Hollow Knight Silksong Act 1 Checklist
Pharloom throws you straight into chaos the moment you escape your cage. The first act is packed with essential upgrades, key bosses, and hidden collectibles that shape the rest of your run. A Silksong Act 1 checklist makes it easy to keep track of everything before you enter the Citadel and step into Act 2.
Act 1 Abilities
These are the movement and combat skills you unlock before reaching the Citadel:
Swift Step
Drifter’s Cloak
Cling Grip
Needle Strike
Clawline
Needolin
Beastling Call
Each one is tied to progression and needed to clear Act 1 areas like Deep Docks, Far Fields, and Shellwood.
Act 1 Crests
Only four crests can be completed in Act 1:
Crest of Beast
Crest of Reaper
Crest of Wanderer
Crest of Architect
Crest of Witch and later upgrades are locked behind Act 2.
Act 1 Lost Fleas
These fleas can be found before the Citadel gate:
Lavafall flea (Swift Step)
Lever challenge flea (Swift Step)
Breakable wall flea (Cling Grip)
Exhaust Organ flea
Tower cage flea
Caravan flea Kratt
Collecting a handful is enough to start caravan progress, but full completion comes later.
Act 1 Mask Shards
There are four shards available in Act 1:
Pebb purchase (300 rosaries)
Cling Grip shard
Drifter’s Cloak shard
Breakable wall shard by water
They form your first Mask upgrade if you grab all of them before Bellhart.
Act 1 Silk Heart
Bell Beast
This fight unlocks Silk regeneration and Bellway travel.
Act 1 Silk Skill
Silkspear
Found in Mosshome, Silkspear is the only skill tied directly to Act 1.
Act 1 Spool Fragments
Fragments you can reach in Act 1:
Lava room lever fragment (Deep Docks)
Settlement trap room fragment (Marrow)
First Cling Grip wall fragment
Others are locked behind Faydown Cloak or higher flea counts.
Act 1 Tools
Tools you can purchase or earn before Act 2:
Magnetite Brooch (Pebb)
Shard Pendant
Compass (Shakra)
Sting Shard (Forge Daughter)
Magma Bell (Forge Daughter)
Weighted Belt (Mort)
Flintslate
Warding Bell
Act 1 shops in Bone Bottom, Marrow, and Bellhart cover the basics.
Act 1 Bosses and Key Fights
Moss Mother (Moss Grotto)
Bell Beast (Marrow)
Sister Splinter (Shellwood)
Widow (Bellhart)
Moorwing (Greymoor optional path)
Fourth Chorus (Far Fields)
Last Judge (Citadel gate)
Defeating Last Judge marks the end of Act 1.
Act 1 Quests and Shops
Unlock Bellways via Shakra and Bell Beast
Threadspun Town (Bellhart)
Rite of the Pollip (Bellhart reward: Pollip Pouch)
Pinmaster Plinney (first Needle upgrade)
These are the only sidequests tied directly to Act 1 towns.
Act 1 Upgrades
Crafting Kit Upgrade (Forge Daughter, 180 rosaries)
Tool Pouch Upgrade (Mort, 220 rosaries)
Both are simple purchases and complete your Act 1 progression.
Final Blurb
The Silksong Act 1 checklist keeps you locked in on what’s actually possible before the Citadel. Grab your abilities, clear the core bosses, and pick up early shards, fleas, and tools. Once you’ve rung the five bells and defeated Last Judge, you’ll enter Act 2 with a full kit ready for Pharloom’s toughest challenges.
FAQ
How long does Act 1 take in Silksong?
Most players finish Act 1 in 6–10 hours depending on exploration.
What is the final boss of Act 1?
Last Judge is the boss at the Citadel gate and the marker that Act 1 is complete.
Can you finish Bellhart’s quests in Act 1?
Yes, Threadspun Town and Rite of the Pollip are both available before leaving Bellhart.
How many Mask Shards are in Act 1?
Four shards can be collected before Act 2 begins.
What is the most important ability in Act 1?
Swift Step is the core, since it unlocks both traversal and key collectibles.

