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In Hollow Knight: Silksong, identify the lock’s key name before choosing a route: Pharloom has several distinct key families, and a Simple Key is consumed after one use. For a Simple Key, the Wormways door above Bone Bottom is PC Gamer’s recommended early choice if you want access toward Bonegrave and the Wanderer crest; Deep Docks is another documented option. Map totals are marker counts, not an official count of every door or a measure of how many keys you can carry.
Identify the key before you take a route
The item descriptions distinguish multiple key families. A lock that needs a named key is not necessarily a Simple Key lock, and a route guide focused on Simple Keys does not cover every keyed door.
| Key family | Destination described by the item source |
|---|---|
| Simple Key | Opens a range of simple locks; breaks after one use. |
| Key of Indolent | Certain cells and passages of the Slab. |
| Key of Heretic | Certain cells and passages of the Slab. |
| Key of Apostate | Certain cells and passages of the Slab. |
| White Key | Access to the Citadel’s Whiteward. |
| Surgeon’s Key | The sluice beneath the operating theatre. |
| Bellhome Key | A restored bell above Bellhart. |
| Architect’s Key | The Architects’ Chapel in the Underworks. |
| Diving Bell Key | The diving bell door in Deep Docks. |
These descriptions identify broad destinations, not a complete door-by-door route. Check the exact key name at the lock and use a current map or walkthrough to confirm the approach. The Hollow Knight Wiki reproduces the Simple Key’s in-game description: “Rusted key of common design. Can be used to open a range of simple locks. Degraded by time, it will break after a single use.” See the Simple Key item entry.
Simple Key sources and documented locks
PC Gamer’s Sean Martin guide, last updated October 2, 2025, documents these Simple Key sources and uses. Treat its suggested route priority as a recommendation, not a universal best choice: the right lock depends on what you want to reach and which abilities or quests you have available.
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| Source or lock | What the guide reports | Useful context |
|---|---|---|
| Pebb, Bone Bottom | Sells the first Simple Key for 500 Rosaries. | The guide lists the Wormways and Deep Docks as potential uses. |
| Door above Bone Bottom | Opens access to the Wormways, with a route toward Bonegrave and the Wanderer crest. | The guide recommends this as an early use; Swift Step is needed to reach the door. |
| Far side of Deep Docks | A Simple Key door lies beyond a forge-enemy miniboss and lava crossing. | The guide connects this sub-area with The Dark Below, an Act 3 quest. |
| Roachkeeper miniboss, top of Sinner’s Road | Drops a Simple Key. | The guide describes using a key on the Green Prince’s cell in Sinner’s Road as a step toward Verdania in Act 3. |
| Body at the far right of Sands of Karak | Holds a Simple Key. | The guide says reaching Sands of Karak requires Clawline and defeating Great Conchflies. |
| Jubilana, Songclave | Sells the final Simple Key after you rescue her through The Wandering Merchant wish. | The guide suggests the High Halls vault, which it says contains Rosaries and the Rosary Cannon tool. |
Read PC Gamer’s Simple Key locations guide for the walkthrough details. Its route coverage is specifically about Simple Keys; use the named-key descriptions above as a separate checklist for other locks.
Choose where to spend a Simple Key
Because the key breaks after opening one lock, choosing a door means postponing the other options until you find another key. Compare destinations against your current goal rather than treating any single route as mandatory.
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- Want an early area route? PC Gamer recommends the Bone Bottom door for its route into the Wormways and onward toward Bonegrave and the Wanderer crest.
- Following Deep Docks content? The Deep Docks lock is another documented use, but the approach described by PC Gamer includes a miniboss and lava crossing.
- Working toward later quests or rewards? The guide also records the Green Prince’s cell in Sinner’s Road and the High Halls vault as uses. Consider them when those routes match your progression plans.
- Unsure which lock is actually nearby? Check connected passages and the nearest bench; a lock marker that looks close on a flat map may sit on a different vertical route.
Read map counts as markers, not a complete door census
Community maps count displayed records, and their categories do not establish an official total for all doors or inventory keys.
| Map source | What it reports | How to interpret it |
|---|---|---|
| LootMap, guide dataset updated August 25, 2026 | Eight Simple Key-related collectible markers and ten locked-way markers. Its collectible layer also lists five White Key markers, two Surgeon’s Key markers, one Architect’s Key marker, and one Gate Key marker. | These are map records, not eight separately usable Simple Keys in inventory. “Gate Key” is a map label and should not be silently treated as one of the item families listed above. |
| Full Silksong Map, last checked September 17, 2026 | Ten “Key or locked door” markers; the homepage reports Patch 5 verification. | A fan-maintained map’s displayed markers, not a developer-published count of every lock. |
LootMap separately reports 1,351 passage markers, 368 lever markers, and 85 bench markers in its dataset. Use its filters to display keys and locks separately, then follow the connected passages rather than choosing a pin by straight-line distance. LootMap’s keys and locked ways guide explains its marker conventions and navigation warning.
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Full Silksong Map describes itself as independent and fan-made; it says locations are cross-checked against in-game sessions and community wiki entries, with uncertain placements omitted or marked unverified. Its marker count is useful for navigation, but its labels are not an official key taxonomy. Open Full Silksong Map.
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