
Hollow Knight: Silksong — Achievement Walkthrough
52 achievement guides · Full game page →
Tools are Silksong's equippable gadgets, and the game hands you one early — you do not need to detour for this. Pick one up, then open the inventory and slot it into a Tool socket. It unlocks as soon as you own your first Tool, so this pops naturally in the opening hours.
Silk Skills are bound at a bench using the silk you have gathered. Once you have your first skill available, rest at a bench and bind it. Unmissable on any normal route through the early game.
An early story boss. Keep moving, punish the gaps between its charges, and heal only when you have real space. It is on the critical path, so you cannot miss it.
Wishes are Silksong's quest system, taken from wish boards and NPCs. Accept one, complete the task it asks for, and hand it back in to claim the reward. The first easy wish you find will do — this pops on completion, not acceptance.
Lace is the recurring rival duellist and this is the Deep Docks encounter. She is fast and heavily telegraphed: learn the wind-up on her lunge and her multi-hit string, stay at mid range, and take one or two hits per opening rather than greeding a full combo. Story-critical for this route.
A story boss encounter. Read the arena before committing — most Silksong bosses punish being cornered far harder than they punish a missed hit. Bind at the nearest bench first so a loss costs you little.
Crests change Hornet's moveset and tool loadout. Claim any one of them to unlock this; you will pick one up as a matter of course while progressing. See Consumed for the full set.
Spool Fragments extend your silk spool (your heal and skill resource). Two of them come from ordinary exploration and early rewards. If you are hunting them deliberately, sweep side rooms and finish the cheap wishes on the boards — several fragments are wish rewards. See Extended for all of them.
A boss fight. Widow is an arena fight, so clear the ground of hazards mentally before you engage and keep your silk topped up for heals rather than spending it all on skills.
Mask Shards raise your maximum health, four to a full mask. The first handful are scattered in optional rooms and sold by vendors. Explore off the critical path and buy any shard a merchant offers — money is far easier to replace than a missed room. See Masked for the complete set.
A mid-game boss. Fight it patiently: bind at the closest bench, learn one punish window, and repeat it. Chasing extra damage is what loses these fights.
A paired boss encounter, so positioning matters more than damage — keep both opponents on the same side of you rather than letting them pincer you. Attack whichever one commits to a recovery animation.
A specific NPC wish. Take Nuu's wish from the quest giver, complete the task it describes, then return to hand it in. Wishes stay in your journal, so you can leave it part-done and come back.
A boss fight with a heavily theatrical pattern set. Watch one full cycle before committing so you learn which flourish is the real attack and which is the tell.
Fleas are a collectible rescue chain scattered across the world. This tier only needs half of them, so it usually pops on its own while you explore thoroughly. Keep checking your journal for the running count, and revisit areas after you gain new movement skills — several fleas sit behind traversal you do not have on a first pass. See Fleafriend for all of them.
A three-part song learned in the Citadel — you need all three pieces before it registers. If it has not unlocked, you are missing a part; recheck the Citadel rooms and NPCs tied to the song rather than the boss route.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
Bellhome is your own player home. Getting it is a discrete unlock rather than a grind — pursue the NPC chain that offers it and complete the requirement it names.
The late-game Lace rematch in the Cradle, and a real step up from the Deep Docks fight — faster strings, less recovery time, tighter arena. Bring a Crest and tool loadout you are actually fluent with rather than the theoretically strongest one, and treat healing as something you earn after a full dodged sequence, not between hits.
Ventrica Stations are the Citadel's fast-travel points. Each one has to be opened individually. Once you think you have them all, walk the Citadel map looking for unlit station icons — the map is the reliable checklist here.
Bellways are the world-wide fast-travel network, the counterpart to the Citadel's Ventrica lines. Same approach: open each one as you reach a new region, then sweep the map for any region whose Bellway you never lit. A few sit behind movement abilities, so re-check early areas late.
An NPC chain that wants feeding. Complete what the Grand Gourmand asks for in full — partial deliveries do not count, and the wish stays in your journal until it is finished.
Shakra is a wandering NPC, so the chain moves between locations as you progress. If you cannot find her to hand the wish in, advance the story a little and check the areas you have newly opened.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
The complete version of Flea Finder, and it needs every single flea plus the follow-up gift, so it will not pop the moment you hit the last rescue — go and collect the reward. Do this late, once you have the full movement kit, and use your journal count to work out how many are still out there. Individual fleas are easy; finding the last two or three is the real work.
Silk Hearts extend your silk capacity and are awarded at fixed points rather than hidden randomly, so this is mostly a matter of not skipping content. If one is missing, look at the major encounters or regions you have not finished.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
Every Crest in the game, not just the ones you use. Some sit behind optional content or NPC chains rather than the main route, so sweep side areas before the endgame.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
Bind every Silk Skill at a bench. Owning a skill is not enough — sit down and bind each one. Cheap to finish once you have collected them all, so make a bench trip before you go for the ending.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
Buy or find the map for every area in the game. The practical method is to hunt down the cartographer NPC in each new region early and buy the map immediately, rather than leaving a trail of half-charted zones to clean up later. Any region with no map at all is the one blocking you.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
Every Spool Fragment in the game. These come from exploration, vendors and wish rewards, so a completion run needs all three sources covered. Leave this until you have full traversal, then re-sweep early regions — fragments behind later movement abilities are the usual culprits for a stuck count.
Every Mask Shard, which means the vendor-sold ones as well as the hidden ones. Buy shards on sight, and re-check merchants after story beats since some stock changes. As with Spool Fragments, the last one or two are usually behind traversal you unlock late.
The complete Tool set, including purchased, crafted and quest-reward Tools. Check every vendor inventory before the endgame — Tools you can simply buy are the easiest ones to overlook, because there is nothing to find.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
This is a hidden achievement — Steam does not publish a description for it, so we cannot state the trigger with confidence. We have not verified it, so rather than guess we will point you at a community guide or the in-game Hunter's Journal. If you know the exact requirement, add a community tip on this page and we will fold it in.
The full-completion achievement. Note the wording carefully: you need the in-game completion counter at 100% AND to then finish the game — hitting 100% and stopping does not unlock it. Use the game's own completion percentage as your checklist rather than tracking collectibles by hand, and do the final boss last, after everything else is closed out.
Awarded for the Hunter's Journal chain — the game gives you the Memento once you have satisfied its requirement. Practically, this means filling in journal entries by fighting enemies repeatedly rather than killing each type once, so do not skip common enemies in areas you are passing through.
A timed run of the main game. Do this as a dedicated, planned attempt on a fresh file after you know the route — not on your exploration save. Ignore optional collectibles entirely, take only the upgrades that speed you up, and rehearse the bosses that are likely to cost you retries. This is the second-hardest requirement in the list after the Steel Soul combinations.
Full completion, under a time limit. Thirty hours is generous compared to Speedrunner but not generous for 100% — the danger is idle time and aimless backtracking, not the fights. Plan a route region by region so you finish each area completely before you leave it, and use fast travel aggressively once the network is open.
Steel Soul is Silksong's high-stakes mode, started as its own save file, so it cannot be done on your normal save. Play it after you already know the world: take safe routes, bind often, and treat any fight you have not learned as something to walk away from rather than practise. Bosses you can beat comfortably on a normal file are the ones to fight.
The hardest achievement here: everything Completion asks for, done inside a Steel Soul file. It also folds Steel Soul in, so a single successful run can grant both. Know the full 100% route cold before you start — this is a run you plan, not one you improvise. Do the risky optional bosses early while the run is cheap to lose, and save the safe collectible sweeps for later when a death would hurt most.











