakewalke, that area is best saved for later.
Instead, carefully start climbing up from where you first entered, deal with the fly enemy, and then leap back and forth between the right and left walls using your dash to climb upward. Avoid the spikes as you make your precise wall-jumps to reach the top of the room, where you'll be locked into a small arena with another massive Roachmaster.
Remember to utilize traps like the Sting Shard if you have them to help increase your damage output, and bounce over his head if he draws you into a corner.
Unlike other enemies, this particular Roachmaster will drop something when he dies - a Simple Key. You can actually use this back at the previous vertical room to free the Green Prince if you wish -- just note that you won't see any immediate rewards for your act for quite awhile, in case you'd rather use it elsewhere. We'd highly recommend instead using this key, along with the one sold in Bone Bottom, to unlock the doors found within both the Deep Docks and Wormways to unlock a few more extra areas to explore.
With the Roachmaster dead, drop back down the vertical room past the Bilewater entrance, and look for a broken cage full of Rosary Beads to grab on the way down, and then look for another broken cage along the right wall leading to an opening you can enter.
This small room has many caged Roaches and one that roams free, but the true prize is a Lost Flea in a cage on the right side of the room that you can break free!
Sinner's Road Lost FleaBack in the vertical room, carefully float the rest of the way down to find one last doorway on the right.
Cross the poison water and make your way through the cages to bust out the opposite side. You can float down the spikes to a lower area where two Roaches seem to be interested in a giant nest of sorts, with silken eggs scattered all around.
Once you defeat them, rest on the makeshift bench, and a strange creature named Styx will appear on the nest. Styx will proclaim themselves your humble slave, and will endeavor to "grow you something good". If you return after spending some time away, you'll find a bundle you can destroy to claim a Silkeater. These consumable items will seek out and claim the cocoons of silk and rosaries you drop on death, eliminating the need to seek out the spot you died if you just want to get your resources back!
Alternate Route to Styx
You may notice there's a small cage to the left of Styx's lair that can't be opened from this side. There is a way to find an additional shortcut from Greymoor, plus a special item to find along the way.
Back in Greymoor, take the lift up from the Halfway Home and cross to the right side, but then drop down to find a lower platform that travels above the main road.
Take the road to the right and deal with the enemies along the way until you cross a large bridge. You can hit a lever at the end to collapse the bridge, but open a shortcut via using the balloons to bounce your way up from where Shakra once sold her map.
From the collapsed bridge, use the other balloons to reach higher platforms where more Craw are waiting, and carefully defeat them or push them off the ledges and strike when they try and return.
After defeating the pin-throwing Craw on the top ledge, bounce your way to the left wall to find a nest area you can climb up to a higher ledge, and then leap across to the right wall to wall-jump up to the top right corner.
Not only can you attack this top right corner to reveal a secret shortcut back to Styx, but you can also travel along the top of this room to find a Spool Fragment tucked in the top left corner of the area, and add it to your collection.
Greymoor Spool FragmentHow to Reach The Mist
Since Bilewater isn't a favorable area to explore next, there is one more secret exit worth checking out.
From the long passageway at the top of the first vertical shaft, take the pathway to the left this time. You'll need to carefully float between and bounce off five swinging spike traps to avoid falling in the maggot water.
On the far left side of the room, you'll find one last Roachmaster on a higher ledge you can defeat.
Once he's dead, you can try bouncing your way across six more hanging spike traps going back the way you came to reach a chest filled with over a hundred Rosary Beads!
The real prize however, is just up above where you fought the Roachmaster. Wall-jump up the left wall and strike at the top corner, and you'll reveal a hidden path.
This leads to a unique area that's something of a connecting route between Sinner's Road, Bilewater, and the Citadel. But before you can reach the Exhaust Organ that leads up to the Citadel and Act 2, you'll need to traverse a tricky maze-like area known as The Mist.
Sinner's RoadIf you'd rather take your chances on the "main path" and come back later, you can always progress to Act 2 by traveling up the Blasted Steps above Shellwood as well.
| Sinner's Road and Upper Greymoor Checklist | |
|---|---|
| Wishes Completed | |
| Roach Guts | |
| Tools Collected | |
| Pimpillo | Barbed Bracelet |
| Tacks | --- |
| Lost Fleas Found | |
| Greymoor Lost Flea 2 | Sinner's Road Lost Flea |
| Key Items | Spool Fragments |
| Sinner's Road Simple Key | Greymoor Spool Fragment |
Up Next: The Mist Walkthrough
PreviousBlasted Steps WalkthroughNextThe Mist WalkthroughTop Guide Sections
- Differences and New Features
- Essential Tips and Tricks
- Walkthrough
- Boss Guides and Boss Order
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Source: https://www.ign.com/wikis/hollow-knight-silksong/Sinner%27s_Road_Walkthrough · updated 9 months ago
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