Silk Soar is Hornet’s vertical launch move: she threads her needle into the ceiling and rockets up to it. You acquire this late in the story, inside the Abyss during Act 3, and it consumes Silk to use. This guide covers prerequisites, a precise route to unlock it, input timing, and reliable ways to use it safely.

Hollow Knight: Silksong product page: Steam.


Prerequisites and where it is

Silk Soar is obtained in the Abyss, within an area called Weavenest Absolom, and sits behind a Needolin door. It’s one of the final abilities in the game and only becomes available in Act 3 after progressing the main storyline.

  • Act gating: Act 3 access is required.
  • Area: The Abyss, Weavenest Absolom.
  • Gate: Needolin door blocks the approach.
  • Resource: Costs one strand of Silk to perform.

Unlock Silk Soar (step-by-step)

Step 1: Advance the story until Act 3 is available. This is a late-game milestone and unlocks access to the Abyss region.

Step 2: Enter the Abyss and reach the approach to Weavenest Absolom. Look for a Needolin door on the way; you must use Needolin to open this route.

Step 3: Proceed into Weavenest Absolom and move to the right until you reach a wide vertical drop. This room leads downward toward the ability shrine.

Step 4: Descend carefully through the gap and locate the ancient shrine/effigy. Interact with it once to learn Silk Soar.

Step 5: Test the ability in a safe space with a reachable ceiling above you before returning to regular exploration.


Use Silk Soar correctly

Step 1: Face any direction with a solid ceiling above Hornet and hold Down + Harpoon to begin charging. Charging can be canceled early without consuming Silk.

Step 2: After roughly a second of charge, release the input to throw the needle upward. The needle seeks the nearest ceiling and anchors there.

Step 3: Hornet automatically rockets to the anchored needle. You can jump to exit the ascent early; being hit will also cancel the flight.

Step 4: Mind the Silk cost. Each use consumes one strand; refill by striking enemies before attempting multiple climbs in sequence.

Timing and edge cases

  • Higher ceilings cause a longer delay between the throw and the lift-off.
  • No valid ceiling above means the throw won’t attach, and you won’t launch.
  • Open spaces with destructible roofs still require something solid for the needle to stick to.

Troubleshooting common issues

Step 1: “Nothing happens.” Verify you actually have Silk Soar learned. The ability is Act 3-only and is not available earlier.

Step 2: “It won’t trigger.” Check Silk. If your spool is empty, the move won’t fire; land a few hits to restore one strand.

Step 3: “My launch cancels.” Avoid charging in enemy fire. Getting hit during the ascent will interrupt the flight; clear threats first.

Step 4: “It misses the ceiling.” Ensure you’re under a reachable solid surface. Reposition beneath a closer ceiling to shorten delay and guarantee attachment.

Step 5: “Inputs feel inconsistent.” Hold to charge and release to throw. A quick tap is not sufficient; use a deliberate press-and-hold rhythm.


Practical uses and movement tips

  • Vertical access: Reach ledges and shafts that are out of range of a normal jump, wall-jump, or glide.
  • Route shortcuts: Cross tall rooms by throwing to high beams, then chaining a wall-jump or glide exit mid-ascent.
  • Safety climbs: When pits or hazards are below, charge from a safe platform and launch straight to overhead footing.
  • Boss arenas: Use when the ceiling is present and safe; avoid charging during dense projectile patterns.
  • Resource planning: Keep one Silk strand in reserve for a guaranteed emergency climb or for healing, depending on your needs.

Quick reference

  • Input: Down + Harpoon (hold to charge, release to throw).
  • Cost: 1 Silk strand per use.
  • Cancel: Jump to exit early; being hit interrupts the ascent.
  • Location: Abyss → Weavenest Absolom (behind a Needolin door), Act 3.

Once learned, Silk Soar significantly improves vertical routing and unlocks late-game paths. Practice charge timing under low ceilings first, then apply it to taller rooms where the extra reach saves time and deaths.