
Hollow Knight Beginner Guide: Tips for Surviving Hallownest
Plain tips for new Hollow Knight players: first charms, nail upgrades, safe healing, how the map fills in, and what dying does to your Geo.
Hollow Knight drops you into a ruined bug kingdom with a blunt nail and one healing move, then explains pretty much nothing. Getting lost and getting smacked around is half the fun, but a few systems quietly run the whole game. Charms, SOUL, the map, and the death rules change everything once you know how they work. Here's the stuff the game never spells out, so your first ten hours go a lot smoother.
Choosing Your First Charms
Charms are trinkets that give you passive perks, and you can only put them on or take them off while sitting on a bench. Each one costs notches to wear. You start with 3 notches and can find up to 11 over a full playthrough, so early on you're picking two small charms or one big one.
The first shops open fast. Sly in Dirtmouth sells a few, Iselda sells one next door, and Salubra down in the Forgotten Crossroads sells the rest plus notches later. Here's the early shopping list:
| Charm | Cost | Notches | What it does | | --- | --- | --- | --- | | Steady Body | 120 Geo (Salubra) | 1 | You stop getting pushed back when you swing | | Stalwart Shell | 200 Geo (Sly) | 2 | Longer invincibility after taking a hit | | Wayward Compass | 220 Geo (Iselda) | 1 | Shows your position on the map | | Shaman Stone | 220 Geo (Salubra) | 3 | Spells hit way harder | | Gathering Swarm | 300 Geo (Sly) | 1 | A swarm grabs loose Geo for you | | Soul Catcher | Free (Ancestral Mound) | 2 | More SOUL per nail hit |
So what's worth it first? Gathering Swarm, nine times out of ten. Geo falls everywhere in this game, and the little swarm scoops up coins you'd never bother chasing, including stuff that lands in spikes. It straight up pays for itself. Wayward Compass is the other cheap winner - it puts a little face marker on the map showing where you are, which saves you a ton of aimless wandering. Both cost 1 notch each, so run them together while you explore.
Soul Catcher is free, which is a nice price. It sits in the Ancestral Mound, the spot the story walks you through right after your first big boss fight. It bumps SOUL gained per nail hit from 11 to 14, which means more healing without changing how you play at all.
Stalwart Shell sounds boring and feels great. Normally you get 1.3 seconds of invincibility after a hit; with it, 1.75 seconds. That's extra time to walk out of a bad spot or land a free hit on a boss. Very good for anyone still learning the dodge timing.
More notches, and the overcharm trap
Salubra sells four extra notches: 120 Geo once you own 5 charms, then 500 at 10 charms, 900 at 18, and 1400 at 25. Buy the cheap ones as soon as you qualify, because more notches means more perks stacked at once.
One warning. If you try to equip a charm you can't fit, the game will let you force it in after five clicks. That's called overcharming, and while you're overcharmed, every hit you take deals double damage. It's a fine tool for a boss you already know, since you plan not to get hit anyway. It's a bad idea in a new area full of surprises. If the loadout screen shows purple cracks, you've done it to yourself.
Last habit to build early: swap your charms for the job. Compass and Swarm for wandering around, then switch to combat stuff like Stalwart Shell and Shaman Stone before a boss bench. Charm swaps are free, so there's no reason to fight Hornet with your shopping perks on.
Understanding the Nail Basics
Your nail is the weapon for 95% of the game, and its base version is rough. The Old Nail does 5 damage, which makes early enemies feel like they're made of bricks. The fix is the Nailsmith, an old bug in a hut on the west edge of the City of Tears. He'll reforge your nail four times:
| Nail | Damage | Cost | | --- | --- | --- | | Old Nail | 5 | Starting weapon | | Sharpened Nail | 9 | 250 Geo | | Channelled Nail | 13 | 800 Geo + 1 Pale Ore | | Coiled Nail | 17 | 2000 Geo + 2 Pale Ore | | Pure Nail | 21 | 4000 Geo + 3 Pale Ore |
That first upgrade is the best 250 Geo you'll ever spend. It's an 80% damage jump for plain money, no rare materials, and you can usually scrape it together in your first session. The later tiers need Pale Ore, which only shows up as boss rewards and hidden pickups, so those come when they come. Don't hoard Geo waiting for a better moment, either - the Nailsmith takes payments one visit at a time and early Geo is easy to lose (more on that in the last section).
Every swing of the nail also feeds you 11 SOUL, the stuff you heal with. That's the core loop of every fight: swing to build meter, spend meter to patch yourself up.
Learn the pogo
Hold down and attack to slash beneath you. If that downswing connects with an enemy, a spike, or certain objects, you bounce off it like a trampoline. Players call it pogo-ing or nail-bouncing, and it's the single most useful tech in the game. You can hop across entire spike pits, chain bounces off enemy heads, and even skip chunks of platforming the "right" way can't reach. The purple mushrooms in the Fungal Wastes bounce you extra high, and the game absolutely expects you to abuse them.
The bounce works on spikes without hurting you, by the way. Downslashing a spike row mid-jump is a legit platforming tool, not a glitch.
Charms that change the nail itself
- Longnail (2 notches, 300 Geo from Salubra) - 15% more range. Simple and strong.
- Mark of Pride (3 notches, Mantis Village, after beating the Mantis Lords) - 25% more range. One of the best charms in the game.
- Quick Slash (3 notches, way out in Kingdom's Edge) - 32% faster swings. Amazing, but it's a mid-game find.
- Steady Body (1 notch, 120 Geo) - no recoil when you hit things, so you can stand your ground and keep slapping.
Later on, three Nailmasters teach charged moves like Great Slash and Cyclone Slash. Don't worry about those yet - just work on the basic rhythm of swing, back off, swing again. Almost every small enemy flinches when struck, so landing the first hit usually means you can land the second.
Healing With Focus Safely
Hold the focus button and you'll channel SOUL into your shell, restoring one mask per 33 SOUL. The meter holds 99 SOUL, so a full tank is three heals. Each one takes about 0.9 seconds, or 1.1 with the little windup at the start. Feels slow. In a boss fight, it is slow.
Here's the tension nobody explains: spells cost the same 33 SOUL. Your fireball and your heal come out of the same pool, so every Vengeful Spirit you throw is a mask you chose not to restore. Neither answer is wrong - ranged damage keeps you safe, healing undoes mistakes - but you want to decide on purpose instead of mashing both and ending up with SOUL for neither.
Where SOUL comes from
Swinging your nail gives 11 per hit, or 14 with Soul Catcher. Two other free sources matter a lot:
- Soul Totems - those glowing totem statues. Whack them and they spit SOUL. A small one holds 48 to 54, a big one 80 to 90, and they recharge whenever you rest at a bench. Smack every one you pass.
- Hot springs - the steaming pools. Standing in one generates 40 SOUL per second. Free full tank before a boss.
There are also Vessel Fragments scattered around. Every 3 fragments you collect build one extra SOUL vessel, a small tank of 33 next to your main meter, and you can hold 3 of them. They're some of the best pickups in the game, so grab them when a guide or your ears point the way.
Picking your moment
The windup is what kills you. If you take a hit mid-focus, the heal cancels and the SOUL you spent on it is gone - you get nothing back. Even tapping focus and letting go early burns a little SOUL for nothing. So heal when the room is calm: after a big dodge, while the last enemy of a wave is dying, or during a boss's long recovery animation. Two steps away from whatever you're fighting is usually enough space.
A few charms are built around exactly this problem:
- Quick Focus (3 notches, 800 Geo from Salubra) - heals 33% faster, cutting that 0.9 seconds to about 0.6. Expensive, and worth every coin. This is the charm that makes mid-fight healing actually reliable.
- Grubsong (1 notch, reward for freeing 10 grubs) - gives you 15 SOUL every time you take a hit. Getting hit fuels your next heal, which softens bad fights considerably.
- Baldur Shell (2 notches, Howling Cliffs) - a shell blocks up to 4 hits while you focus. Sounds good, but a blocked hit still interrupts the heal and still wastes the SOUL, so honestly, it's kind of a dud. Skip it unless one specific boss keeps interrupting you.
One more thing. While your shade is alive (that's the ghost that spawns when you die), your SOUL meter is cracked and caps at 66 instead of 99. That's two heals instead of three. One more reason to go squash it early - the next section covers why it matters so much.
Reading Hallownest's Map Layout
The map does not draw itself. Two shopkeepers handle it. Cornifer is a big friendly bug who wanders every area before you get there - you'll hear him humming before you see him. Find him and buy that area's map. Then back in Dirtmouth, his wife Iselda sells you the Quill for 120 Geo. The quill is what lets the map update as you explore, and the update only happens when you rest at a bench. No quill, no new lines on the paper.
Miss Cornifer in an area (usually because you killed its boss first)? Iselda sells the same map in Dirtmouth for a bit more. Prices:
| Area | Cornifer | Iselda | | --- | --- | --- | | Forgotten Crossroads | 30 | 40 | | Greenpath | 60 | 80 | | Fungal Wastes | 75 | 100 | | City of Tears | 90 | 120 | | Crystal Peak | 112 | 150 | | Deepnest | 38 | 50 |
The geo here matters less than the habit: hear humming, follow it, spend the money. A map of where you're standing costs about one enemy drop, and getting lost for 40 minutes costs a lot more.
Grab the Wayward Compass too (220 Geo, 1 notch). It puts your location on the map as a little face marker, and it even works in areas whose map you haven't bought yet - seeing yourself slide across a blank page tells you which direction the unexplored stuff is. Between the compass and the quill, the map goes from a decoration to an actual tool.
How Hallownest is shaped
The kingdom hangs upside down from the surface. Dirtmouth is the little town on top, and the well in its center drops you into the Forgotten Crossroads, the hub of the whole map. From there:
- West is Greenpath, all green and wet. The water there is deadly to the touch, so hop the leaves, don't swim.
- East past a toll gate is Crystal Peak, the bright mining mountain. The toll gate needs the Lumafly Lantern (1800 Geo from Sly), so treat that as the entry fee.
- South is the Fungal Wastes, mushroom country, and past that the City of Tears. That's the main road of the game.
- Way down at the bottom, past the Fungal Wastes, is Deepnest. You'll know when you've found it, and you'll wish you hadn't.
The rough intended route is Crossroads, then Greenpath, then Fungal Wastes, then the City. You can wander off it, and honestly you should - the good pickups are everywhere. But if enemies suddenly start dealing two masks per hit, you've drifted ahead of the curve. Back up, explore sideways, come back stronger.
Two small map things worth knowing. Iselda sells pins - 100 Geo for a set - and the bench pin marks every bench you've rested at, which is the one most worth buying. And resting at a bench does four jobs at once: it saves, heals you to full, updates your map, and recharges the SOUL totems. Sit on every bench you find. It's your checkpoint for everything.
Avoiding Early Death Traps
Time for the part that breaks new players. When you die, you drop every single Geo coin you're carrying, and a shade - a dark ghost of you - spawns at or near the spot holding it all. Kill that shade and you get the Geo back, plus your SOUL meter gets uncracked. Die again before you do, though, and the old shade vanishes with its cargo. Gone for good. The wiki's own example: die holding 3000, pick up 100 on the way back, die again, and the new shade carries 100. The 3000 just isn't anywhere anymore.
So the rule is simple: spend before you gamble. Got a fat wallet and a sketchy boss or spike gauntlet ahead? Stop at the last bench-town and buy something. The Sharpened Nail upgrade, a map, Salubra's charms - shops in Hallownest are the only real bank, because money turned into a nail upgrade can't evaporate.
Recovering a shade is usually fine. Its spot shows on your map with its own pin, and if you died to a boss, the shade tends to spawn somewhere safe outside the arena so you're not fighting the boss and the ghost at once. If it lands somewhere truly awful, a bug named Confessor Jiji in Dirtmouth will summon it to her cave for one Rancid Egg. Collect those eggs when you find them; someday one saves you a nightmare trip.
The smaller traps
- Spikes and thorns cost one mask and teleport you back to the last safe ledge. Annoying, not fatal - unless you're already at low health, which is exactly when people panic and spike-dash for the exit. Walk it.
- The pools in Greenpath and Fog Canyon are acid, not water. Same deal: a mask gone, back to the ledge. The leaf platforms are the path.
- Deepnest is the classic newbie graveyard. The entrance sits at the bottom of the Fungal Wastes, and it's dark, full of spike corridors, and home to bugs that grab you. Cornifer barely mapped the place, and his wife says he came back frightened. You need very little from there early, so if you fall in, don't try to clear it - keep moving toward an exit and come back with the Lumafly Lantern and better gear.
- The Colosseum of Fools seals the door behind you once a trial starts. No leaving, no shopping mid-run. Don't walk in under-leveled just because it's there.
- Running away is free. Almost nothing in Hallownest chases you through doors. If a room looks like too much, leg it and come back - nobody's grading you.
- If you meet a cheerful banker bug named Millibelle, keep the deposit small. She runs off with whatever you hand her eventually. You can track her down later and take it back, but the simpler move is not giving her much to steal.
That's the whole survival kit, really. Buy the cheap charms, get the 250 Geo nail upgrade the moment you can, smack every totem, rest on every bench, and treat a heavy wallet as a liability instead of a score. The players who rage-quit over lost Geo are almost always the ones who died carrying three thousand of it. Spend it down, and the worst a death ever costs you is a walk and a rematch.