Silksong collectibles · 20 mask shards

Hollow Knight Silksong Mask Shards — All 20 Locations

Mask shards are the upgrade you feel in every fight: gather four and one of Hornet’s masks is permanently extended. Twenty shards are hidden across Pharloom, and this guide lists every one of them by act — with the region, how to reach it, and how risky it is to leave for later.

Every row deep-links into the Silksong interactive map (region filter plus the exact marker), and the three shards worth a deliberate detour before Act 3 are flagged below.

1Act 1 mask shards(11)Filter on map →

#Mask ShardRegionHow to getRisk
1Mask Shard 1*Moss GrottoView on map →

Hidden passage off the opening cavern's main descent.

Safe to defer
2Mask Shard 2*The MarrowView on map →

Platforming climb above the ossified shafts.

Safe to defer
3Mask Shard 3*The MarrowView on map →

Tucked behind a breakable wall near Bone Bottom's outskirts.

Safe to defer
4Mask Shard 4*Deep DocksView on map →

Lava-side detour requiring careful footing over the docks.

Safe to defer
5Mask Shard 5*Far FieldsView on map →

High ledge reachable with early glide routes.

Safe to defer
6Mask Shard 6*Hunter's MarchView on map →

Warren side-path guarded by hunter tribes.

Safe to defer
7Mask Shard 7*GreymoorView on map →

Tower climb through the fog-shrouded highland.

Safe to defer
8Mask Shard 8*GreymoorView on map →

Hidden chamber along the moor's outer wall.

Safe to defer
9Mask Shard 9*BellhartView on map →

Bell obstacle course inside the bell tower.

Safe to defer
10Mask Shard 10*ShellwoodView on map →

Canopy route past thorny vines.

Safe to defer
11Mask Shard 11*Blasted StepsView on map →

Spite-climb between wind gusts near the spires.

Safe to defer

2Act 2 mask shards(7)Filter on map →

#Mask ShardRegionHow to getRisk
12Mask Shard 12*BilewaterView on map →

Swamp hollow beneath the murk.

Missable

Bilewater routing is easy to skip; mark the pin once the region map is bought.

13Mask Shard 13*BilewaterView on map →

Deep channel past the Phantom's arena approach.

Missable

Adjacent to the secret bench — pairs naturally with the P3-1 bench long-tail.

14Mask Shard 14*WormwaysView on map →

Worm-tunnel branch off the main crawl.

Safe to defer
15Mask Shard 15*Sinner's RoadView on map →

Cell block behind chain traps.

Safe to defer
16Mask Shard 16*The SlabView on map →

Found along the escape gauntlet.

Missable

Reachable only during or shortly after the escape sequence — verify whether it stays available afterwards.

17Mask Shard 17*WhitewardView on map →

North-east rooms off the connective cavern.

Safe to defer
18Mask Shard 18*Choral ChambersView on map →

Above the settlement's ornate walkways.

Safe to defer

3Act 3 mask shards(2)Filter on map →

#Mask ShardRegionHow to getRisk
19Mask Shard 19*VerdaniaView on map →

Garden ruin reached during Act 3's descent.

Safe to defer
20Mask Shard 20*The UndersideView on map →

Final-stretch cache on the deepest layer.

Safe to defer

Silksong mask shards in order

The tables group all twenty shards by the act in which their region first opens. Treat that as a routing order, not a hard gate: once a region is open, its shards are yours to collect whenever you like.

A practical habit is to sweep each region for shards on your first pass, then re-run the sweep after Act 2 opens the Citadel. If you left a region one shard short, the map filter below re-opens the hunt in a single click.

  1. Act 1 — 11 mask shardsMoss Grotto, The Marrow, Deep Docks, Far Fields, Hunter's March, Greymoor, Bellhart, Shellwood, Blasted Steps
  2. Act 2 — 7 mask shardsBilewater, Wormways, Sinner's Road, The Slab, Whiteward, Choral Chambers
  3. Act 3 — 2 mask shardsVerdania, The Underside

Mask shards to grab before Act 3

No shard is permanently story-gated, but three placements deserve a deliberate detour — two because Bilewater is easy to route around entirely, and one because of where it sits inside The Slab.

  • Mask Shard 12Bilewater*

    Bilewater routing is easy to skip; mark the pin once the region map is bought.

  • Mask Shard 13Bilewater*

    Adjacent to the secret bench — pairs naturally with the P3-1 bench long-tail.

  • Mask Shard 16The Slab*

    Reachable only during or shortly after the escape sequence — verify whether it stays available afterwards.

Everything else stays collectible in any act. If you reach Act 3 short a shard or two, work through the act tables top to bottom with the map filter open.

FAQ

How many mask shards are in Silksong?

Twenty. Every four mask shards forge one extra mask of health for Hornet, so the full set grants five bonus masks on a completed save.

Where are the mask shards in Act 1?

Act 1 holds eleven shards spread across Moss Grotto, The Marrow, Deep Docks, Far Fields, Hunter’s March, Greymoor, Bellhart, Shellwood and the Blasted Steps. The Act 1 table above lists each one with a map deep link.

Which mask shards are missable?

Shards 12 and 13 in Bilewater are easy to route past and worth marking on the map, and shard 16 sits along The Slab escape gauntlet — reachable during or shortly after the escape, so grab it while you are there. Nothing else is locked behind a one-time event.

Do I need mask shards to beat Silksong?

No — mask shards are optional upgrades and every ending is reachable without them. Extra masks simply make the Act 2 and Act 3 boss runbacks far more forgiving, and 100% saves want all twenty.

Can I collect mask shards out of order?

Yes. The act grouping is a recommended route, not a requirement — a shard becomes collectible the moment its region opens, so you can double back for any of them except the ones flagged missable above.