Bagging the Speedrunner trophy in
Silksong
isn’t exactly a walk in the park. The community often ranks it right up there with the brutal Steel Soul and Cursed achievements. The challenge? Finish the entire game in less than five hours. It sounds like a ... moreBagging the Speedrunner trophy in
Silksong
isn’t exactly a walk in the park. The community often ranks it right up there with the brutal Steel Soul and Cursed achievements. The challenge? Finish the entire game in less than five hours. It sounds like a tall order, but trust me, with a solid route and the right priorities, any determined player can pull it off. It's all about knowing exactly where to go, which items to snag, and when to hit the gas and skip the optional fluff. This guide lays out the optimal speedrun route, step after step, leading Hornet from the Moss Grotto all the way to the final showdown with Grand Mother Silk. Just remember the golden rule of any speedrun: dying chews up the clock like crazy thanks to the long backtrack to your cocoon, so keep your cool and stay frosty.
First things first, the run kicks off in the linear tunnels of the
Moss Grotto
. Hornet moves through this area, takes down the Moss Mother without any fuss, and presses on to reach the gloomy expanse of Bone Bottom. From there, she hangs a sharp right to enter
The Marrow
. A shortcut door gets opened, then it’s a quick right and an upward squeeze through a gap in the ceiling. Once she’s topside, a leftward trek brings her face-to-face with
Shakra
, and then it’s up and left again to pop back into the upper portion of the Moss Grotto.
The next objective is freeing the Bell Beast. Hornet uses her trusty Silkspear to cut it loose, then quickly subdues the creature to keep things moving. With the beast dealt with, she scales the area above Shakra, navigates two rooms to the right, and then ascends into a small gauntlet packed with Skarr enemies. It’s a brief but hectic fight—stay nimble and don’t get greedy. Optionally, a quick detour can be made by dropping down below Shakra’s spot to meet the Forge Daughter, but true speedrunners often give that a miss. What isn’t optional is using the Swift Step ability to leap up and activate a lever, which swings open the boss door leading to the first major duel:
Lace
. With that gate unlocked, Hornet continues rightward through the windswept Far Fields, drops down a central chamber full of wind funnels, and finds the exit tucked away in the bottom-right corner.
After looping back from the Seamstress’ hut, Hornet faces the eerie
Fourth Chorus
on her return to that central funnel room. Then it’s all leftward momentum, making a beeline for the Halfway House. A bench here is a lifeline—take a seat and catch your breath. Once refreshed, Hornet goes left through the crumbling ruins of Greymoor until she hits the bottom‑left corner and squares off against
Moorwing
. Defeating this boss opens the path to Bellhart and, further left, the lush labyrinth of Shellwood.
Shellwood demands some nimble platforming. In the very first room, Hornet loops left, ascends to the right, then doubles back left again. The next room involves a drop, then a quick climb to unlock the central Bench. This bench is a crucial checkpoint, so don’t skip it. Continuing left reveals an elevator—ride it down, go left, and you’ll find a towering room blanketed in white flowers. Use these blossoms to climb skyward, then head right to unlock another elevator shortcut that zips you down to the central Bench. From there, Hornet goes right again, threads through the room, and takes the top‑left exit to confront
Sister Splinter
.
Boom—Sister Splinter goes down. After the fight, Hornet loops around the central pillar to the top‑left side of the room, hits a cluster of white flowers, and executes a precise jump sequence (left, then right) to reach the exit above the room’s entrance. In the next chamber, the ever‑useful
Cling Grip
skill awaits via a Weaver statue. Once that’s in the bag, the route swings back to the central Bench. From there, Hornet climbs up and to the right, wall‑climbing with her fresh Cling Grip into the Bellway tunnels above Bellhart. An optional stop here could be freeing Bellhart and visiting Pinmaster Plinney’s hut at the top level, but efficient runners often skip the chit‑chat.
With Widow defeated (yes, she shows up around this point), Hornet pushes to the tippy‑top of Shellwood’s left side and steps into the
Blasted Steps
. A mixed bag of movement skills is needed here—dashing, clinging, and sprinting through the gauntlet until a bench appears at the zone’s summit. A quick pit stop, then Hornet goes right to the Citadel entrance and throws down with
The Last Judge
. Toppling this boss kicks off Act 2.
Now things get seriously crafty. Hornet drops into the Underworks, navigating the dark passages to re‑enter the Choral Chambers. She heads up, follows a gently sloping long hallway to the right, then takes the top‑left exit in the next room. A full vertical climb leads to a bench in the far top‑left corner of the Choral Chambers—another precious save point. Just to the right of that bench sits the
Cogwork Da less