Greymoor Full Guide & Walkthrough
Greymoor is perhaps the first area of Hollow Knight: Silksong that feels the closest to the first game. The dreary, downtrodden nature of Greymoor isn’t just a cool name. It’s built into the very foundation of the area.
You will reach Greymoor after getting the Drifter’s Cloak, which you can use to blast up out of Far Fields. The intimidating atmosphere isn’t just for show, as Greymoor is one of Team Cherry’s most densely packed areas.
Conquering Greymoor relies on skill with Hornet’s weapon and new abilities. Enemies in Greymoor are decidedly tougher than previous areas, and if the wretched decay of this crumbling city is bringing you down, take a look at our guide, and I’ll show you how to escape with your life.
The Ascent Into Greymoor
After using the Drifter’s Cloak to soar through the air and escape Far Fields, you’ll arrive at Greymoor. The path on the right will take you to Shakra, the mapmaker, so be sure to buy the map to Gremoor from her if you haven’t yet.
Pressing further to the right, you can use the Drifter’s Cloak in order to reach the next platform. This area is filled with some rather annoying birds, and their flight patterns can be tricky to figure out. The easiest way to dispatch them is to wait for them to fly above you, then leap up and slash them four times.
Swim across the gap, where you’ll find a locked gate. The switch can be seen conspicuously hiding on the other side.
Leap up to the top floor with the platforms, where you’ll encounter an angry, sword-wielding bird. He’s aggressive, but his attacks are also fairly predictable and easy to avoid. Drop below, then hit the switch to unlock the gate.
Back down below, there’s a door that leads to a large open area. It’s filled with enemies, but you can also grab a decent amount of rosaries here. Continue to the right, ascending the platforms and into a mini-boss room.
Mini-Boss And Thread Storm
This is a rather intense marathon, featuring all the flying bird enemies you’ve encountered in this area. Watch for the big guys who throw daggers at you, as they can drain your health quickly.
Just keep moving, watch your health and make use of the Drifter’s Cloak and Swift Step to dodge quickly. After defeating them, you’ll be granted access to a series of bouncy platforms that you can ascend with your needle. Hit the switch at the top then return outside,
Make your way up using the newly spawned balloons, then find the leftmost platform. Use more of the balloons to bounce all the way up, where an altar will grant you Thread Storm.
Let’s head back to the entrance of Greymoor, where we want to take the path that heads left now.
The Left Path Of Greymoor
Upon going to the left, you’ll find some enemies waiting for you. Their pattern is a bit erratic, so just swipe them, dodge the opposite way and wait for them to come to you.
On the platform above is a little guy who chucks bottles at you. His arc can be tricky, so watch them and eliminate him. Keep pressing left, where you’ll find a bit of water to swim through to get to the next platform.
Two of these enemies you’ve seen before, but the big bruiser with the club can be tricky. He has a wide jump attack, which can be avoided with a dash. His jumping attack is also fairly powerful, so steer clear, then take him out.
Continue to the left. A building that’s inaccessible from this side is surrounded by platforms, so take them up and hop over, where you can enter from the other side.
You can rest here if you’d like before moving on. Heading left, you’ll enter a combat arena, so get ready.
The first wave is a duo of tiny guys, each one equipped with a deadly staff tipped with blades. They swing twice, then move back, so just anticipate and take them out. Once they’re gone, the caterpillar with a trident is next.
Their move set is a little more varied, including one where they toss their trident at you, and a burrowing move followed by a charge. These are all easy enough to avoid, but they also have a lot of range, so be sure to stay close and just keep slashing.
Finding An Ally For The Boss
The next area is rather large, so stay sharp as enemies are floating around everywhere. All the way at the bottom, on the right, is a travel station, so feel free to unlock it if you wish.
Moving on, we can take a trip all the way over to the farthest side of the area, through the door. There are some nasty enemies who use scissors to slice you up in this area on the platforms above.
The easiest way to take them out is to just leap over them, then slice away. Continue up, finding an open door on the right. Inside are Garmond and Zaza.
Talking to them will allow you to recruit them for the boss. And considering how tough he is, you may want to do that.
After recruiting Garmond, exit the way you came and head down. An open path leads down, where you can follow it to a platform wrapped up in rope. Slice it, then drop onto the platform.
To the immediate left is Moorwing, the boss. He is one of the hardest bosses you’ll face in the game, with a slew of dangerous attacks. But with Garmond and Zaza on your side, that should make it easier.
If you’re still having trouble, however, I urge you to check out our dedicated boss guide to Moorwing. After defeating him, you’re ready to exit Greymoor and head into the Haunted Bellhart.
Hollow Knight: Silksong
- Released
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September 4, 2025
- Developer(s)
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Team Cherry
- Publisher(s)
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Team Cherry
- Engine
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Unity
- Franchise
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Hollow Knight
- Number of Players
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Single-player
- Steam Deck Compatibility
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Verified
