Welcome, hunter, to the vast and dangerous kingdom of Pharloom. For the most dedicated explorers and completionists, one of the greatest challenges in Hollow Knight: Silksong is completing the Hunter’s Journal. This encyclopedic bestiary requires you to find and defeat every unique creature that crawls, scuttles, and flies through the world’s diverse biomes. Fulfilling this monumental task will reward you with the coveted Hunter’s Memento achievement.
Table of Contents
- 1.1 Important Information Before You Start
- 1.2 The Hunter’s Journal by Region
- 1.2.1 Moss Grotto, Mosshome, & Memorium
- 1.2.2 The Marrow & Bone Bottom
- 1.2.3 Deep Docks & Hunter’s March
- 1.2.4 Far Fields
- 1.2.5 Wormways
- 1.2.6 The Pilgrims (Found in Multiple Locations)
- 1.3 Missable and Progression-Locked Enemies: A Critical Warning
This guide is your definitive, spoiler-light checklist for all 237 entries in the Hunter’s Journal. To make your hunt as efficient as possible, we have reorganized the list from its in-game numerical order into a more intuitive, region-based format. This allows you to see all the enemies in the area you are currently exploring, ensuring you don’t miss a single one. We’ll also provide key tips for finding rare spawns, dealing with tough foes, and avoiding missable entries.
Important Information Before You Start
- Completing the Quest: To receive the final Hunter’s Memento achievement, you must complete all required entries in the journal. Once you have done so, you must speak to the NPC Nuu in Greymoor.
- Secret Enemies: Some entries are marked as “Secret.” These are typically optional encounters and are not required to earn the final achievement, but they are included here for true completionists.
- Missable & Locked Enemies: Be warned! Some enemies can be permanently missed or become temporarily unavailable based on your story progression or actions. We will highlight these in a dedicated section at the end of the guide and in the tables below.
The Hunter’s Journal by Region
The following tables list every enemy in the game, grouped by the first or primary location where they can be found.
Moss Grotto, Mosshome, & Memorium
This is the starting region, full of mossy, furred, and relatively simple creatures.
# | Enemy Name | Other Location(s) | Notes |
1 | Mossgrub | Mosshome, Memorium | A basic, fur-covered crawler with spikes. |
2 | Massive Mossgrub | Memorium | An overgrown version bred in the Citadel. |
3 | Mossmir | Mosshome, Memorium | A small, clumsy, fluttering creature. |
4 | Moss Mother | Weavenest Atla | The larger, tougher adult form of a Mossmir. |
5 | Aknid | Mosshome | A winged insect that is normally docile but now aggressive. |
18 | Mawling | The Marrow | A young, boney bug that can roll into a ball. |
19 | Marrowmaw | Memorium | The giant, adult form of a Mawling. |
36 | Overgrown Pilgrim | An aged pilgrim that spits gobs of moss. | |
221 | Summoned Saviour | Steel Soul Exclusive. A secret boss required for the Memento in Steel Soul mode only. |
The Marrow & Bone Bottom
A land of bone and heat, home to creatures who use skeletal remains for protection.
# | Enemy Name | Other Location(s) | Notes |
6 | Skull Scuttler | A small bug that hides under a protective skull. | |
7 | Skullwing | The flying relative of the Skull Scuttler. | |
8 | Skull Brute | A larger, aggressive version of the Skull Scuttler. | |
9 | Skull Tyrant | Bone Bottom | A rare and enormous predator. |
10 | Kilik | A small, boney bug with expandable spikes. | |
13 | Caranid | Deep Docks | A common, plump winged bug. |
21 | Flintbeetle | A rare beetle with explosive gems on its back. | |
25 | Bell Beast | A huge bug that lives inside the bellways. | |
115 | Shardillard | Deep Docks, Far Fields, etc. | Annoying Entry. A devious ambusher that poses as a fossil. Not farmable. |
Deep Docks & Hunter’s March
The fiery industrial base of Pharloom, patrolled by great beasts and haunted workers.
# | Enemy Name | Other Location(s) | Notes |
11 | Beastfly | Hunter’s March | An aggressive fly that rams with its bone mask. |
12 | Savage Beastfly | Hunter’s March, Far Fields | The larger, angrier adult form of the Beastfly. |
14 | Vicious Caranid | An aggressive variant of the Caranid with a bladed tail. | |
15 | Hardbone Hopper | Far Fields | A nimble, grazing creature that flees from danger. |
39 | Lavalug | A sticky mollusc that sprays burning fluid. | |
40 | Lavalarga | The fully grown, more dangerous version of the Lavalug. | |
41 | Smelt Shoveller | A low-level worker still performing its task. | |
42 | Flintstone Flyer | An aerial worker that flings incendiary flintstone. | |
43 | Flintflame Flyer | A worker that carries unstable, explosive flintflame. | |
44 | Smokerock Sifter | A cymbal-bearing worker of the docks. | |
45 | Deep Diver | A heavily armored bug that mined the deep caves. | |
46 | Forebrothers Signis & Gron | The elder overseers of the Deep Docks. | |
235 | Lace | The Cradle | A manic, thread-born fencer. A major boss. |
Far Fields
The wide-open lowlands of Pharloom, home to herds of creatures and skilled hunters.
# | Enemy Name | Other Location(s) | Notes |
16 | Hardbone Elder | A tall, elegant creature that defends its herd. | |
17 | Tarmite | A flying mite that spits scorching, sticky tar. | |
20 | Hoker | A spine-shooting drifter with a fleecey down. | |
22 | Rhinogrund | Pilgrim’s Rest, Memorium | A long-horned beast that flings debris with its horn. |
29 | Pilgrim Hulk | A sturdy, rolling bug lost to the Haunting. | |
49 | Brushflit | Annoying Entry. Tiny, timid birds that flee instantly. Use area-of-effect tools. | |
50 | Fertid | A skittish scrambler that camouflages as a plant. | |
51 | Flapping Fertid | The winged version of the Fertid. | |
52 | Fourth Chorus | A towering and nimble iron automaton. | |
60 | Last Claw | Act 3 Exclusive. An elite hunter found during the Skarrsinger Karmelita boss fight. | |
61 | Skarrsinger Karmelita | Act 3 Exclusive. The song queen and ruler of the Skarr tribe. |
Wormways
The winding tunnels beneath the surface, home to burrowing worms and acid-spitting scuttlers.
# | Enemy Name | Other Location(s) | Notes |
23 | Gromling | A young worm that ambushes from beneath the ground. | |
24 | Grom | The large, adult burrowing worm. Requires high damage or specific charms to kill quickly. | |
47 | Cragglite | The infant form of a Craggler. May only spawn after the adult is defeated. | |
48 | Craggler | A thick-plated scuttler that spits acid from high places. | |
200 | Winged Lifeseed | Bonegrave | A mindless sack of health-restoring Plasmium. Appears after completing a specific Wish. |
201 | Plasmid | A worm mutated by Plasmium. Appears after completing a specific Wish. | |
202 | Plasmidas | A large worm fused to the ceiling by Plasmium. Appears after completing a specific Wish. | |
203 | Plasmified Zango | Act 3 Exclusive. A husk animated by Plasmium. |
The Pilgrims (Found in Multiple Locations)
These are the common, zombie-like citizens of Pharloom, lost to the Haunting. They are found in many early to mid-game areas.
# | Enemy Name | Location(s) |
26 | Pilgrim Groveller | The Marrow, Mosshome, Choral Chambers, Bonegrave |
27 | Pilgrim Pouncer | The Marrow, Mosshome, Blasted Steps, Bonegrave |
28 | Pilgrim Hornfly | Bonegrave |
30 | Pilgrim Bellbearer | Greymoor, Bonegrave |
31 | Winged Pilgrim | The Marrow, Shellwood, Bonegrave |
32 | Elder Pilgrim | Bonegrave, Shellwood |
33 | Winged Pilgrim Bellbearer | Shellwood, Greymoor |
34 | Pilgrim Hiker | Blasted Steps |
35 | Pilgrim Guide | Greymoor |
37 | Covetous Pilgrim | Shellwood, Bilewater |
Missable and Progression-Locked Enemies: A Critical Warning
To achieve 100% completion of the Hunter’s Journal, you must be aware of several enemies that can be permanently missed or whose spawns can change based on your story progress. Pay close attention to these!
- Clawmaiden (162): This enemy, found in the High Halls, can be permanently removed from the game if you complete a specific secret in that area. Be sure to complete its journal entry before you do so.
- Palestag (210): This fabled beast in Lost Verdania is a one-time encounter. It is missable if you complete the area without defeating it.
- Shakra (228) and Garmond & Zaza (229): These are secret NPC encounters that can be missed if you progress the main story too far before finding them.
- Craw Enemies (72, 73, 74): In Act 3, the regular spawns for these creatures in Greymoor may temporarily disappear. They will become available again after you defeat their leader, the Crawfather (78).
Completing the Hunter’s Journal is a massive undertaking that requires diligent exploration of every corner of Pharloom. Use this regional guide as a checklist during your adventures to ensure you don’t miss a single one of this kingdom’s strange and wonderful creatures. Good luck, hunter!
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