Hollow Knight Silksong Greymoor Guide & Walkthrough

Hollow Knight Silksong Greymoor Guide
hollow knight silksong

Greymoor is one of the largest areas in Hollow Knight Silksong and the first to match the complexity of the original game’s cities. You arrive here after escaping the Far Fields with the Drifter’s Cloak.

The ruined settlement is packed with enemies, traps, NPCs, and the powerful boss Moorwing. This guide covers how to reach Greymoor, explore its paths, and clear its challenges.

How to Enter Greymoor

After defeating the Fourth Chorus in Far Fields, ride the wind currents upward using the Drifter’s Cloak. Break explosive rocks to unlock more currents until you rise into the ruined towers of Greymoor. Buy the Greymoor map from Shakra near the entrance to make exploration easier.

The Ascent Into Greymoor

Head right to encounter flying crow enemies. They dive or throw daggers, so strike upward when they hover above. Swim across the lower pool, then unlock the gate by hitting the switch on the opposite side.

Past the gate, you’ll fight more crows in a gauntlet. Clear them out to unlock balloon platforms, which let you bounce upward to reach the Thread Storm ability. This skill strengthens Hornet’s arsenal for the battles ahead.

The Left Path of Greymoor

Return to the start of Greymoor and go left. Expect erratic enemies and bottle-throwers that attack in arcs. Watch for the large ant warrior with a club—bait its leap before counterattacking.

Push further left into an arena. Waves of staff fighters and a trident enemy appear. Learn their patterns and counter between swings. Winning this fight opens the way deeper into the city.

NPCs and Rest Points

You’ll discover Halfway Home, a resting place with a bench and shops. Speak to Creige and Nuu here. Nuu offers the Hunter’s Journal once you promise to aid her with the Wish: Bugs of Pharloom.

Unlock fast travel points in this region with 80 Rosaries to make backtracking easier.

Central Greymoor Challenges

In the central hub, chains and balloon puzzles dominate the layout. Use pogo attacks on balloons to climb higher, while switches drop stone blocks and open shortcuts. Free an imprisoned Flea in this section to progress The Lost Fleas quest.

Enemies include crows, ninja ants, and axe-wielders. Take your time clearing them, since platforming hazards often appear right after fights.

Chapel of the Reaper

One major sub-area is the Chapel of the Reaper. This zone contains spike wheel puzzles and another gauntlet fight. Clear the arena to earn the Crest of the Reaper. The chapel also connects back to the main Greymoor loop.

Recruiting Allies

On the far side of Greymoor, you’ll find Garmond and Zaza imprisoned. Freeing them allows you to recruit their aid for the upcoming boss. This step is optional but makes the fight easier.

Boss of Greymoor: Moorwing

Moorwing is one of the hardest fights in early Silksong. He uses charge attacks, diagonal slash flurries, and homing circular blades. Patience is key—dodge the arcs of the blades and punish him right after his charges and slash combos. If you recruited Garmond and Zaza, they will join the battle, distracting Moorwing and giving you more openings.

Once defeated, you can move onward to the Haunted Bellhart.

Final Blurb

Greymoor is the first true city zone in Hollow Knight Silksong, combining heavy platforming, NPC quests, and one of the game’s toughest early bosses. From Thread Storm to the Chapel of the Reaper and the Moorwing fight, this region tests your mastery of Hornet’s cloak and combat skills.

Clear it, and you’ll be ready for the next stage of Pharloom.

FAQ

How do you reach Greymoor?

Use the Drifter’s Cloak in Far Fields to ride wind currents upward after defeating the Fourth Chorus.

What new ability do you find in Greymoor?

You unlock Thread Storm after clearing a crow gauntlet and bouncing up balloons.

Who are the key NPCs in Greymoor?

Creige and Nuu at Halfway Home, plus Garmond and Zaza who can help in the boss fight.

What is the main boss of Greymoor?

Moorwing, a fast and dangerous enemy who uses charges, slash flurries, and homing blades.


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