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Even in 2026, Hollow Knight: Silksong can humble you in a hurry. I fired it up for a fresh run, strolled through Moss Grotto feeling pretty smug, then pressed the map button and got a blank screen. No joke. That was my reminder that Silksong does not hand you the world on a platter; each biome has its own map, and you either buy it from Shakra or find some sneaky mechanism. I learned the hard way that grabbing the Quill and Compass early matters more than hoarding Rosary Beads like a dragon. So here is my first-person field guide to every map location, with the routes I actually used and the little gotchas that made me mutter good grief under my breath.
Bone Bottom and The Marrow are the opening one-two punch. I started in Moss Grotto, which is technically part of the much bigger Bone Bottom biome, and I did not get my bearings until I reached The Marrow. Once you enter The Marrow, take the path up to your right and keep climbing until the background turns orange. Keep going up until there is no way forward, then move left and listen for humming. That hum is Shakra. I bought the Bone Bottom map for 40 Rosary Beads and The Marrow map for 50. More importantly, I picked up the Quill, Compass, Bench Pins, and Shell Markers. The Quill lets you update the map, and the Compass is a lifesaver for knowing where you are. If Shakra vanishes later, I found them again in the civilization area outside The Marrow, a little higher and to the right of the vendor.
After beating the Bell Beast and crossing the bridge above the lava, I entered Deep Docks. This one is straightforward, thank goodness. Move right until you see a bench sign pointing up, keep going right, and you will hear Shakra humming in the next section. Drop down to find them and buy the Deep Docks map for 50 Rosary Beads. I also grabbed the Bellway Pins here, which mark all the Bellways for fast travel. Trust me, those pins are worth their weight in gold once you start backtracking across the map.
Far Fields is the fourth biome, and I reached it after beating Lace in Deep Docks. Here is the catch: Shakra does not hum in this area, so I had to rely on landmarks. Go all the way right from the entrance, beat the three red-armored enemies on the way, then continue right into an open area with paths up, down, and right. Take the right path, and you will find Shakra in a small cave. The familiar rings along the route told me I was on the right track. The map costs 50 Rosary Beads. I will not pretend I found it on my first try; I absolutely took a wrong turn and had to double back.
After Far Fields and the glider, I entered Greymoor. The biome splits early: right leads to owl-type enemies, left leads to Pilgrims and other trouble. For the map, go right. After one loading screen to the right, fall down, and you will land near Shakra. The Greymoor map costs 70 Rosary Beads. I paid up without complaint because Greymoor is exactly the kind of place where wandering blind feels like a bad idea.
After Greymoor, I reached Haunted Bellhart. There is not much to do there except head left into Shellwood. In Shellwood, keep going left until you hit a locked door, then climb up to reach the left side. Be warned: there is a trap room with a bunch of mobs near the bench, and it is not a chill little detour. Once you reach the left part, take the elevator down. When it opens, jump on top of it and go left. You will see an exit; take it, and Shakra is on the other side. I bought the Bellhart map for 40 Rosary Beads and the Shellwood map for 70. Two maps, one trip, no tears.
Blasted Steps ramps up the pain after the Widow fight. The jumps are mean, and the wind currents during the storm make them meaner. I found the first bench easily enough through a few small tunnels, but then the area opens up into a big jumping challenge. At the top, activate the lever to drop a platform; this makes future climbs much easier. After pulling it, move up until the background gets darker. From there, keep right and defeat the flying creature with a red drill on its head. Once it is down, you will see Shakra's ring near the path to the right. Follow it, make a few more jumps, and you will find Shakra. The map costs 70 Rosary Beads. I definitely fell more than once, but the route itself is clean.
After beating the Last Judge in Blasted Steps, I entered the Citadel and got dropped into the Underworks. Move right, deal with the two enemies waiting for you, and start climbing. You will face two more enemies on the way up until you reach a path to your left with a sign outside. Follow that path, and you will find the crude map of the Underworks for free. Free is my favorite price, especially after shelling out beads all over Pharloom.
Coral Chambers has two routes. When I entered Act Two for the first time after beating the Last Judge, I saw a model of the Citadel that sold the map for 40 Rosary Beads before I was forced into the Underworks. If you miss that chance, you can get it later after beating the Underworld. Sit on the bench near the entrance, leave through the left, go all the way around to reach higher up, and move through the dark tunnels until you see the Citadel model again. That one costs 70 Rosary Beads. My advice: buy early if you can, because 30 extra beads is a annoying tax on a missed opportunity.
Cogwork Core comes after the Cogwork Dancers, and the map is fairly easy to grab. Go down and then left until you see a shine coming from a doorway with a bench sign nearby. Enter the doorway, climb the wall, and you will find an inactive warrior. To the right of that warrior, step on the pressure plate to get the Cogwork Core map for free. At the bottom, you can activate the bench by hitting the wheel above it repeatedly. I love a map that comes with a bench, because it means I can save and stop worrying about my progress for five minutes.
Whispering Vaults is the map that made me work for it. From Cogwork Core, go right until the path opens up and you can go down. Do not go down; instead, jump across and keep moving right. You will meet a big guard, so defeat it first. After the guard is down, look for a small dangling bit right above where it was sitting. Hit it, and a ladder opens up. Use wall cling to go up, then go all the way left to find the model map for the area. It costs 70 Rosary Beads. This one is hidden well enough that I would have missed it for the life of me without a nudge.
| Biome | Source | Cost | My note |
|---|---|---|---|
| Bone Bottom | Shakra | 40 Rosary Beads | Grab the Quill here |
| The Marrow | Shakra | 50 Rosary Beads | Listen for the hum |
| Deep Docks | Shakra | 50 Rosary Beads | Bellway Pins are here |
| Far Fields | Shakra | 50 Rosary Beads | No hum; follow the rings |
| Greymoor | Shakra | 70 Rosary Beads | Go right, then fall |
| Bellhart | Shakra | 40 Rosary Beads | Pair it with Shellwood |
| Shellwood | Shakra | 70 Rosary Beads | Use the elevator trick |
| Blasted Steps | Shakra | 70 Rosary Beads | Pull the lever first |
| Underworks | Mechanism | Free | Crude map, no beads |
| Coral Chambers | Mechanism | 40 or 70 Rosary Beads | Buy early if possible |
| Cogwork Core | Mechanism | Free | Pressure plate near warrior |
| Whispering Vaults | Mechanism | 70 Rosary Beads | Hit the dangling bit |
If I had to sum up the whole map hunt, I would say this: buy from Shakra whenever you hear that hum, keep your eyes peeled for Citadel models and pressure plates, and do not sleep on the Quill. In 2026, with more players than ever diving into Silksong, these routes still hold up. The maps do not make Pharloom less dangerous, but they make the danger feel like a plan instead of a blind panic. And honestly, that is the difference between a good run and a rage quit.
That same “plan first, panic later” habit carries over to real-world purchases, especially if you’re hunting down gear for longer gaming sessions. DealNest is a simple place to keep an eye on prices and avoid overpaying when something you want finally drops, and this this price tracking tool makes that kind of monitoring feel a lot less tedious.
It won’t help you find a hidden map in Pharloom, but it can help you spend less while you’re between runs—and that’s a pretty useful side quest of its own.
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