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Hollow Knight Walkthrough: Main Story, Endings, and 112% Guide

A complete Hollow Knight walkthrough covering the recommended main-story route, ability gates, Dreamers, bosses, endings, Void Heart, free content packs, recovery tips, Steel Soul, and the full 112% completion checklist.
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Hollow Knight is best completed in two layers: first follow an ability-gated route to the three Dreamers and the Temple of the Black Egg, then tackle optional bosses, quests, free content packs, and the 112% checklist. You do not need 112% to finish the story. If you want every ending on one save, defeat the Hollow Knight before obtaining Void Heart, because Void Heart permanently locks the basic ending on that profile.

This guide is for the original Hollow Knight, not Silksong. Spoilers are marked by section: no major story spoilers, progression spoilers, ending spoilers, and completionist spoilers.

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Spoiler warning: This guide covers the complete main route, abilities, Dreamers, endings, free content packs, and 112% completion. Use the section labels to choose how much you want revealed.

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Choose your path: Follow the main-story route if you want to reach an ending efficiently; use the recommended route if this is your first playthrough and you want useful upgrades along the way; or jump to the 112% checklist after you understand Hallownest and want a completion plan.

Before you start

No major story spoilers: Hollow Knight is a nonlinear Metroidvania set in an interconnected world. There is a recommended order for a first playthrough, but no single mandatory route. The official game description emphasizes exploration and connected areas, and sequence breaks can open some routes earlier than intended. This guide uses the normal progression path because it is easier to follow and gives you useful upgrades at sensible points.

Controls and terminology

Use the action names below rather than platform-specific buttons: ATTACK, JUMP, DASH, FOCUS, CAST, DREAM NAIL, SUPER DASH, and MAP. Controls are customizable, so check the in-game Controls menu for your keyboard, controller, or console layout. The official Hollow Knight help page is also useful for platform-specific control and save information.

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  • Nail: your basic melee weapon.
  • SOUL: the resource gained mainly by striking enemies. Spend it on spells or healing.
  • Focus: consumes SOUL to restore health.
  • Pogo: press ATTACK downward while airborne to bounce from enemies, spikes, mushrooms, and other objects.
  • Bench: the main rest, save, respawn, and charm-equipping point.
  • Shade: the hostile remnant left at your death site. Defeat it to recover the Geo lost on that death.
  • Stag Station: fast travel between stations you have unlocked.
  • Dream Nail: a weapon and progression tool used to collect Essence, enter dream encounters, access memories, and break Dreamer seals.

SOUL normally has a maximum meter of 99. After death, your usable meter is restricted until you defeat the Shade. Dream Boss deaths normally do not leave a Shade or cost Geo; the Radiance is a special exception because that encounter is treated as an actual death. See the official game overview and the reference pages for Soul, Shades, and Dream Bosses.

How the map works

  1. Find Cornifer in an area and buy its map.
  2. Return to Dirtmouth and buy the Quill from Iselda.
  3. Rest at a Bench to update the map with the rooms you have explored.
  4. Equip Wayward Compass if you need your position marked while the map is open.
  5. Buy Bench, Stagway, Vendor, Whispering Root, and other pins as needed.

Cornifer’s humming, paper scraps, and ink trails are deliberate navigation clues. Most major areas have a map for sale, but Resting Grounds, the Abyss, and the Hive have special map circumstances. A blank map section usually means one of three things: you have not found Cornifer, you have not rested since exploring, or a visible route is blocked by an ability, spell, key, or story event. The Cornifer and map pin references explain the system in detail.

A spoiler-light answer to “Where do I go next?”

  • No dash: head toward Greenpath.
  • Dash but no wall-jump: explore Fungal Wastes and Mantis Village.
  • Wall-jump but no spell upgrade: visit the City of Tears and Soul Sanctum.
  • Desolate Dive: inspect cracked floors in Crystal Peak and other regions.
  • Crystal Heart: investigate long horizontal gaps and Super Dash routes.
  • Monarch Wings: revisit high ledges and double-jump routes, especially around Ancient Basin.
  • King’s Brand: return to the bottom of Ancient Basin and enter the Abyss.
  • Shade Cloak: revisit Shade Gates and pursue deeper routes.
  • Three Dreamers marked: enter the Black Egg for the normal story endpoint, or continue exploring if you want upgrades and alternate endings.

Main-story walkthrough

Progression spoilers begin here. This is a recommended first-playthrough route, not a requirement. If you are short on health, SOUL, Geo, or damage, leave a boss and return later; the game is designed to allow that.

1. King’s Pass and Dirtmouth

Enter when: New game. Main objective: cross King’s Pass and reach Dirtmouth. Key rewards: access to Forgotten Crossroads and the town’s services. Leave when: you are ready to descend the well. Return later for: shop upgrades, Grubfather rewards, and map purchases.

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Use the opening area to learn jump timing, attack range, Focus, and downward pogo attacks. Pogoing is not a decorative trick: it becomes essential for both platforming and safe combat. Speak with Elderbug if you want the town’s early context, then descend into Forgotten Crossroads. Nothing important in the opening area is permanently missable, so do not delay the main route to clear every Geo deposit.

2. Forgotten Crossroads

Enter when: From Dirtmouth. Main objective: acquire your first spell and open the Greenpath and City routes. Key rewards: Vengeful Spirit, City Crest, Crossroads Stag Station, Soul Catcher, and Sly. Leave when: False Knight is defeated and Greenpath is accessible. Return later for: Grubs, Mask Shards, charms, and routes opened by dash, wall-jump, Dive, or double-jump.

  1. Find Cornifer and buy the Forgotten Crossroads map.
  2. Rescue Sly from the abandoned village. He returns to Dirtmouth and later sells useful items.
  3. Open the Crossroads Stag Station.
  4. Visit the Ancestral Mound and receive Vengeful Spirit from the Snail Shaman.
  5. Defeat the Elder Baldur blocking the intended Greenpath route.
  6. Defeat the False Knight and obtain the City Crest.
  7. Collect Soul Catcher if it is convenient, then return to Sly and Iselda as their shops become available.

False Knight can technically be bypassed after a knockdown through a breakable route, but defeating him is the clearest first-playthrough choice: City Crest opens the intended City of Tears entrance and the boss contributes to completion. The Forgotten Crossroads reference has the area’s optional branches.

3. Greenpath

Enter when: Vengeful Spirit and the Elder Baldur route are available. Main objective: follow Hornet and win the first major movement upgrade. Key rewards: Mothwing Cloak and the Greenpath Stag Station. Leave when: Hornet Protector is defeated. Return later for: dash-gated collectibles and side paths.

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  1. Follow the humming and map clues to Cornifer.
  2. Track Hornet through Greenpath.
  3. Defeat Hornet Protector.
  4. Collect Mothwing Cloak, your horizontal dash.
  5. Unlock the Greenpath Stag Station and revisit nearby areas where the dash opens shortcuts.

Hornet’s first battle teaches a central rule of Hollow Knight: observe the attack, move through open space, and punish only after the recovery window. Stay near the arena’s center, jump over the needle throw, avoid chasing the needle into danger, and heal only after a long recovery animation. See the Hornet reference for the encounter’s progression context.

4. Fungal Wastes and Mantis Village

Enter when: Mothwing Cloak. Main objective: gain wall-jumping and open the City route. Key rewards: Mantis Claw, Queen’s Station access, and optionally the Mantis Lords reward. Leave when: you have Mantis Claw and can enter the City of Tears. Return later for: vertical routes, charms, Mask Shards, Grubs, and lower Deepnest access.

  1. Enter Fungal Wastes from Forgotten Crossroads.
  2. Activate Queen’s Station if possible.
  3. Reach Mantis Village and collect Mantis Claw.
  4. Use wall-jumps to collect nearby upgrades and open shortcuts.
  5. Use the City Crest at the gate toward the City of Tears.
  6. Optionally defeat the Mantis Lords. They are not required for the basic ending, but defeating them grants safe passage through Mantis Village and opens the clearest lower route into Deepnest.

Fight the Mantis Lords one at a time while learning their patterns. In the two-Lord phase, prioritize survival over extra hits. The arena’s symmetry makes downward pogo attacks and spells especially reliable. Area and boss details are covered by the Mantis Village and Mantis Lords references.

5. City of Tears and Soul Sanctum

Enter when: City Crest, normally from Fungal Wastes. Main objective: upgrade the Nail and obtain Desolate Dive. Key rewards: Nailsmith, first Nail upgrade, Soul Sanctum, and Desolate Dive. Leave when: Soul Master is defeated and cracked floors are available. Return later for: Pale Ore routes, locked houses, simple-key areas, and Dive-gated rooms.

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  1. Enter the City and find the Nailsmith.
  2. Buy the first Nail upgrade, Sharpened Nail, for 250 Geo.
  3. Activate City Storerooms or another nearby Stag Station.
  4. Explore Soul Sanctum and defeat Soul Master.
  5. Collect Desolate Dive and use it on cracked floors you have already passed.

Soul Master deliberately includes a fake-out after the apparent defeat. During the fight, wait for ground-slam recovery windows, dash through horizontal charges, and use spells when the boss teleports across the room. Do not panic after the first apparent victory.

Nail upgrade Geo Pale Ore
Old Nail → Sharpened Nail 250 0
Sharpened → Channelled Nail 800 1
Channelled → Coiled Nail 2,000 2
Coiled → Pure Nail 4,000 3

Pale Ore is found through exploration, quests, bosses, and completion objectives; it does not need to be endlessly farmed. Consult the Nail and Nailsmith references for the complete upgrade context.

6. Crystal Peak and Resting Grounds

Enter when: Desolate Dive, or the Lumafly Lantern for the toll-gate route. Main objective: obtain Crystal Heart and the Dream Nail. Key rewards: Crystal Heart, Resting Grounds access, Dream Nail, and Essence progression. Leave when: you have the Dream Nail and a route toward Royal Waterways or Ancient Basin. Return later for: Dive- and Super Dash-gated collectibles.

  1. Reach Crystal Peak through the 50-Geo toll gate with Lumafly Lantern, or open another entrance with Desolate Dive.
  2. Find Crystal Heart, which enables horizontal Super Dashes.
  3. Collect Descending Dark if you return with the necessary route available.
  4. Reach Resting Grounds and obtain the Dream Nail from the memorial.
  5. Speak with the Seer and begin collecting Essence from Whispering Roots, Warrior Dreams, and dream encounters.

Crystal Peak has multiple entrances; the Lantern route is not the only possible entry. The Dream Nail is both a combat tool and a progression key. Seer milestones are 100 Essence for a Hallownest Seal, 200 for access to Spirits’ Glade, 300 for Pale Ore, 500 for Dream Wielder, 700 for a Vessel Fragment, 900 for Dreamgate, 1,200 for an Arcane Egg, 1,500 for a Mask Shard, 1,800 for the Awoken Dream Nail, and 2,400 for the final Seer reward and its completion point. Only 1,800 is needed for the Awoken Dream Nail.

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7. Royal Waterways and Isma’s Tear

Enter when: A Simple Key; Crystal Heart is strongly recommended. Main objective: defeat Dung Defender and gain acid immunity. Key rewards: Dung Defender, Isma’s Tear, shortcuts, and optional Junk Pit access. Leave when: acid pools no longer block your route. Return later for: Godmaster and additional Waterways branches.

  1. Open the Royal Waterways entrance in the southwest City of Tears.
  2. Defeat Dung Defender.
  3. Activate the pump and shortcuts.
  4. Use Crystal Heart through the eastern spike tunnel where appropriate.
  5. Collect Isma’s Tear in Isma’s Grove.

There are four Simple Keys: Sly sells one for 950 Geo; one is in City of Tears; one is in Ancient Basin; and one drops from Pale Lurker near the Colosseum of Fools. They are single-use and open several unrelated locks, including Royal Waterways, Confessor Jiji or Steel Soul Jinn, the Pleasure House, and Godseeker’s cocoon. Do not assume the first key must be saved for Godhome. See the Simple Key and Junk Pit references.

8. Ancient Basin and Monarch Wings

Enter when: A route from the City or Waterways; normal progression is easier with Crystal Heart. Main objective: defeat Broken Vessel and gain double-jump. Key rewards: Monarch Wings and access to the Abyss route. Leave when: you can revisit double-jump routes and proceed toward Kingdom’s Edge. Return later for: Palace Grounds, Vessel Fragments, and lower Abyss routes.

  1. Reach Ancient Basin.
  2. Defeat Broken Vessel.
  3. Collect Monarch Wings.
  4. Revisit high ledges and rooms that previously required a second jump.

Monarch Wings are the intended traversal upgrade here but are not strictly required for every ending; advanced pogo techniques and sequence breaks can bypass some intended uses. During Broken Vessel, keep moving horizontally to avoid infected balloons, use spells when the boss is hard to reach, and do not stand directly beneath repeated dives. Lost Kin, the dream version, is an optional separate challenge.

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9. Kingdom’s Edge and King’s Brand

Enter when: A Tram or another connecting route; Monarch Wings make traversal more comfortable. Main objective: defeat Hornet Sentinel and obtain King’s Brand. Key rewards: King’s Brand and the Abyss entrance. Leave when: King’s Brand is in hand. Return later for: Colosseum trials, Hive routes, and optional bosses.

  1. Reach Kingdom’s Edge through the Tram or another connection.
  2. Defeat Hornet Sentinel.
  3. Reach the Cast-Off Shell and collect King’s Brand.
  4. Return to the bottom of Ancient Basin and use the Brand to open the Abyss.

Hornet Sentinel is faster than the first encounter, so spacing matters more than aggression. Clear spike traps when safe, avoid staying in corners, and consider arriving with a Nail upgrade plus at least one additional health or SOUL upgrade.

10. The Abyss and Shade Cloak

Enter when: King’s Brand. Main objective: cross the Void and obtain the shadow dash. Key rewards: Shade Cloak and Abyss Shriek if you have Howling Wraiths. Leave when: Shade Gates and previously blocked dash-through routes are accessible. Return later for: Birthplace and Void Heart.

  1. Enter the Abyss and reach the lighthouse.
  2. Activate the lighthouse to suppress the Void Tendrils.
  3. Cross the sea of Void and obtain Shade Cloak.
  4. Collect Abyss Shriek if Howling Wraiths is available.
  5. Return to Shade Gates across Hallownest.

Shade Cloak upgrades the normal dash and lets you pass through many enemies, attacks, and Shade Gates. It has a short independent cooldown; if the shadow dash is recharging, a normal dash occurs instead. Environmental hazards still deal damage.

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11. The three Dreamers

Enter when: Dream Nail and the relevant regional route. Main objective: break the seals of Monomon, Herrah, and Lurien. Key rewards: access to the Black Egg. Leave when: all three Dreamers are marked defeated, then choose whether to finish the story or explore first.

Dreamers are not ordinary boss fights. Once you reach a Dreamer, use the Dream Nail on the seal. All three are required to open the Temple of the Black Egg, although their order is flexible.

Monomon the Teacher — Fog Canyon

Reach Teacher’s Archives and defeat Uumuu. Quirrel assists during the encounter. After the fight, use the Dream Nail on Monomon’s seal. Isma’s Tear and Shade Cloak make the normal route more comfortable, but Fog Canyon has alternate approaches.

Herrah the Beast — Deepnest

Reach Beast’s Den and use the Dream Nail on Herrah’s seal. Mantis Lords provide the clearest lower entrance, but Deepnest has alternate access routes. Use benches and shortcuts frequently; Deepnest’s darkness and enemy ambushes make blind forward movement especially costly.

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Lurien the Watcher — City of Tears

Reach Watcher’s Spire and defeat Watcher Knights. Before starting, break the ceiling above the chandelier and drop it; this removes one Knight from the encounter. Keep the arena center available, use spells to hit rolling or bouncing Knights, and avoid long heals unless both are separated or stunned. Then use the Dream Nail on Lurien’s seal.

12. Queen’s Gardens and the first Kingsoul half

Enter when: Shade Cloak and suitable acid traversal. Main objective: collect the White Lady’s half of Kingsoul. Key rewards: Traitor Lord victory and one Kingsoul half. Leave when: the White Lady has given you her half. Return later for: remaining Queen’s Gardens collectibles.

Defeat Traitor Lord and meet the White Lady. Shade Cloak is central to this battle because it allows you to pass through the shockwave attacks. This section is optional for the basic ending but essential for the Void Heart path.

13. White Palace and the second Kingsoul half

Enter when: Awoken Dream Nail and Monarch Wings; at least 1,800 Essence. Main objective: complete the White Palace. Key rewards: the second Kingsoul half. Leave when: Kingsoul is complete. Return later for: Path of Pain, an optional challenge.

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  1. Reach Palace Grounds.
  2. Use the Awoken Dream Nail on the Kingsmould corpse.
  3. Complete the White Palace and obtain the second Kingsoul half.
  4. Return to a Bench and equip the completed Kingsoul.

White Palace is difficult precision platforming with saws and spikes. A death there is a real death for Fragile Charms and Steel Soul purposes, even though it does not release a normal Shade. The optional Path of Pain is substantially harder and is not required for the basic ending or 112%.

14. Birthplace and Void Heart

Ending spoiler: Void Heart changes the ending options on the save profile.

Want the basic Hollow Knight ending or its achievement? Defeat the Hollow Knight before acquiring Void Heart.

Prerequisite: both Kingsoul halves and the Abyss route. Equip Kingsoul, return to the Abyss, find the newly accessible Birthplace entrance, and reach the egg at the end. Strike the egg with the Dream Nail and complete the memory sequence to receive Void Heart.

Void Heart is automatically equipped, normally cannot be unequipped, unifies the Void, opens the Radiance route, and permanently prevents the basic Hollow Knight ending on that save profile. If you want every ending on one profile, stop before this section until you have completed the first ending.

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15. Temple of the Black Egg

After all three Dreamers are defeated, enter the Temple of the Black Egg and face the normal story endpoint, the Hollow Knight. You do not need 100% completion, every movement ability, all charms, White Palace, Godhome, or every boss to reach this fight.

Ability progression at a glance

Ability or milestone Where What it unlocks
Vengeful Spirit Ancestral Mound Ranged spell damage and certain blocked routes
Mothwing Cloak Greenpath Horizontal dash
Mantis Claw Mantis Village Wall-jumping and vertical routes
Desolate Dive Soul Sanctum Breakable floors
Crystal Heart Crystal Peak Super Dash across long horizontal gaps
Isma’s Tear Royal Waterways Safe traversal through acid
Monarch Wings Ancient Basin Double-jump routes
King’s Brand Kingdom’s Edge Abyss entrance
Shade Cloak The Abyss Shadow dash and Shade Gates
Dream Nail Resting Grounds Essence, Dreamers, memories, and dream content
Awoken Dream Nail Seer, 1,800 Essence White Palace and the Radiance route
Void Heart Birthplace Alternate endings and Radiance access; locks the basic ending

These are the intended progression gates. Skilled players can bypass some of them with pogoing, damage boosts, or sequence breaks, but using the normal order makes the game’s exploration logic much easier to understand.

Boss guide: tactics that matter most

Do not treat every boss as a damage race. One or two Nail hits followed by repositioning is safer than standing still for a third hit. Spells are often safer damage than the Nail, especially when a boss is airborne or crossing the arena. Charm suggestions below are examples, not universal best builds.

False Knight

Route and status: Forgotten Crossroads; recommended progression boss, technically bypassable. Comfortable preparation: Vengeful Spirit and the first Nail upgrade if available. Tells and punish: jump over the shockwave, then attack the exposed maggot during a stagger. Healing: after the maggot is exposed or when the armor is recovering. After defeat: obtain City Crest and open the intended City route. The encounter has no standard dream version required for the story.

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Gruz Mother

Route and status: Forgotten Crossroads; optional, completion-related. Preparation: basic Nail and Vengeful Spirit are sufficient. Tells and punish: keep moving and attack after the dive or bounce. Healing: only when the arena is clear. After defeat: access nearby rewards and routes; it is not required for the three-Dreamer ending.

Hornet Protector

Route and status: Greenpath; intended progression boss. Preparation: Vengeful Spirit and a charm setup that leaves room for movement. Tells and punish: jump over the needle throw, dash away from lunges, and strike after her landing or thread recovery. Healing: during long recovery animations. After defeat: obtain Mothwing Cloak.

Soul Master

Route and status: Soul Sanctum; intended progression boss. Preparation: the first Nail upgrade helps, but pattern recognition matters more. Tells and punish: dash through horizontal charges and punish ground-slam recovery. Healing: after a missed slam or a safe teleport. After defeat: obtain Desolate Dive. The fake-out descent after the apparent victory is intentional.

Mantis Lords

Route and status: Mantis Village; optional for the basic ending, valuable for Deepnest access and completion. Preparation: Mantis Claw and a Nail upgrade are comfortable. Tells and punish: learn the one-Lord phase first, then handle the two-Lord phase with short attacks and downward pogoing. Healing: only during clearly separated attacks. After defeat: Mantis Village becomes safer to traverse and the lower Deepnest route opens.

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Dung Defender

Route and status: Royal Waterways; optional for the basic ending but the normal route to Isma’s Tear. Preparation: Desolate Dive and a Nail upgrade are useful. Tells and punish: react to burrows, avoid chasing underground movement, and punish when the Defender surfaces or is stunned. Healing: after a knockdown. After defeat: gain access to Isma’s Grove and the acid-traversal upgrade.

Broken Vessel

Route and status: Ancient Basin; normal route to Monarch Wings, not strictly required for every ending. Preparation: extra health or a Nail upgrade makes infected balloons less punishing. Tells and punish: keep moving horizontally, use spells when the boss is airborne, and avoid standing beneath dives. Healing: after a stagger or when balloons are absent. After defeat: obtain Monarch Wings. Lost Kin is a separate optional dream encounter.

Watcher Knights

Route and status: Watcher’s Spire; required to reach Lurien. Preparation: Nail upgrades, Shade Cloak, and a spell-focused setup are highly useful. Tells and punish: use the chandelier shortcut first, keep the arena center open, and punish rolls and bounces with spells or short Nail attacks. Healing: only when both Knights are separated or stunned. After defeat: use the Dream Nail on Lurien’s seal.

Uumuu

Route and status: Teacher’s Archives; required to reach Monomon. Preparation: Quirrel assists during the encounter. Tells and punish: prioritize avoiding electric hazards and attack only when the opening created by Quirrel is available. Healing: during the long safe gaps rather than while chasing Uumuu. After defeat: break Monomon’s seal with the Dream Nail.

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Hornet Sentinel

Route and status: Kingdom’s Edge; intended progression boss for King’s Brand. Preparation: a Nail upgrade and extra health or SOUL are recommended. Tells and punish: clear spike traps when safe, stay mobile, and do not let the arena edges become your permanent position. Healing: during extended recoveries. After defeat: obtain King’s Brand and open the Abyss.

Traitor Lord

Route and status: Queen’s Gardens; optional for the basic ending, required for the Void Heart route. Preparation: Shade Cloak is central, and a Nail upgrade plus defensive or movement charms helps. Tells and punish: shadow-dash through shockwaves instead of jumping into them, then take brief punish windows. Healing: only after a clean recovery. After defeat: reach the White Lady and receive one Kingsoul half.

The Hollow Knight

Route and status: Temple of the Black Egg; required for the normal story ending and several alternate endings. Preparation: arrive with your preferred Nail level, several masks or Vessel upgrades, and a charm build you understand. Tells and punish: learn each attack’s spacing, use spells when Nail contact is unsafe, and avoid greedy combos. Healing: during the stagger or clearly distant attacks. After defeat: the ending depends on whether you have Void Heart and what you do during Hornet’s restraint sequence.

Radiance

Route and status: alternate endgame encounter after Void Heart; not the normal first ending. Preparation: Awoken Dream Nail, a strong Nail or spell setup, and substantial practice. Tells and punish: prioritize platform safety over damage, recognize the telegraphed sword, beam, orb, and platform patterns, and use spells when the boss is reachable without sacrificing position. Healing: only during dependable transitions. After defeat: unlock Dream No More.

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Troupe Master Grimm and Nightmare King Grimm

Route and status: The Grimm Troupe free content pack; optional for the basic ending, but the quest contributes completion. Preparation: practice the individual attacks; Grimm’s rhythm is more important than a supposedly perfect charm build. Tells and punish: attack once or twice after each clear pattern and immediately reset your position. Healing: rare and highly pattern-dependent. After defeat: continue the Ritual toward Nightmare King Grimm, or choose Banishment later for the alternate quest outcome. Both routes provide the relevant completion point.

Pure Vessel and Absolute Radiance

Route and status: Godhome; optional high-end challenges. Pure Vessel is encountered through the Pantheons, and Absolute Radiance culminates the Pantheon of Hallownest. Preparation: use Hall of Gods practice, learn one attack at a time, and do not confuse practice completion with 112% completion. Tells and punish: survival, spacing, and consistent responses matter more than burst damage. After defeat: Pure Vessel is part of Godhome’s endgame progression; Absolute Radiance is tied to the Godmaster ending.

Endings and the safest order on one save

Ending spoilers: after an ending, loading the file returns you to the state before the final encounter. That lets you continue exploring and pursue other endings, subject to ending-specific locks.

  1. Defeat all three Dreamers.
  2. Before obtaining Void Heart, enter the Black Egg and defeat the Hollow Knight for The Hollow Knight.
  3. Load the save, obtain Void Heart, and fight the Hollow Knight again. When Hornet restrains the Hollow Knight, do not use the Dream Nail; continue the encounter for Sealed Siblings.
  4. Fight again and use the Awoken Dream Nail during Hornet’s restraint sequence. Defeat the Radiance for Dream No More.
  5. Complete Godmaster afterward for Embrace the Void, while deciding whether to give the Delicate Flower to Godseeker because that choice changes the final scene.
  6. Complete Mister Mushroom’s quest for the extra post-credit scene known as Passing of the Age. It is best treated as an additional quest outcome, not as another primary ending.

Ending requirements

Ending Requirements
The Hollow Knight Three Dreamers defeated; no Void Heart; defeat the Hollow Knight.
Sealed Siblings Void Heart; defeat the Hollow Knight; do not use the Dream Nail during Hornet’s restraint.
Dream No More Void Heart; use the Awoken Dream Nail during Hornet’s restraint; defeat the Radiance.
Embrace the Void Unlock Pantheons 1–4, complete the Pantheon of Hallownest, and defeat Absolute Radiance.
Passing of the Age Complete Mister Mushroom’s quest for an additional post-credit scene.
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100% and 112% completion checklist

Completionist spoilers: the in-game counter is not a measure of every possible room, enemy, journal entry, conversation, or lore detail. Base-game categories total 100%; percentage-bearing content from the free content packs adds 12%, for a maximum of 112%.

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Base-game category Percent
Bosses 14%
Warrior Dreams 7%
Colosseum of Fools trials 3%
Charms 36%
Equipment abilities 14%
Spells 6%
Nail Arts 3%
Mask upgrades 4%
Vessel upgrades 3%
Nail upgrades 4%
Dream Nail and Essence milestones 3%
Dreamers 3%
Total 100%
Free content pack Percent
The Grimm Troupe 6%
Lifeblood 1%
Godmaster 5%
Total added 12%
Open the full 112% checklist

Movement, spells, and Nail techniques

  • Collect the seven core movement abilities: Mothwing Cloak, Mantis Claw, Crystal Heart, Monarch Wings, Isma’s Tear, Shade Cloak, and King’s Brand as the Abyss-opening progression item.
  • Collect all six spells and their upgrades.
  • Learn all three Nail Arts.
  • Obtain the Dream Nail, awaken it at 1,800 Essence, and claim the final Seer reward at 2,400 Essence.

Health, SOUL, and Nail

  • Collect all four Mask upgrades.
  • Collect all three Vessel upgrades.
  • Complete all four Nail upgrades, ending with Pure Nail.
  • Collect every percentage-bearing charm and every required Charm Notch.

Bosses and combat objectives

  • Defeat every percentage-bearing boss, including the Lifeblood contribution from Hive Knight.
  • Defeat all seven Warrior Dreams.
  • Complete all three Colosseum of Fools trials.
  • Defeat the three Dreamers.

Free content packs

  • Complete the percentage-bearing Grimm Troupe objectives. Either the Ritual route or Banishment supplies the relevant completion point, but the quest outcomes and achievements differ.
  • Defeat Hive Knight for the Lifeblood percentage.
  • Obtain the Godtuner and complete Pantheons 1–4 for Godmaster’s five percentage points.

Not required for 112%: Pantheon of Hallownest is needed for Embrace the Void and its achievement, but it is not one of Godmaster’s five percentage points. Hall of Gods completions and bindings, Path of Pain, every Hunter’s Journal entry, and every optional dream rematch are not required for the 112% counter. Some NPC choices affect achievements or dialogue without changing the counter. A 112% run still requires finishing the game; relevant completion achievements are awarded after an ending, not simply when the counter reaches 112%. For late cleanup, an interactive Hallownest map or 112% checklist is more practical than prose, although both reveal secrets immediately.

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The four free content packs

Team Cherry describes Hollow Knight as having four free content packs: Hidden Dreams, The Grimm Troupe, Lifeblood, and Godmaster. They are integrated into the game, but most are optional endgame branches. Do not force them into the main route unless you are pursuing 112% or a specific ending.

Hidden Dreams

  • White Defender.
  • Grey Prince Zote.
  • Dreamgate.
  • Enraged Guardian.

Dream-boss defeats normally do not consume Geo or leave a Shade. Hidden Dreams content is not all required for 112%.

The Grimm Troupe

  1. Reach Howling Cliffs.
  2. Light the Nightmare Lantern.
  3. Collect Grimmchild’s flames.
  4. Use Divine’s service to turn Fragile Charms into Unbreakable versions.
  5. Defeat Troupe Master Grimm.
  6. Choose whether to continue the Ritual or pursue Banishment.

The Ritual route leads to the difficult Nightmare King Grimm. Banishment provides Carefree Melody as the charm replacement and a different quest outcome. Both routes provide the relevant completion point, but they do not produce identical achievements or dialogue.

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Lifeblood

Explore the Hive and defeat Hive Knight. Hiveblood and the other Lifeblood content are part of this pack; Hive Knight contributes one percentage point to the completion counter.

Godmaster

  1. Find the Junk Pit in Royal Waterways.
  2. Use a Simple Key on Godseeker’s cocoon.
  3. Obtain the Godtuner.
  4. Complete Pantheons 1–4.
  5. Unlock the Pantheon of Hallownest.
  6. Defeat Absolute Radiance at its end if pursuing Embrace the Void.

Godmaster contributes five percentage points through the Godtuner and Pantheons 1–4. Pantheon of Hallownest is separately important for the ending and achievement. Give the Delicate Flower to Godseeker only after deciding which final scene you want.

Optional quests, NPCs, and consequences

Most collectibles remain obtainable after you pass through an area, but “missable” can mean different things: a lost item, a changed quest outcome, a missed achievement, or a line of dialogue. Treat these separately.

Quest or character What to watch
Zote and Bretta Their outcomes and related achievements depend on how you handle Zote and when you rescue or leave characters. They do not define the normal ending or the 112% counter.
Nailsmith His late quest choice affects dialogue and an achievement-sensitive outcome. It is not required for the Nail upgrade counter.
Quirrel His appearances and dialogue provide story context, and he assists against Uumuu. Do not assume every missed conversation is permanently lost without checking the specific event.
Cloth Her appearances and possible assistance against Traitor Lord affect character outcome and dialogue, not the main ending route.
Grey Mourner The Delicate Flower quest has its own requirements and achievement-sensitive consequences. It is not the same as the Godseeker flower choice.
Mister Mushroom Follow his appearances for Passing of the Age, an extra post-credit scene.
Grimm Troupe Ritual and Banishment are different quest outcomes. Divine’s charm services and the replacement charm should be planned around your achievement goals.
Godseeker and Delicate Flower Giving the flower changes access to the standard Embrace the Void scene. Decide before completing the relevant Pantheon ending.

Recovery and troubleshooting

“I am lost.”

  1. Sit at a Bench.
  2. Check the map for unfinished edges and unvisited pins.
  3. Look for a nearby route blocked by a visible ability gate.
  4. Return to Cornifer or buy missing maps from Iselda.
  5. Ask which gate you are facing: cracked floor, acid, wall-jump, double-jump, or Shade Cloak.
  6. Use Stag Stations to reduce backtracking.

“I died and lost my Geo.”

Return to the Shade and defeat it to recover the Geo. If the Shade is in a dangerous or inaccessible place, use Confessor Jiji with a Rancid Egg to summon it. If you die again before recovering the original Shade, the original Geo is lost and the new Shade contains only the latest death’s Geo. Dream Boss deaths normally do not create this problem.

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“I cannot beat a boss.”

  • Upgrade the Nail.
  • Collect one or two Mask Shards or Vessel Fragments.
  • Change charms at a Bench.
  • Practice identifying one attack before attempting to deal damage.
  • Use spells aggressively when healing or Nail contact is unsafe.
  • Leave and return later; most bosses do not need to be defeated immediately.
  • Look for shortcuts, nearby Benches, Lifeblood Cocoons, and arena preparation such as the Watcher Knights chandelier.

Example charm setups:

  • Spell-focused: Shaman Stone, Spell Twister, and Soul Catcher or Grubsong.
  • Nail-focused: Fragile or Unbreakable Strength, Quick Slash, and Longnail, Mark of Pride, or a defensive charm.
  • Learning/defensive: Quick Focus, Grubsong, and Longnail or Stalwart Shell.

These are situational examples, not objectively best builds. Your available Notches, health, and comfort with each boss matter more than a universal ranking.

“I already beat the Hollow Knight.”

Load the save again. The profile returns to the state before the final encounter, allowing continued exploration and other endings. If Void Heart was acquired before the fight, the basic Hollow Knight ending is permanently unavailable on that profile.

Steel Soul and advanced challenges

Use normal mode for a first playthrough. Steel Soul is a separate permanent-death challenge, so route planning, Geo management, and conservative boss attempts matter much more. Confessor Jiji is replaced by Steel Soul Jinn because Shade recovery has no practical purpose after a run-ending death.

  • Bank or spend Geo before dangerous expeditions.
  • Use nearby Benches and shortcuts before attempting a boss.
  • Do not rely on Fragile Charms in high-risk platforming unless you accept the loss.
  • Dream Bosses are normally safer exceptions because their defeats do not create Shades, but the Radiance is treated as an actual death.
  • White Palace deaths count as real deaths for Steel Soul and can break Fragile Charms, even though no ordinary Shade is released.
  • Use Godhome’s Hall of Gods to practice bosses after unlocking it. Practice victories and bindings do not themselves add to 112%.
  • Path of Pain is an optional precision-platforming challenge, not a completion requirement.

Main story, exploration, or 112%?

Goal What to do Trade-off
Main story Obtain the Dream Nail, defeat the three Dreamers, and finish at the Black Egg. Fastest and least backtracking, but fewer upgrades and optional discoveries.
Recommended first playthrough Follow the route above while collecting Nail upgrades, health, SOUL, charms, Stag Stations, and shortcuts. Best balance for learning the world; still leaves completion cleanup.
112% route Complete every percentage-bearing category, including Grimm Troupe, Hive Knight, and Pantheons 1–4. Requires difficult optional bosses, Colosseum trials, and extensive cleanup.

Do not confuse old guides that stop at 107% with the current 112% structure. The older GameFAQs walkthrough remains useful for room-level directions but was updated in 2018 and mixes main progression with optional content. The newer Hold To Reset index is explicitly not a complete 112% guide, while EarlyGuides offers phase-based coverage but uses generic RPG language that does not map neatly to Hollow Knight’s progression. Use them as cross-references, not as replacements for the ability-gated route above.

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Frequently Asked Questions

Is there one correct order for Hollow Knight areas?

No. Hollow Knight is nonlinear, and several areas, abilities, bosses, and Dreamers can be approached in different orders. This guide presents a recommended first-playthrough route, not the only valid route.

Do I need 112% completion to finish Hollow Knight?

No. The basic story ending requires the three Dreamers and the Hollow Knight, not 100% or 112% completion. Optional bosses, charms, White Palace, Godhome, and many upgrades can be skipped.

Can I get every Hollow Knight ending on one save?

Yes. Defeat the Hollow Knight before obtaining Void Heart if you want its basic ending on that save profile. Void Heart permanently removes that ending option, although later endings remain available.

What should I do before getting Void Heart?

Defeat it before acquiring Void Heart. After an ending, reload the save and continue from the pre-final-boss state.

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How do I recover Geo after dying?

Return to the Shade and defeat it. If that is unsafe or inaccessible, Confessor Jiji can summon it when you provide a Rancid Egg. A second death before recovery loses the original Geo.

What is required for 112% completion?

The in-game counter reaches 112%: 100% from base-game categories and 12% from percentage-bearing content in Grimm Troupe, Lifeblood, and Godmaster. Not every room, journal entry, or optional challenge counts.

The Bottom Line

For a first playthrough, follow the ability route from Forgotten Crossroads through Greenpath, Fungal Wastes, City of Tears, Crystal Peak, Ancient Basin, Kingdom’s Edge, and the Abyss, then defeat the three Dreamers and enter the Black Egg. If you want every ending on one save, defeat the Hollow Knight before obtaining Void Heart. Treat 112% as a separate endgame project covering percentage-bearing upgrades, bosses, Grimm Troupe, Hive Knight, and Pantheons 1–4—not as a requirement for finishing the story.

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