Collectibles & Charms Guide: Toward 100% Completion
Author: Silksong Map Team • Updated: 2025-09-30
Summary: Use filters + a lightweight checklist to clear charms and collectibles efficiently. Prioritize traversal upgrades first, then sweep areas in layers.
Filters that matter
Efficient filter management is the cornerstone of successful 100% completion. The interactive map offers granular control, but strategic use prevents information overload.
Essential Filter Combinations
The Collector's Trinity (Recommended Default):
- Charms: All equippable items modifying Hornet's abilities
- Mask Shards: Health upgrade components (4 shards = +1 mask)
- Silk Shards: Tool capacity upgrades (equivalent to Hollow Knight's Vessel Fragments)
Why This Works: These three categories represent permanent power increases. Collecting them early makes all subsequent content easier.
Situational Filter Setups
Setup 1: Pre-Boss Preparation
Active Filters: Charms + Checkpoints + Bosses
Purpose: Scout charm locations near upcoming boss, plan retreat route to nearest bench
Workflow:
- Enable boss filter, locate target boss
- Add charm filter, check for nearby power-ups
- Add checkpoints filter, identify safe zones
- Collect accessible charms, then challenge boss
Setup 2: Exploration Mode
Active Filters: Collectibles + Secrets + NPCs
Purpose: Discover hidden content and story elements
Best For: Second playthroughs, completionists, lore hunters
Setup 3: Mobile/Low-Performance Devices
Active Filters: Maximum 2 categories at once
Rationale: Fewer rendered markers = faster map loading and smoother panning
Recommended Pairs:
- Mask Shards + Silk Shards (survival focus)
- Charms + Checkpoints (strategic planning)
- Bosses + Collectibles (combat prep)
Filter Management Best Practices
| Scenario | Enable Filters | Disable Filters |
|---|---|---|
| Entering new region | Checkpoints, Collectibles | Everything else |
| Build optimization | Charms only | All non-charm categories |
| Geo farming route | Enemies, Grubs (if applicable) | Cosmetic/lore items |
| Story progression | NPCs, Bosses, Key Items | Optional collectibles |
Advanced: Custom Filter Profiles
If MapGenie supports saved filter presets (check interface), create:
- Profile 1 "Power Hunter": Mask/Silk Shards + Charms
- Profile 2 "Boss Runner": Bosses + Checkpoints
- Profile 3 "100% Sweep": All categories enabled
- Profile 4 "Mobile Lite": Single most-needed category only
Route planning (layered sweeps)
The layered sweep method minimizes backtracking by acknowledging that not all items are accessible on first visit. This technique is essential for efficient 100% completion.
The Three-Layer System Explained
Layer 1: Foundation Sweep (First Pass)
Criteria: Items accessible with starting abilities only
Typical Contents:
- Ground-level charms purchased from vendors
- Collectibles in main pathways
- Early-game boss encounters
- Tutorial area secrets
Strategy:
- Enter region and activate all checkpoints
- Enable "Charms" + "Collectibles" filters
- Follow map markers systematically (clockwise or grid pattern)
- Collect all reachable items
- When you encounter impassable barriers, mark location and move on
Expected Yield: 40-60% of region's total collectibles
Layer 2: Ability-Gated Sweep (Second Pass)
Criteria: Items requiring specific movement/combat abilities
Triggering Events:
- Acquiring wall climb
- Unlocking double jump
- Obtaining grapple tool
- Gaining dash upgrade
Efficient Re-Sweep Method:
- After gaining new ability, open map
- Review custom pins/marks from Layer 1
- Filter pins by ability type: "Need wall climb," "Need double jump," etc.
- Create optimized route visiting all relevant pins
- Collect gated items, remove corresponding pins
Pro Tip: Don't sweep every region immediately. Focus on 2-3 high-value areas first (those with Mask Shards or critical charms).
Layer 3: End-Game Sweep (Final Pass)
Criteria: Boss-gated, late-game abilities, or hidden secrets
Examples:
- Items behind boss doors
- Secrets requiring specific tool combinations
- Lore items tied to story progression
- Challenge-area exclusives
Completion Checklist:
Layer 3 Prerequisites: [ ] All major bosses defeated [ ] All movement abilities unlocked [ ] 80%+ map completion [ ] Key story flags triggered Layer 3 Targets: [ ] Return to early areas with full ability set [ ] Check every dead-end for secrets [ ] Re-examine suspicious walls [ ] Talk to all NPCs again (dialogue changes)
Region-Specific Routing Strategies
Moss Grotto (Early Game)
Layer 1 Focus: Establish fast-travel, collect starter charms
Layer 2 Return: Wall climb areas in northeast section
Expected Items: 8-10 collectibles, 3-4 charms
Bonebottom (Hub Area)
Layer 1 Focus: Unlock all 4 quadrant checkpoints
Layer 2 Return: Eastern vault (requires wall climb + dash)
Layer 3 Return: Secret boss area (requires 3 keys from other regions)
Expected Items: 15-18 collectibles, 5-6 charms
Coral Cascades (Mid-Game)
Layer 1 Focus: Lower waterfall areas
Layer 2 Return: Upper cascades (requires double jump)
Hidden Secret: Underwater Mask Shard (requires dive ability + breaking hidden wall)
Dynamic Routing Adjustments
Adapt your sweep strategy based on real-time factors:
- Low on Geo? Prioritize charm vendors before exploration
- Struggling with difficulty? Rush Mask Shards even if it means skipping optimal route
- Story-focused? Follow NPC markers instead of collectible density
- Speedrunning? Only collect items on direct path to bosses
Checklist template
A well-structured checklist transforms overwhelming completion goals into manageable tasks. Use these templates as starting points.
Template 1: Simple Text Tracker
=== [REGION NAME] === CHARMS: [X/Y collected] [ ] Charm 1 Name - Location notes [ ] Charm 2 Name - Location notes [X] Charm 3 Name - ✓ Collected MASK SHARDS: [X/Y collected] [ ] Shard 1 - Requires: [Ability needed] [X] Shard 2 - ✓ Found in hidden cave SILK SHARDS: [X/Y collected] [ ] Shard 1 - Boss-gated BOSSES: [X] Main Boss - ✓ Defeated [ ] Optional Mini-Boss - Not attempted CHECKPOINTS: [X/Y unlocked] NOTES: - Wall climb needed for east section - Return after getting grapple ability - Suspicious wall at coordinates X,Y
Template 2: Spreadsheet Format
For advanced tracking, use this structure in Excel/Google Sheets:
| Item Type | Item Name | Region | Sub-Area | Requirements | Status | Priority |
|---|---|---|---|---|---|---|
| Mask Shard | Shard #1 | Moss Grotto | Northeast Cave | None | ✅ Collected | High |
| Charm | Quick Slash | Bonebottom | Hidden Chest | Wall Climb | 🔒 Locked | High |
| Silk Shard | Shard #2 | Coral Cascades | Upper Falls | Double Jump + Dash | ⏳ Pending | Medium |
Spreadsheet Benefits:
- Sortable by priority, region, or status
- Filterable to show only uncollected items
- Progress percentage auto-calculated
- Shareable with co-op partners
Template 3: Map-Based Visual Tracker
Method: Screenshot + Image Editor
- Take full-map screenshot from MapGenie
- Import to image editor (Paint, Photoshop, GIMP)
- Use color-coded markers:
- 🟢 Green = Collected
- 🔴 Red = Not accessible yet (ability needed)
- 🟡 Yellow = Accessible but not collected
- 🔵 Blue = Boss-gated
- Add text annotations for requirements
- Update weekly as you progress
Hybrid Checklist (Recommended)
Combine methods for maximum effectiveness:
- MapGenie: Quick visual reference during play
- Text File: Detailed notes, ability requirements
- Spreadsheet: Overall progress tracking and analytics
Automated Tracking Tools
Third-party tools that may help:
- Notion: Database-style tracker with progress bars
- Trello: Card-based tracking (one card per region)
- Google Keep: Quick mobile notes synced across devices
- Obsidian: Markdown-based knowledge graph for item relationships
Common pitfalls
Even experienced players fall into these traps. Awareness prevents frustration and wasted time.
Pitfall 1: Over-Filtering Blindness
Scenario: You have only "Charms" filter enabled. You walk past a Mask Shard multiple times without noticing it's not marked.
Solution:
- Periodically toggle ALL filters on to see full picture
- Do a "filter sweep": Enable each category individually for 30 seconds
- Use "Show All" button every 15 minutes of exploration
Prevention: Set a timer on phone - every 20 minutes, check map with all filters enabled
Pitfall 2: Backtracking Cost Ignorance
Scenario: You collect items in random order, leading to excessive backtracking. Example: Grabbing item A in north region, then item B in south region, then item C back in north region.
Cost Analysis:
- Random collection: 100+ rooms traversed
- Optimized clustering: 40-50 rooms traversed
- Time saved: 30-45 minutes per region
Solution: Cluster Routing Algorithm:
- Mark all uncollected items on map
- Identify item density clusters (groups of 3+ items nearby)
- Plan route hitting high-density clusters first
- Only deviate for critical power-ups (Mask Shards)
Pitfall 3: "Return Later" Amnesia
Scenario: You see item requiring wall climb. You think "I'll remember to return." You never do.
Statistics: 70% of un-marked "return later" items are forgotten (community data)
Solution: Mandatory Marking Protocol:
- NEVER leave an inaccessible item without marking it
- Use specific pin types:
- Star pin = Mask/Silk Shard (high priority)
- Flag pin = Charm or useful item
- Circle pin = Optional/cosmetic
- Add text note describing requirement: "Need: Wall Climb + Dash"
Pitfall 4: Geo Poverty Trap
Scenario: You reach charm vendor with 200 Geo. Charm costs 800. Nearest Geo source is 20 minutes away.
Prevention: Geo Management Strategy:
- Before exploring new region, check for charm vendors on map
- Look up charm prices (community wikis)
- Farm Geo BEFORE arriving at vendor area
- Always maintain 1000+ Geo reserve for emergency purchases
Efficient Geo Farming Spots (examples):
- Bonebottom: Enemy loop near central bench (200 Geo per 5-minute cycle)
- Deep Docks: Conveyor belt enemy farm (300 Geo per 7-minute cycle)
- Gilded City: Elite guard farming (500 Geo per 10-minute cycle, requires good combat skills)
Pitfall 5: Sequence Break Confusion
Scenario: You use advanced techniques to access areas early. You can't complete them because story flags aren't set.
Example: Reaching Gilded City without defeating required bosses → NPC doors stay locked → Can't progress
Solution:
- If sequence breaking, grab ONLY permanent items (Mask/Silk Shards, Charms)
- Don't expect NPCs or story events to trigger out of order
- Mark area as "revisit later for story content"
Pitfall 6: Mobile Performance Degradation
Scenario: You enable all filters on phone. Map becomes laggy and unresponsive.
Technical Reason: Rendering 100+ markers + base map tiles exceeds mobile GPU capacity
Solution:
- Never enable more than 3 filters on mobile
- Reduce map zoom to show less area (fewer markers rendered)
- Use desktop/laptop for planning, phone only for quick checks
- Clear browser cache weekly
Avoiding Pitfalls: Universal Checklist
Before each play session:
Pre-Session Checklist: [ ] Check current Geo count vs. upcoming vendor costs [ ] Review "return later" pins - can I access any now? [ ] Plan today's route to minimize backtracking [ ] Verify filters match today's goal (e.g., charm hunting = only Charms filter) [ ] Set timer for periodic full-filter checks
Share Your Strategies! If you've discovered a more efficient routing method or better checklist system, please share on our contact page. Community contributions help everyone achieve 100% completion faster.