Hollow Knight: When you arrive at Greymoor in Silksong, where will you go? For those who came into Greymoor and thought to themselves, my goodness, this is dark – well, I’m worried that if you saw some of the regions after the game, you haven’t said that. Still, there’s a lot to do in Greymoor. A rainy room and constant bird can take you down unless there is a strong path of progression to follow.
in Part 12 of the Silksong Walkthrough (longest part to date) shows us a great path through the vast area of Greymore. two) The path to the sinner’s path. And – most importantly, the Grim Reaper Chapel where you can get a powerful new coat of arms.
Do you need a walkthrough in another area of the game? Check out Hollow Knight: Silksong Walkthrough Hub!
Greymoor Walkthrough Step:
- For Shakra’s map, enter Greymoor from Far Fields.
- Raise balloons at Lake Claw.
- Please rest on a nearby bench.
- Gain the Thread Storm skill.
- Get 3x the pins.
- Rescue the trapped fleas.
- Get hidden bone scrolling.
- Explore the spool fragments on the bench.
- Discover Sinner’s Road and meet Styx.
- Meet Craig and Nuu at the house along the way.
- Complete the gauntlet to the west.
- Unlock the Greymoor Bellway.
- Meet Garmond and Zaza.
- Activate the half-hearted home elevator.
- Rescue scrub.
- Later discover the entrance to the main sinner’s road.
- Rescue another flea on top of the tower.
- Create a Pimpillo tool.
- Enter the Grim Reaper Chapel.
- Complete the goatlet and claim the Grim Reaper.
- Take another look at the flea caravan.
1. For Shakura’s map, enter Greymore via Farfield.


It is always best to get a map of your region as soon as possible. The best way to do that in Greymore is to enter through Far Fields Air Current. Take the far field on the Bellway and head out onto the main shaft. Then ride it all The path to the top goes into the monotonous, drowsy Greymore.
What other ways to reach Greymoor?
From there, it’s a very simple trekking to the right. As you go, you climb onto the hanging boulder and flick the lever on the shelf above to lower the boulder a bit, but only for those who don’t have the claw grip skills yet (unlike us!). To meet Shakura, we lower the stairs in the next room and buy her map at the rosary of 70.
2. Raise balloons at Lake Claw.
In your conversation, Shakura warns you that the path on the right is more difficult than the left. But we don’t listen to such nonsense! On the right is all the tools you need, and there is a fun reward at the end of that pass.
Go right and follow the path with air flowing. Here you will encounter the first enemy – a nasty bird called craws. Get used to their drastic diving attacks as you will often face them.

The room over there is a very large one – this is Lake Klaw, and as you can imagine, there are a lot of birds nest here. Swims into a locked gate, then fly over it, killing tall claws that swing their canes around. You can then drop down and open the gate from the other side.
After that, enter the building next to the gate. It falls to the bottom and kills mites on the ground. Next, climb the shelf to the right and face the Greymore enemy gauntlet. Especially watch out for Squatcraws, attacking three pin projectile shotgun attacks at once. Try to keep yourself directly under them to avoid their attacks.


Once the gauntlet is complete, go up the pogo from the balloons that appear in the arena and hit the lever on the ceiling. This creates not only this building, but also so many similar elasticity that is on top of Lake Kraw.
3. Please rest on a nearby bench.


Leave the building and use the balloons on the left to climb over the roof of the building, up to the shelf above. On the left is an exit, with a sign facing.
In this next room, press the lever to open the gate in front of you, then go left on the metal platform to the exit with another sign. At the edge of the cliff over there, press the lever and drop the balloon “seat” as a shortcut to Shakura, but rather than descending it, fly to the left. Here you can ring one of those big bells and summon a bench that can rest.



4. Acquire the Thread Storm skill.

Once you rest, go back to the right. Once you reach the metal platform, head towards the shelf below and plunder the worn rosary thread. Next, climb the shelf to the top for a rosary cache. After that, we return to Lake Klaw.


Raise the balloon further and use the lever to aim for the shelf on the left. Pull this lever to unlock the gate immediately. You can dip it down a little and pogo the balloon again to reach it. Follow the path of balloons and spikes and kill the squat claws on top. Now, continue bouncing off the balloon until you reach the top exit.
From here, it’s a simple matter of pogoing to the top shelf, where you can interact with the monument and unlock the latest attacking skill, Thread Storm.

This is your Silkspeare alternative (you cannot have both at once). Silkspear is great for attacking ground level enemies from afar, but Thread Storm – Hornet’s signature moves from the first game – offers a very useful effect attack against various Greymore flyers.
5. Get 3x pins.


Test your new thread storm ability with the claw on the right, then go down the path and return to the screen below. From the shelf on the right below you, descend from the edge and float to the right, reaching a secluded shelf protected by tall claws.
Kill tallcraw, go through the wall and go right, picking up a new tool, triple pin. This tool offers attacks that work similarly to these squat claw 3-way attacks. Consider equipping it on your next bench.
6. Rescue the trapped fleas.

Next, jump off the cliff again, float to the right and find another shelf protected by another Tallcraw. Follow this short path and you will soon find that the fleas are trapped in the rocks on the rafters above you. Attack the rocks to rescue the chives, hit the lever below to drop down, then return to the roof of the building at the bottom of Lake Kraw.


7. Get hidden bone scrolling.
We’ve now finished Lake Kro – it wasn’t that difficult, is it Shakra? Go back to the same bench as before and take a rest. Then there’s a soldier on the left. This time we will go back to the far field, crossing the hole and exploring the west side of Greymore.


In the first room in the West, there are plenty of enemies of pilgrims to kill. If you stay at the water level as you head left, you will come across a small hidden passage below. At the bottom of this passage, on the right, you can plunder the bone scroll from the pilgrim’s body.
Then go back and go left and kill the remaining enemies in your way.
8. For spool fragments, explore the bench.


In the next room, note the building with the lights on the right. I’ll return temporarily here. For now, jump to the wooden shelf above you, then the wall will climb further to reach a new room above the previous location. You will encounter a nasty new enemy, Lohachacher, who throws spiked projectiles at you. Stay far away, and the projectile contacts you and sends back to the attacker.

Continue towards the right side of the room, then go back to the left and follow the path of the top shelf to reach the final shard bundle. Then it spins Also It’s coming out to the right.
Jump on the shelf in front of you, move across this room and head off the screen. Next, cross the bridge in the next room (do not hit the lever yet) and the pogo heads upwards to the higher reach of the room. Along the way you will face several claw enemies, but you will eventually reach the path on the left, allowing you to move upwards and right.



At the end of the pass, jump to the wall above the spike on the far right and climb onto the ledge above you. From here you can jump to the left to get a fragment of the spool.
9. Discover the path of thinner and meet Styx.
From the spool fragment, jump back to the shelf on the right, then operate the same wall closure up. This time, once you reach the top, turn around and attack the wall to the right to reveal the secret passage.



There is a mites in the next room. Kill it, then plough the wall on the right side of the ground straight to reveal the secret passage within the secret passage. Fall to the bottom and attack a second destructible wall to reveal the area of the fossilized shell.
You can attack various shells to get shell shards, but the top shell is actually a new enemy, Chardillard. This is one spawn, so if you need a hunter’s diary, kill it now (in this moment…).


Climb to where the first mites were and jump into the room above. You find yourself in the path of a sinner, a brand new (hard) region. Don’t worry, we are not staying. Open the right side and then kill two madnesses (new enemies) in front of you. They are very aggressive and come back after each attack to avoid retaliation.
Once they die, place it on a strange “bench” of silk ahead. And a big insect falls from the ceiling. This is styx! Tired of his dialogue and know that he considers your eternal servant as himself.

Go back to Styx whenever you like. He regularly creates spider eggs that you can break for Silkctor – one use item to get your lost silk (dropped after death) from afar. It’s convenient, but only use it if you actually need to store those rosaries.
Don’t take this room further. The path of sinners is the area that they will conquer later. Return from the cage and leave the secret territory you found.

10. We meet Craig and Nu in an unsatisfactory house.

Follow the steps until you return to the outdoor area with a bright building. Jump to the roof (note the claws that appear here), drop the left side and enter the building. This is a house along the way – a brief moment of rest between the dangers of Greymore.
Talk to the owner – a bug named Creig. If you follow this walkthrough, you’ve seen his name written on the wishwall of Bell Heart, so you can use up his dialogue and get a new quest to harvest the lagpelt from the enemies of the local claws. This walkthrough doesn’t explore this simple quest further. Once you get the lagpelt for your reward, go back to him.
While you’re here, you can stand on the pressure plate next to Craig and open the shortcut on the right. However, there’s one more thing we’ll meet at the house along the way! Jump to the higher level (there is a bench where you can rest) and meet brightly colored wildebeests.

Please embrace Nuu’s quest. She gives you a hunter’s diary – an encyclopedia of enemies that you can fill through your trip.
11. Complete the gauntlet to the west.

Once you’re ready, you’ll leave the house along the way, enter the next outdoor room on your left, and soon come across another gauntlet. This is a simpler gauntlet than the previous enemy, but features a new enemy – the Serpentine Thread Laker (which is very weak for repeated Pogo attacks.
Once the gauntlet is cleared, go to the left.
12. Unlock the Greymore Bellway.


In the next room, patrolled by visual obstacles, you will have a wall closure above you for a rosary cache, followed the path along the ceiling, reaching a small alcove guarded by giant scissors-wielding silk snippers. Kill it and finally plunder the shard bundle.

Then you pass by Fluttermitnaz and return to the very ground level of the room, then go to the right. Follow the path to the right and you can pay 80 rosary to unlock the Greymoor Bellway.
13. Meet Garmond and Zaza.

Return to the outside and climb to the left onto the wooden corridor. Follow the platform up for some silk. You can see that the NPC rests just above the silk. To reach him, return to the ground and this time pass through a wooden passageway to the next room.

In this next room, climb the shelf until you reach the spinning spiked saw at the top, then pass the exit on the right below. At the end of the pass, you can talk to NPC -Garmond- and his fellow Zaza.
14. Activate the incomplete home elevator.
Return to Spikesaw’s room and cross to the left for a Rosary Cash. Then continue climbing upwards.



Climb to the exit on the right and pass it. In the corridor across the board, defeat another thread laker and head right until you reach the elevator. Stand on the pressure plate to activate. You can return home whenever you want (you can go back now and rest on the bench if you wish).

15. Rescue scrub.

Take the elevator back to the top and jump right to reach the new set of platforms. On the right, on the right, about half above you will find a small alcove with many large spools of thread. Finally, you hit a wall and open a secret passage.


Crossing the next room, you will find a rare flea trapped in a webbing. Attacks the webbing to release the fleas. Unusually, this is a full-fledged NPC named Kratt.
16. Later discover the entrance to the main sinner’s road.

Once you’ve returned from the secret room, you’ll hit the wall all the way to the top of the section on the right of this shelf. There is an exit in the very top right corner. For now, take a peek at your head – this is the front door of the Thinner Road. It will explore it later.
Again, this is a significant step up in difficulty from what you’ve been facing so far, so we won’t go there now. But create a mental note – this is a proper way to get there.

17. Rescue another flea on top of the tower.
Return to the relative safety of the Greymoor and return to the top of the elevator. For lore tablets, you can do tricky pogongs to reach the ceiling far above the elevator, but it’s completely optional.


Return to the elevator, exit the left passageway, climb and repeatedly attack the lever above until it is locked in place to create an air current. Next, go through the hole in the floor and do the same with the lever below, protected by the Flutter Mints. There are also some rosaries to collect at this level and just below.

You can then place the airflow on top and pull the third lever protected by the silk nipper. Pull the lever to activate the third air current and place it on top. You can scatter saws here to reach a small, enclosed space containing large spider eggs. Break the eggs and receive the silk trough.
Here, fall a little onto the shelf to the left of the saw and pass through to the next room. Leave the pogo from the balloon to avoid spikes and press the lever to create another air current upwards. This simply leads to silk. Next, continue pogong to the left to clear the enemy platform. Below is another lever that activates for yet another air current.



Use air currents to get enough height to reach the left balloon. Using these allows you to reach the wall at the top of the screen, leading to the top exit.
If you lower the hole in the next room, you will find a sleeping lost flea to rescue you. It will press the lever next to you and drop down again until the start of this whole pass.

18. Create a Pin Pillow Tool.

Drop a little below the saw and you’ll see two exits on the left. Take the exit at the top and follow the path until the end. There you can “examine” the strange look of bellhome. At this time, we don’t get a useful response from the residents, so leave them.

Climb the ledge above you, and at the top of the road you can plunder the rosary strings frayed from the pilgrim’s corpses. But that’s not all! Attack the left part of the ceiling above you to open another secret passage, climb to craft Pinpiro, a new tool in craftmetal. It’s a hand-held bullet. you’re welcome.
19. Enter the Grim Reaper Chapel.


Backtrack to that location with two left exits and the other left exit. This time, we will take the exit below.
Take your time as you will need to fight more silk nippers and other enemies along this winding path. Once you’ve got on the small shelf below, raise the rosary cache and take note of the right. If not, go down to the shelf on the bottom left.

After a short drop, you will find the off-screen method on the left. However, if you drop it down first, you’ll find more rosary in the open cage. Next, pass the roof of the cage, open the lever near the right and jump to the right.

Once that’s done, follow the steps and head left at that exit. The road takes you to the entrance to another chapel: the Chapel of the Reaper.
20. Complete the goatlet and claim the Grim Reaper.

This chapel is actually very easy. Simply follow the main path and chase the saw to Pogo if necessary, and you will reach another gauntlet to survive. Silk nippers may cause a bit of trouble, but otherwise it’s pretty simple sailing. Once the gauntlet is complete, head up and claim the magnificent Lee Park Rest.

Lee Park Rest is my favorite crest at this stage of the game. It offers a powerful attack with decent range and a generous hitbox arc – Pogong is definitely better than the Wanderer’s Coat of Arms, as it includes downward attacks. However, it may take a little time to get used to the pause the Hornet does in the air before each pogo.
21. Visit the flea caravan again.
As the Grim Reaper Chapel was conquered, you mostly looked at the whole of Greymore and dealt with it. Leave the chapel and return to the cage that you leapt over before. Run down the top of the cage and fall to the ground. There you will see a smaller tunnel heading to the left.

At the end of the pass, attack the rope to open it downwards and jump to the right to reach the next room. Avoid bear traps here (attack to neutralize them), and fight your way past the giant mites (work surprisingly well with pogos from the head). At the end of the pass, you can open the passage to Bellway.


This time backtrack and head left. Eventually, you will find yourself safe, healthy and returning to the flea caravan. We also see that Krat joined them and set up his own sauna. You can accept his offer to give it a try. But once you settle in the water (recover your health and silk), you will hear him spying on you from above and you will see him spying on you. Jump up and stop him to teach him a lesson.

Back outside, you can talk to him again and hear his apologies for being a perverted little flea bag, and promise a free (unobserved) sauna whenever you like from now on. A lovely little bonus to complete your Greymoor!

Where did Moorewing go?
For Greymoor, that’s all. Now is the time to turn our attention to some of the corridors in the Falroom world we now have access to thanks to our Needlin. Follow part 13 of the Silksong walkthrough!
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