I still remember the first time I saw a Simple Lock in Hollow Knight: Silksong. It was a smug little door in the Deep Docks, and I had no key. I had Rosaries, a needle, and a bad attitude, but none of that mattered. What good is a key if you forget where the lock is? And what good is a lock if you never find the key? As of 2026, Pharloom has not gotten any kinder, so I am writing down every Simple Key location and every Simple Lock use I have found, so you do not have to backtrack through a thousand crawling tunnels like I did.

Simple Keys are single-use, which is why I treat each one like a precious secret. There are only four in the game, and each one opens a specific door. If you waste one, you will feel it. So let us walk through the keys first, then the locks.

The Four Simple Keys of Pharloom

Key # Location Cost or Requirement What to Remember
1 Bone Bottom 500 Rosaries Buy from Pebb the merchant
2 Sinner’s Road Double jump or clawline Top northeastern corner, survive the ambush
3 Sands of Karak Quick traversal before the path vanishes Far east bench, body of a dead bug
4 The Wandering Merchant quest 650 Rosaries Find Jubilana, then unlock her at First Shrine

1. Bone Bottom: Pebb’s Price

The first key is the easiest to understand and the hardest to afford early on. I walked up to Pebb the merchant in Bone Bottom, and he wanted 500 Rosaries. That felt like a fortune when I was still learning how to survive. I farmed, completed wishes, and scraped together the cost. If you are short, do not rush into every locked door you see. Trust me, the key is not going anywhere.

Pebb the merchant selling a Simple Key in Bone Bottom

2. Sinner’s Road: The Top-Floor Ambush

Sinner’s Road taught me that vertical exploration is its own kind of horror. The second Simple Key sits in the top northeastern corner. You need the double jump or the clawline to cling to walls and climb to the top. Hit the lever to access the top floor, and then get ready. Hornet is ambushed by a big enemy. I died twice before I learned its rhythm, but defeating it rewards the key. Who would have thought a simple climb could turn into a boss fight?

3. Sands of Karak: A Dead Bug’s Gift

The third key is a test of speed and nerve. In the Sands of Karak, I had to hit a branch and move quickly before the path disappeared. Once I was far east, I kept going in the same direction until I reached a bench with a body on it. I grabbed the Simple Key from the dead bug. It is grim, but in Pharloom, grim is just another word for Tuesday.

4. The Wandering Merchant: Jubilana’s Final Key

The last key comes from The Wandering Merchant quest. I found Jubilana, then returned to the First Shrine to unlock her as a merchant. After collecting 650 Rosaries, I bought the Simple Key. It is expensive, but by this point you should have a decent Rosary route. If you do not, hunt down wishes and sell what you can spare.

Where to Use Every Simple Lock

Now for the part that actually matters. A key without a lock is just a shiny regret. Here is where I used each one.

Deep Docks: The Bellway Door

From the Deep Docks Bellway, head right to the lower door. Attack the lever to go down deeper and enter the path below the Forge Daughter. At the end, there is a locked door that reveals a huge part of the Deep Docks. You can access this area later from Far Fields after acquiring certain abilities, but using the Simple Key here gives you a head start with exploration. I chose the early route, and it paid off.

Sinner’s Road: The Green Prince’s Cage

In the vertical room right next to the bench where Shakra is singing in Sinner’s Road, I found the Green Prince imprisoned in a cage. Climb a few cages, then glide down the left to access the Simple Lock. The NPC asks Hornet not to free him, but you have to do it to trigger his quest. Sometimes being a hero means ignoring good advice.

Wormways: The Alchemist’s Assistant and Sharpdart

Upon accessing Wormways, keep going left while avoiding the falling worms until a door eventually appears. This opens more parts of
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