Hunter CrestWeapon
- Location
- Moss Grotto · Start
- Summary
- Equipped from the very start, so there is nothing to do but tick it. It earns no completion point itself; Eva upgrades it much later.
0 of 696 items. 23 missables still open. 5 endings. About 130h to go.
Saved on this device only.Save to cloud
This guide uses three save files: the main Classic save for 100% and every ending, a second Classic save for the two speed achievements, and a Steel Soul save last. PlayStation has no Steel Soul trophies, so players there need only the first two.
Hornet wakes in Moss Grotto with the Hunter Crest and nothing else. The only way on is the Ruined Chapel, where the Moss Mother bars the climb up to Bone Bottom. Every enemy you kill from here on counts toward the Hunter's Journal, even before you own it.
Climb out of the Ruined Chapel into Bone Bottom. Mosshome sits above it and holds the first silk skill; Bonegrave and the Wormways lie further west but need tools you don't have yet. The village wishwall stays empty until the Bell Beast is beaten in the next section.
The Bell Beast fight in the Marrow needs Silkspear, and that fight opens both the Bellways and the Deep Docks. Collect it before heading east.
The Moss Druid in Mosshome offers the Berry Picking wish: three Mossberries for the Druid's Eye. Take it now; it is handed in during the Marrow section.
Pebb trades left of the wishwall. Her Simple Key (500 rosaries) is bought later, when the route needs it; if Act 3 arrives first, Grindle sells whatever she had left at higher prices.
The Marrow lies east of Bone Bottom. Shakra the mapmaker is met here first, and the Bell Beast waits at the Marrow Bellway. Beating her opens fast travel and the way south-east to the Deep Docks.
Shakra sells each area's map when you meet her there. If you miss one, she sells it at her next stop, and you can always call her back to Bone Bottom with her ring pole.
The same wall now offers Garb of the Pilgrims (12 Pilgrim Shawls). Accept it while you are here; it is finished in the Far Fields section.
With the Bell Beast beaten, the north Marrow leads south-east into the Deep Docks. Swift Step waits in the far north, the Forge Daughter turns Craftmetal into tools, and Lace guards the way on to Far Fields. The locked lower Docks come later.
She works in the central Docks behind an enemy gauntlet. Spend the two Craftmetals you carry on her two tools.
Beat Lace on this first visit to the Docks. If you slip past her by another route, the fight and its achievement are gone for this save.
Past the Bellshrine, Swift Step clears the lava gap into Far Fields. The Seamstress here trades the Drifter's Cloak for a hunt, and the cloak is the only way up to Greymoor. Pilgrim's Rest, Mort's toll shop, sits in the fields too.
Mort charges 30 rosaries every time you enter. Strike the cog inside and the lock breaks for good, so you only pay once.
Go back to the Marrow: the full way into Hunter's March is its Marrow entrance, below the path toward Bellhart and past a Skarrgard (the Deep Docks door only opens from inside). The Chapel of the Beast needs the Drifter's Cloak, which you now have.
His hidden camp lies west of the room north of the bench, through a trapped tunnel that needs Swift Step. If he dies later in the story, both tools can still be found nearby.
Ride the updraft at the top of the long Far Fields shaft with the Drifter's Cloak and you come out in Greymoor, with Craw Lake and the Halfway Home tavern inside it. Nuu, who hands out the Hunter's Journal, lives here, and Moorwing guards the west road on to Bellhart.
Garmond and his companion Zaza wander Greymoor. Speak to him now: if he reaches the Citadel without you ever talking to him, his Act 2 duel and its journal entry never open.
The Chapel of the Reaper is said to seal for good once you leave it. Clear its fight and climb to the crest before stepping out.
With Moorwing gone, the west road leads into Bellhart, still under Widow's hold; pass through and take its west exit into Shellwood. Sister Splinter guards the spire that teaches Cling Grip, the wall jump that most of the rest of Act 1 needs.
It lives in the Marrow, but its wish only goes up on the Bone Bottom wall once you have Cling Grip, so it waits until now. Take The Terrible Tyrant first and one fight covers the wish, the boss and the journal.
Climb back through the bell veins from Shellwood into Bellhart. Widow holds the town; beating her gives the Needolin and wakes Bellhart up, with a wishwall, a pinmaster, a shop and a relic buyer.
Talk to Plinney again right after the free upgrade to accept Pinmaster's Oil. Handing him a Pale Oil before the wish is taken skips the wish for good, though not the needle upgrade.
Restoration of Bellhart needs you to have sold Relic Seeker Scrounge a relic. Any of the four you carry will do; the relic still counts as found.
Accept Crawbug Clearing from the Bellhart wall, or from Creige at the Halfway Home, and talk to Creige either way. You hand it in when the route returns to Greymoor in section 11.
Take the Bellway to the Marrow for the next three items; Loddie's game only opens once Bellhart is free.
The Needolin opens the sealed Weavenest doors. Weavenest Atla lies past one at the far east of Moss Grotto, and Weavenest Cindril hides in the Far Fields. West of Bone Bottom, the Wormways hold Weavenest Karn, Alchemist Zylotol and the way to the Wanderer Crest.
Any key fits any lock and breaks after one use. The locks are the Wormways gate, the Green Prince's cell, the High Halls Rosary Bank and the Deep Docks door, and the last is optional once you have Clawline.
Back in Greymoor, Cling Grip opens the high rooms around the Halfway Home. Sinner's Road starts north-east of the tavern; a breakable wall in its north-west leads into the Mist and on to Phantom at the Exhaust Organ.
Now that Sinner's Road is reached, resting at Bone Bottom has a chance of setting off a second Skull Tyrant raid. It is a random event the journal does not need.
With the Bell Beast beaten and Cling Grip learned, a cage-carrying Wardenfly in the Deep Docks or Bilewater can snatch Hornet and drop her in the Slab without her gear, fighting with only a kick (the Cloakless Crest). It happens once at most, earns no completion point, and this route reaches the Slab by its Act 2 door anyway.
The lift behind Phantom rides up into the Choral Chambers, and stepping in there begins Act 2. This route enters through the Grand Gate instead, but nothing is lost whichever way you go.
The Blasted Steps start west of Shellwood, from the bench near its Bellway, and need Cling Grip. The Great Conchflies bar the way to the Pinstress and the Sands of Karak, and the Grand Gate stands at the far end.
Act 2 starts the moment Hornet steps into the Choral Chambers, whether through the Grand Gate or up Phantom's lift. Nothing in Act 1 closes then, and the Bellways keep every lowland area in reach.
Garmond never returns to a room he has left, and if he reaches the Citadel before you have talked to him, his Act 2 duel and journal entry are gone. If you skipped him in Greymoor (section 7), go back and find him before you walk through the Grand Gate.
Beyond the Last Judge, the Grand Gate is the first part of the Citadel: four rooms, an old lift that crashes down into the west Underworks, and a breakable wall into the Choral Chambers, the Citadel's hub. Act 2 begins the moment Hornet steps into the Choral Chambers.
You may find Grindle cowering from a Reed in the west Choral Chambers. The route frees him in section 17, after the Citadel chests are open, because once rescued he loots one of them.
A Surgeon's corpse at the far right of Songclave holds the White Key until Songclave grows into a town. Grab it now and you save the 220 rosaries Jubilana charges for one later.
The Mask Shard, Ascendant's Grip, Spool Extender and Simple Key cost 2,470 rosaries together. Nothing leaves her shelf, so buy them as your purse allows.
Ride the Ventrica down to its Underworks station for one more fragment before heading back to the lowlands.
Act 2 also posts new wishes in the lowlands. Take the Bellways to Bellhart, Bone Bottom, Mosshome, Greymoor and the Far Fields for the batch below; the parcel deliveries come last because they must be walked.
Bellway, Ventrica, Flea Caravan and Beastling Call travel all break a parcel outright, and hits, hard landings and bumping walls or ceilings wear it down. A broken parcel can be picked up again from Tipp and Pill in Bellhart.
The White Key unlocks a lift in the south-west Choral Chambers down to the Whiteward. Sherma's wish sends you back here, and its door is also the start of a later Clawline errand.
The Cogwork Dancers hold the way into the Cogwork Core. Past them the Core runs south-east into the Whispering Vaults, home of Vaultkeeper Cardinius and of Trobbio's Stage.
The pair stop offering their duel once Hornet knows the whole Threefold Melody and Fine Pins is done (one site blames Songclave wishes instead), and it is gone for good in Act 3. Fine Pins is already done on this route, so fight them now.
Trobbio's lift, or a hidden passage in the Whiteward, leads down into the east Underworks and the Cauldron. Clawline waits in the burial spire there, and you need it to climb back out.
His Sawtooth Circlet and Scuttlebrace each need a Craftmetal you do not have yet, and the Architect's Key needs 25 tools. The route comes back for them in sections 21 and 23.
Clawline also opens the deeper Whispering Vaults: two cylinders and two fleas.
Back in the Whiteward, Clawline reaches the Surgeon's Key and the hatch it opens.
The next six items are Act 1 pickups that need Clawline. Take the Bellway to the Deep Docks and work through its south-east gate and lower levels, then ride to the Far Fields for the Skull Cave.
The three parts of the Threefold Melody come from the Whispering Vaults, the High Halls Forum and the top of the Cogwork Core. Together they open the way to the Cradle; the route plays it in section 24.
Only four Choir Clappers exist and none come back: three in the Forum gauntlet, one more there in Act 3. Garmond and Zaza may join this fight, and no site confirms an ally's kill counts, so finish each Clapper yourself.
Learning the last part of the Threefold Melody with Fine Pins done sends Garmond and Zaza to rest in Songclave, and they stop duelling. If their duel from section 15 is still open, fight them before climbing the Cogwork Core.
After you save Grindle from the Reed and rest, he loots one of three chests in the Choral Chambers or High Halls, and you can no longer open it yourself. Which chests, and what they hold, is not known, so open every chest you have seen in both areas first.
Back in the west Blasted Steps, Clawline swings Hornet up from the Pinstress's balloon house into the Sands of Karak. The surviving Great Conchfly waits here, now the Raging Conchfly, in front of the Coral Tower.
The Voltnest and its boss Voltvyrm are also in the Sands, but sites disagree on whether Act 2 can reach them, so this guide takes them in section 28.
Leave the Choral Chambers heading west, one floor above the Citadel Spa bench. This front door of the Slab only reaches a Bellway, a bench and the way out to Mount Fay; the rest of the Slab stays locked until section 22.
The climb to the summit runs on a freezing timer, so keep moving and treat each bench as a reset. Faydown without Clawline is possible but very hard; you already have it.
A rune near the summit can repair the Ruined Tool into the Silkshot. You find the tool in section 21, where the guide sets out all three repair choices.
The next nine items are older areas that the double jump opens: Grindle's hideout and a mask shard in the Blasted Steps, a spool fragment in High Halls, a relic in the Whiteward and a locket in the Halfway Home.
Ride the Bellway to the Blasted Steps and climb into the north to find Grindle's hideout, then work over to the western edge for the shard. Take the Ventrica to High Halls and the Whiteward, and finish with the Greymoor Bellway for the Halfway Home.
The Memorium opens off the long hall between Songclave and the Cogwork Core; the double jump is the key. A hidden way in the ceiling of its map room leads down to the Putrified Ducts and the Pale Lake.
One of the three Rhinogrunds in the game lives in the Memorium and does not respawn. If the Pilgrim's Rest one is already dead, this kill completes the entry.
Before Act 3 she sometimes wanders outside Songclave to scavenge, still selling her stock. If her shop is empty, look for her nearby.
Drop through the ceiling of the Memorium's map room into the Putrified Ducts. A second way in from the top of Bilewater only reaches the bottom room, where a gate blocks the rest.
If Broodfeast is not finished when Act 3 begins, the Huntress is gone and her runt offers the same job as Runtfeast; one save only ever sees one of the two. Take the truce now, let tool kills fill the order as you play, and hand it in by section 23.
Wisp Thicket hides above the far north-west of Greymoor: climb the tower by the Halfway Home to a ceiling passage, where an invisible wall only lets you through with the double jump. It also has a shortcut down into the Underworks.
Next, Sinner's Road: the double jump now reaches Disgraced Chef Lugoli's kitchen, and his Pickled Muckmaggot is the last of Mergwin's five delicacies.
Back to Bilewater by its Bellway. The lower swamp has been open since Act 1; the Faydown Cloak now reaches Bilehaven above it, and Clawline the corner under the Whispering Vaults.
Giving the bud to Greyroot starts Rite of Rebirth, which curses Hornet: no tools, no silk skills, no binding, and Creige stops serving. Carry it until the Weaver Queen ending is done (section 24).
With Groal dead, one of the game's three Covetous Pilgrims appears at Shakra's old Bilewater camp and never respawns. Kill it now if that entry is not complete.
The Ruined Tool can be fixed once, and the other two versions are gone for good: yourself at the rune by the Mount Fay peak (one Craftmetal, 8 shots), the Twelfth Architect (130 rosaries and a Craftmetal, 12 shots), or the Forge Daughter (240 rosaries and a Craftmetal, 15 shots). Any of the three gives the completion point.
One site says the Twelfth Architect dies once all his other stock is bought and you know the Architect's Melody, taking his Silkshot with him. Another says his shop closes in Act 3; the route buys his last item, the Architect's Key, in section 23.
Ride to the Slab's Bellway. Everything past the front rooms is behind the lock the Key of Apostate opens, and two more keys found inside open its deeper cells.
Walk into the Slab room with the empty alcove first; that, plus five Songclave wishes including both donations, puts The Wailing Mother on the Songclave wall. Take it, then follow the slime trail back here.
Losing to the First Sinner does not end a Steel Soul run (one site), so this is a good fight to practise there. On this save, just retry.
The Snared Silk ending at the end of section 24 moves this save into Act 3 for good. Everything in the table below is lost or cut short then; tick each one off before you play the Needolin for Grand Mother Silk.
| What | Routed in | Before the Snared Silk ending |
|---|---|---|
| Wish: Bone Bottom Repairs | section 3 | Finish the shard donation: the Bone Bottom wall is wrecked in Act 3. |
| Wish: Garb of the Pilgrims | section 5 | Hand in the shawls; Act 3 drops the wish and takes any you carry. |
| Wish: A Lifesaving Bridge | section 7 | Finish the shard donation before Bone Bottom falls. |
| Wish: Volatile Flintbeetles | section 7 | Finish the wish; its beetles exist only while it is open. |
| Hunter's Journal: Flintbeetle | section 7 | Optional entry: kill a beetle while the wish is open. |
| Wish: The Terrible Tyrant | section 8 | Bring the Skull Tyrant's drop back; an Act 3 Tyrant drops nothing. |
| Wish: Roach Guts | section 11 | Hand over the guts; Crull and Benjin die in Act 3. |
| Wish: An Icon of Hope | section 13 | Finish the donation and talk to Flick. |
| Wish: Bone Bottom Supplies | section 13 | Walk the parcel to Flick. |
| Wish: Pilgrim's Rest Supplies | section 13 | Walk the parcel to Mort (the sites disagree on Act 3). |
| Garmond and Zaza (duel) | section 15 | Fought in section 15; if not, the full Threefold Melody (section 17) already closed it. |
| Broodfeast: accept the Huntress's truce | section 20 | Accept the Huntress's truce; Broodfeast below finishes the job. |
| Shakra (duel) | this section | Ring her post in Greymoor once Trail's End is done. |
| Hunter's Journal: Shakra | this section | Comes with the Shakra duel (optional entry). |
| Wish: Broodfeast | this section | Hand in the 60 organs, or Runtfeast replaces the wish (same Longclaw). |
| Ending: Weaver Queen | section 24 | The first ending, before the curse. |
| Hunter's Journal: Rhinogrund (only three exist) | section 5 | Release the caged one at Pilgrim's Rest; left caged, it is dead in Act 3. |
| Hunter's Journal: Covetous Pilgrim (only three exist) | section 8 | The Shellgrave one is only there before Act 3. |
| Hunter's Journal: Elder Pilgrim (rare spawns) | section 2 | Five are needed and spawns are rare, so take every one you meet. |
| Hunter's Journal: Choir Clapper (only four exist) | section 17 | Three in the Forum gauntlet, and just one more there in Act 3. |
| Green Prince: freed and met twice | sections 11, 13, 15 | Without the cage, the Citadel Spa and the Dancers' arena meetings, Verdania stays shut in Act 3. |
| Twisted Child ending | section 24 | Closed even earlier, by curing the curse; take it while still cursed. |
Unbought stock from Pebb, Mort and Lumble moves to Grindle's shop in the Blasted Steps, Mort's Weighted Belt lies by his body, Loddie's Tool Pouch sits on his table and the Tacks lie by Crull and Benjin. Shakra is only sometimes in Bellhart in Act 3 (one site), so buy any pins and markers you still want now.
One last sweep before the Cradle. The Bellhome Key and Silk and Soul's trap part come from here, and so do Trail's End and Shakra's duel, the Architect Crest and Eva's Vesticrest.
If the Huntress's organs are not all in when Act 3 starts, her brood eats her and Runt offers the same deal as Runtfeast. Longclaw is safe either way, but the Broodfeast wish itself is not.
Finish in Weavenest Atla. Eva counts every unlocked slot on every crest except the Hunter Crest, the slots a crest comes with included, and rewards each threshold the next time you visit.
Weaver Queen and Twisted Child both reload the save to before the final fight, so they cost nothing. Take Weaver Queen first (no site says it still works after the curse is cured), then the curse and Twisted Child, then the cure, and Snared Silk last.
Rite of Rebirth locks Hornet into the Cursed Crest: no tools, no silk skills and no Bind until Yarnaby cures her, and the crest cannot be swapped at a bench. Eva shuts her chamber and Creige will not serve you, and a cursed Hornet cannot enter Act 3.
Do not hand Yarnaby the Steel Spines until the Twisted Child credits have rolled. The cure is permanent, and with it this ending is gone for the save.
The Witch Crest's slots are what Eva's last two rewards wait for. Open its locked slots with Memory Lockets, then visit Weavenest Atla.
hollowknight.wiki: 17 of 25 quest points from wishes (one per named wish, half per delivery), plus Flexile Spines, A Lifesaving Bridge, Crawbug Clearing, Strengthening Songclave, Trail's End, Balm for the Wounded, the Faydown Cloak, the Bellhome Key, the Flea Caravan at Fleatopia and Lace beaten here. IGN: every wishwall wish in Songclave, Bellhart and Bone Bottom, a Bellhome, and the caravan moved to the Putrified Ducts. This route has done both lists.
Go back over the table at the top of section 23 before this fight: every row on it is lost or cut short the moment the Snared Silk ending plays. The save must not be cursed, either.
Select the black-threaded save slot a few times to load Act 3. Hornet wakes at the top of the ruined Cradle with the Hunter Crest and Silkspear equipped and not a single tool, so the climb down is fought with the needle and one silk skill.
Bone Bottom is rubble apart from its Bellway; its survivors camp in the Marrow, where the Flea Caravan used to stand (hollowknight.wiki, Nerdschalk). The Wormways are flooded with Plasmium and their enemies replaced (hollowknight.wiki, Nerdschalk). The Cradle lift is dead: getting back in takes Silk Soar from the upper right hallway of the Choral Chambers, and the Terminus station is cut off for good (hollowknight.wiki). Hunter's March is blocked again on the Deep Docks side, so enter it from the Marrow (hollowknight.wiki, IGN). Pilgrim's Rest is wrecked, but its bench still works for free (hollowknight.wiki). The Bellways stop until the Bell Eater dies (hollowknight.wiki, IGN, Fextralife). Void Masses and black-threaded enemies appear everywhere, and the Caretaker moves to the Ruined Chapel (hollowknight.wiki).
The diving bell will not bring Hornet back up, so the only way out is Silk Soar, found in Weavenest Absolom below. Ballow strengthens the bell for return trips only after the Everbloom.
The Snail Shamans need any three of the Encrusted, Pollen, Hunter's and Conjoined Hearts. The fourth is optional for the story, but every heart boss has its own achievement and journal entry, so this guide counts all four toward 100%; the spare one can go on display in your Bellhome.
Defeating the Clover Dancers shuts Lost Verdania for good. Check that Palestag's journal entry is in before you start that fight.
Silk Soar opens Pharloom one more time. The loop below starts at the top, in the ruined Cradle and on the surface, then works down through the Citadel, the Blasted Steps and the Sands, the lowlands and Fleatopia, and ends back at Bellhart with the wishes handed in. Break every Void Mass you pass: Dark Hearts counts the ones broken before you take it.
Fatal Resolve, Dark Hearts, The Hidden Hunter, Ecstasy of the End and Hero's Call go up on the Bellhart wall; Pain, Anguish and Misery is on the Songclave wall. Runtfeast is not on this save: Broodfeast was finished before Act 3 (section 23).
Ride up to the Choral Chambers. The Cradle lift is dead, but a recess off the upper right hallway leads back into the ruined Cradle with Silk Soar, and the top of it leads on to the Border Caves and the surface.
Back down in the Citadel, Songclave's wall has Trobbio's sequel, and High Halls has an Act 3 relic.
Take the Bellway to the Blasted Steps. The Pinstress has left a note in her hut, and her trail leads up Mount Fay to the mountain's last secret; then cross into the Sands of Karak.
Grindle's Blasted Steps shop now also sells whatever Pebb, Mort and Lumble left unbought (see section 23). Nothing new is routed there, but if the Snitch Pick was missing in section 19, buy it now.
Now the lowlands. On these roads you will keep running into Garmond and Zaza; talk to them each time, because three Act 3 meetings open Hero's Call.
Handing over the Curveclaw drops it from your tools, so its completion point and Arsenal progress are gone until the Curvesickle comes back. Finish the trade in one go.
Last stop before Bellhart: Fleatopia, at the east end of the Putrified Ducts, for the Festival of the Flea.
Ride back to Bellhart with the oil, hand in what is done, and finish with Garmond in the Blasted Steps.
If the Elder Pilgrim entry is still short, one appears in Lumble's old Blasted Steps room in Act 3, but only until the Lost Garmond fight.
Everything is in place. Bring the Old Hearts to the Snail Shamans in the Ruined Chapel, then use the Everbloom to finish the last few pieces before the final dive.
Once the White Lady gives Hornet the Everbloom, the Red Memory closes for good. Nothing inside can be lost, since finishing the memory completes its only journal entry.
The heart the Shamans did not use stays with Hornet and goes on the Bellhome display. Only one heart is ever left over, so no save can show all four.
The Everbloom wakes up two more mementos, and the Crawfather's court sits after it too.
Before the final dive, finish Mister Mushroom's wish. The ending scene it adds only plays when Lost Lace falls after the wish is done.
Finish the wish and every pickup first, rest at a bench after the last one, and check that the Farsight shows 100%. Then one Lost Lace kill can earn Sister of the Void, Passing of the Age and Completion together; the save reloads at the last Abyss bench, so any that do not pop just need another kill.
Speedrunner and Speed Completion are trophies on PlayStation as well, so everyone needs this save. Only the Steel Soul save after it is for Steam and Xbox alone.
Start fresh and play only for the two clocks. Both achievements read the save's own in-game time, and no ending closes the save, so the same file carries on from the five-hour ending to 100%. Extras that only earn achievements the main save already holds can be left alone.
Bone Bottom, the Marrow, the Deep Docks, the Far Fields, Greymoor and Moorwing, Shellwood and Widow, then Hunter's March for the Fractured Mask. Thread Storm in Craw Lake is optional.
The time the achievement reads is fixed at the end of the ending scene. Playing on toward Speed Completion afterwards never takes it away.
Game-Checklists takes Speedrunner on the Steel Soul save instead, which saves a whole playthrough. A death during that rush ends the Steel Soul run, though, so this guide keeps the two apart.
Do not hand the Huntress her last organs in Act 2. If Broodfeast is still open when Act 3 starts, Runt offers Runtfeast instead, with the same order, the same Longclaw and your organs carried over; finishing Broodfeast means Runtfeast never appears.
Any death ends a Steel Soul run: the slot shows DEFEATED and can only be cleared. When a fight turns bad, quit to the menu and reload; Hornet wakes at her bench with full health.
Steel Soul opens once you have finished the game, or at once if you press Up, Down, Up, Down, Left, Right, Left, Right on the Extras screen. The achievements are Steam and Xbox only, but the mode itself is on every platform. If the speed save ran past 30 hours, an ending at 100% inside that time here earns Speed Completion too.
hollowknight.wiki says losing to the First Sinner, Shakra, or Garmond and Zaza, or dying inside an Elegy of the Deep memory, leaves the run intact; Game-Checklists says the Old Heart memory fights cannot kill you. Treat every other fight as final.
Styx lies dead in his nest with Skynx in his place, so the Queen's Egg delivery belongs to the Classic save. Steel Seer Zi brings a wish of her own, the Shell Satchel replaces the Dead Bug's Purse, the White Bellhome lacquer becomes Chrome, and the Hunter's Memento needs 231 entries instead of 230.
Bone Bottom is wrecked when Act 3 begins, and no site says whether the wish survives that. Clear it in Act 2.
Steam and Xbox share one list of 52 achievements. PlayStation has 33 of them as trophies, plus the platinum, and lacks the other 19, Steel Soul and Steel Heart among them. A row's place is the first item in the guide that earns it.
| Achievement | Steam and Xbox | PlayStation | Where in this guide | Save |
|---|---|---|---|---|
| Equipped | yes | Bronze | 2. Bone Bottom and Mosshome: Magnetite Brooch | 1 (main) |
| Arsenal | yes | Silver | 28. Act 3 across Pharloom: Volt Filament | 1 (main) |
| Bound | yes | Bronze | 2. Bone Bottom and Mosshome: Silkspear | 1 (main) |
| Woven | yes | Silver | 28. Act 3 across Pharloom: Pale Nails | 1 (main) |
| Claimed | yes | Bronze | 6. Hunter's March: Beast Crest | 1 (main) |
| Consumed | yes | Silver | 26. The Abyss and Silk Soar: Shaman Crest | 1 (main) |
| Protected | yes | Bronze | 9. Bellhart and the Needolin: Mask Shard: Marrow to Deep Docks passage | 1 (main) |
| Masked | yes | Silver | 28. Act 3 across Pharloom: Mask Shard: Dark Hearts | 1 (main) |
| Restored | yes | Bronze | 4. Deep Docks: Spool Fragment: Deep Docks | 1 (main) |
| Extended | yes | Silver | 22. The Slab: Spool Fragment: the Slab | 1 (main) |
| Regenerated | yes | Bronze | 24. The Cradle and the Act 2 endings: Silk Heart: Lace | 1 (main) |
| Cartographer | yes | Bronze | 27. The Old Hearts: Map: Verdania | 1 (main) |
| Connected | yes | Bronze | 20. Memorium and the Putrified Ducts: Bellway: Putrified Ducts | 1 (main) |
| Bonded | yes | none | 25. Act 3: After the Fall: Beastling Call | 1 (main) |
| Transported | yes | Bronze | 20. Memorium and the Putrified Ducts: Ventrica: Memorium | 1 (main) |
| Keen Hunter | yes | Bronze | 14. Whiteward: Wish: Bugs of Pharloom | 1 (main) |
| True Hunter | yes | Silver | 29. Red Memory and Lost Lace: Hunter's Memento | 1 (main) |
| Flea Finder | yes | Bronze | 12. Blasted Steps and the Last Judge: Flea: Blasted Steps | 1 (main) |
| Fleafriend | yes | Silver | 22. The Slab: Egg of Flealia | 1 (main) |
| Liberated | yes | Bronze | 3. The Marrow and the Bell Beast: Bell Beast | 1 (main) |
| Pharloom's Welcome | yes | Bronze | 4. Deep Docks: Lace (Deep Docks) | 1 (main) |
| Servant | yes | none | 5. Far Fields: Fourth Chorus | 1 (main) |
| Fanatic | yes | none | 9. Bellhart and the Needolin: Widow | 1 (main) |
| Judge | yes | none | 12. Blasted Steps and the Last Judge: Last Judge | 1 (main) |
| Last Dance | yes | none | 15. Cogwork Core and the Whispering Vaults: Cogwork Dancers | 1 (main) |
| Tragedian | yes | none | 15. Cogwork Core and the Whispering Vaults: Trobbio | 1 (main) |
| White Knight | yes | Bronze | 24. The Cradle and the Act 2 endings: Lace (the Cradle) | 1 (main) |
| Grey Ghost | yes | none | 11. Sinner's Road and the Mist: Phantom | 1 (main) |
| Heretic | yes | none | 22. The Slab: First Sinner | 1 (main) |
| Tyrant | yes | none | 27. The Old Hearts: Crust King Khann | 1 (main) |
| Seed | yes | none | 27. The Old Hearts: Nyleth | 1 (main) |
| Diva | yes | none | 27. The Old Hearts: Skarrsinger Karmelita | 1 (main) |
| Lamenter | yes | none | 27. The Old Hearts: Clover Dancers | 1 (main) |
| Granted | yes | Bronze | 3. The Marrow and the Bell Beast: Wish: Bone Bottom Repairs | 1 (main) |
| Glutton | yes | none | 21. Wisp Thicket and Bilewater: Wish: Great Taste of Pharloom | 1 (main) |
| Trail's End | yes | none | 23. Everything before Act 3: Wish: Trail's End | 1 (main) |
| Hero's Call | yes | none | 28. Act 3 across Pharloom: Wish: Hero's Call | 1 (main) |
| Fatal Resolve | yes | none | 28. Act 3 across Pharloom: Wish: Fatal Resolve | 1 (main) |
| Entwined | yes | Silver | 24. The Cradle and the Act 2 endings: Sylphsong | 1 (main) |
| Resident | yes | none | 23. Everything before Act 3: Bellhome Key | 1 (main) |
| Harmonious | yes | Bronze | 17. High Halls and the Threefold Melody: Architect's Melody | 1 (main) |
| Remembrance | yes | Silver | 29. Red Memory and Lost Lace: Everbloom | 1 (main) |
| Weaver Queen | yes | Gold | 24. The Cradle and the Act 2 endings: Ending: Weaver Queen | 1 (main) |
| Snared Silk | yes | Gold | 24. The Cradle and the Act 2 endings: Ending: Snared Silk | 1 (main) |
| Twisted Child | yes | Gold | 24. The Cradle and the Act 2 endings: Ending: Twisted Child | 1 (main) |
| Sister of the Void | yes | Gold | 29. Red Memory and Lost Lace: Ending: Sister of the Void | 1 (main) |
| Passing of the Age | yes | Silver | 29. Red Memory and Lost Lace: Ending: Passing of the Age | 1 (main) |
| Completion | yes | Gold | 29. Red Memory and Lost Lace: Completion | 1 (main) |
| Speedrunner | yes | Silver | 30. Cycle 2: the speed save: Speedrunner | 2 (speed) |
| Speed Completion | yes | Silver | 30. Cycle 2: the speed save: Speed Completion | 2 (speed) |
| Steel Soul | yes | none | 31. Cycle 3: Steel Soul: Steel Soul | 3 (Steel Soul) |
| Steel Heart | yes | none | 31. Cycle 3: Steel Soul: Steel Heart | 3 (Steel Soul) |
| Pharloom's Heart | no | Platinum | 30. Cycle 2: the speed save: Pharloom's Heart (PlayStation platinum) | 2 (speed) |
The game only shows its percentage once the Farsight from the Abyss is built in the Bellhome, so it stays hidden until Act 3. Act 2 can reach 93% at most: one mask, the Pale Steel Needle, the Pin Badge, Pale Nails, the Shaman Crest, Silk Soar and the Everbloom are Act 3 only. Fleas, maps, Bellways, Ventrica stations, Memory Lockets, the journal and wishes add nothing by themselves. On a Steel Soul save the Shell Satchel takes the Dead Bug's Purse's point.
| Category | Points | Items |
|---|---|---|
| Tools | 51 | Magnetite Brooch (2), Compass (3), Straight Pin (3), Shard Pendant (3), Druid's Eye (3), Sting Shard (4), Magma Bell (4), Weighted Belt (5), Warding Bell (5), Curveclaw (6), Fractured Mask (6), Threefold Pin (7), Flea Brew (7), Longpin (8), Pollip Pouch (8), Multibinder (9), Weavelight (10), Silkspeed Anklets (10), Dead Bug's Purse (10), Plasmium Phial (10), Pimpillo (11), Barbed Bracelet (11), Tacks (11), Magnetite Dice (12), Delver's Drill (13), Ascendant's Grip (13), Spool Extender (13), Injector Band (14), Claw Mirror (15), Cogwork Wheel (16), Flintslate (16), Rosary Cannon (17), Cogfly (17), Reserve Bind (17), Conchcutter (18), Memory Crystal (19), Thief's Mark (19), Snitch Pick (19), Voltvessels (20), Spider Strings (20), Wreath of Purity (20), Wispfire Lantern (21), Quick Sling (21), Silkshot (21), Sawtooth Circlet (21), Scuttlebrace (21), Egg of Flealia (22), Throwing Ring (23), Longclaw (23), Pin Badge (28), Volt Filament (28) |
| Silk skills | 6 | Silkspear (2), Thread Storm (7), Sharpdart (10), Cross Stitch (11), Rune Rage (22), Pale Nails (28) |
| Crafting kit | 4 | Crafting Kit: Forge Daughter (4), Crafting Kit: Creige (11), Crafting Kit: Twelfth Architect (16), Crafting Kit: Grindle (19) |
| Tool pouch | 4 | Tool Pouch: Mort (5), Tool Pouch: Loddie (9), Tool Pouch: Nuu (14), Tool Pouch: Mooshka (20) |
| Silk hearts | 3 | Silk Heart: Bell Beast (3), Silk Heart: the Unravelled (16), Silk Heart: Lace (24) |
| Crests | 6 | Beast Crest (6), Reaper Crest (7), Wanderer Crest (10), Architect Crest (23), Witch Crest (24), Shaman Crest (26) |
| Abilities | 7 | Swift Step (4), Cling Grip (8), Needolin (9), Needle Strike (12), Clawline (16), Sylphsong (24), Silk Soar (26) |
| Mask shards (5 masks) | 5 | Mask Shard: Pebb (2), Mask Shard: above the Seamstress (5), Mask Shard: central Shellwood (8), Mask Shard: Marrow to Deep Docks passage (9), Mask Shard: east Weavenest Atla (10), Mask Shard: lower Wormways (10), Mask Shard: Jubilana (13), Mask Shard: Savage Beastfly (13), Mask Shard: Cogwork Core gauntlet (15), Mask Shard: Vaults box puzzle (15), Mask Shard: Far Fields Skull Cave (16), Mask Shard: south-west Mount Fay (19), Mask Shard: west Blasted Steps (19), Mask Shard: east Wisp Thicket (21), Mask Shard: east Bilewater (21), Mask Shard: north-east Slab (22), Mask Shard: Sprintmaster Swift (27), Mask Shard: Brightvein (28), Mask Shard: The Hidden Hunter (28), Mask Shard: Dark Hearts (28) |
| Spool fragments (9 spools) | 9 | Spool Fragment: Mosshome (2), Spool Fragment: Deep Docks (4), Spool Fragment: Frey (9), Spool Fragment: lower Weavenest Atla (10), Spool Fragment: above Shakra's Greymoor bench (11), Spool Fragment: Mooshka at the Grand Gate (13), Spool Fragment: top of the Grand Gate (13), Spool Fragment: central Underworks (13), Spool Fragment: under the Whiteward lift (14), Spool Fragment: Sherma (14), Spool Fragment: lower south-east Core (15), Spool Fragment: east of the Cauldron (16), Spool Fragment: south-east Deep Docks (16), Spool Fragment: Grindle's shop (19), Spool Fragment: High Halls west shaft (19), Spool Fragment: west Memorium (20), Spool Fragment: Jubilana (20), Spool Fragment: the Slab (22) |
| Needle upgrades | 4 | Sharpened Needle (9), Shining Needle (15), Hivesteel Needle (21), Pale Steel Needle (28) |
| Everbloom | 1 | Everbloom (29) |
| Total | 100 | Completion, Speed Completion and Steel Heart need all of it |