Hollow Knight: Silksong - Locations
The interconnected regions, settlements, and Citadel zones of the kingdom of Pharloom in Hollow Knight: Silksong, roughly in the order Hornet reaches them across the game's three acts.
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of 23 entries
· updated 2026-09-15
| Name | Type | Description | Region | Points Of Interest |
|---|---|---|---|---|
| Moss Grotto | Starting Region | The damp, mossy cave system where Hornet begins her ascent after escaping captivity. | Pharloom Lowlands | Hornet's cage (starting point) Moss Mother's arena Early training ledges |
| The Marrow | Cave Region | A warm, bone-strewn cavern network styled around a great dead creature. | Pharloom Lowlands | Bell Beast arena Bone Bottom approach Cling Grip ledges |
| Deep Docks | Industrial Region | A rusted, steam-filled dock and factory district ruled by Crust King Khann. | Pharloom Lowlands | Crust King Khann's arena Industrial fans and conveyors Lace's first duel |
| Far Fields | Open Region | Sweeping, wind-blasted grassland on the road toward the Citadel. | Pharloom | Open grassland routes Bellway connections Paths to Greymoor |
| Greymoor | Foggy Wilderness | A grey, misted marsh-and-moor region patrolled by the Moorwing and other predators. | Pharloom | Moorwing lair Foggy marshland Routes to Bellhart and Sinner's Road |
| Bellhart | Town / Settlement | A bell-themed town that serves as a mid-game hub. | Pharloom | Bellhart Wishwall Vendors and benches Fast-travel Bellway |
| Shellwood | Forest Region | A forest of towering shells and tangled flora haunted by Sisters Splinter and other insects. | Pharloom | Sister Splinter's arena Shell forest canopy Chapel of the Beast approach |
| Hunter's March | Wilderness Region | A hunting-grounds region roamed by hostile beasts, including the optional Savage Beastfly. | Pharloom | Savage Beastfly arena Chapel of the Beast |
| Blasted Steps | Climb Region | A broken, crumbling stairway of platforms climbing toward the Citadel. | Pharloom | Crumbling stairways Ascent toward the Grand Gate |
| Grand Gate | Gateway | The monumental entrance to the Citadel of Song, marking the boundary between the outer kingdom and the city proper. | Citadel of Song | Citadel entrance Lower city approach |
| Underworks | Subterranean District | The Citadel's layered industrial underbelly, threaded with pipes, gears, and the Weavers' ancient machinery. | Citadel of Song | Weaver machinery Cogwork passages Tool caches |
| Choral Chambers | Citadel District | The Citadel's grand, song-drenched core, where the city's choirs, nobility, and elite guards reside. | Citadel of Song | Grand Bellway Choral halls Paths to the Cradle |
| Cogwork Core | Machinery Region | A vast mechanical core of spinning gears and pistons within the Citadel, guarded by the Cogwork Dancers. | Citadel of Song | Cogwork Dancers arena Gear mechanisms |
| The Cradle | Citadel Summit | The uppermost sanctum of the Citadel and the seat of Grand Mother Silk. | Citadel of Song | Grand Mother Silk's sanctum Ending branching point |
| Whiteward | Asylum Region | A pale, clinical asylum complex where the Citadel's afflicted are confined and treated. | Pharloom | Asylum wards Confinement cells |
| Memorium | Memorial Region | A somber memorial district devoted to the dead of Pharloom, thick with statues, monuments, and grave-lore. | Pharloom | Memorial monuments Grave-lore halls |
| The Slab | Prison Region | A grim prison block where the Citadel keeps captives, echoing the fate of Hornet's own opening cage. | Pharloom | Prison cells Guard corridors |
| Sinner's Road | Hazard Region | A treacherous road that can replace the Blasted Steps as a route into the Citadel's lower reaches, channelling travellers through lava, the Mist, and cramped passages toward the city. | Pharloom | Route into the Citadel Entrances to the Mist and Exhaust Organ |
| The Mist | Illusory Region | A disorienting, fog-wreathed stretch of Sinner's Road where navigation itself becomes the challenge. | Pharloom | Fog maze Path to the Exhaust Organ |
| Exhaust Organ | Hazard Region | A noxious, living-organ chamber that vents the Citadel's exhaust. | Pharloom | Toxic vents Route into the Citadel |
| Bilewater | Swamp Region | A corrosive, illness-choked marsh region encountered in the mid-to-late game. | Pharloom | Acid pools Diseased wetlands |
| Mount Fay | Mountain Region | A snowy, wind-scoured peak reached late in the ascent. | Pharloom | Snowy peaks Wind-swept ledges |
| Sands of Karak | Desert Region | An arid, dust-choked stretch of Pharloom whose drifting sands hide buried routes and foes. | Pharloom | Desert dunes Buried passages |
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