
Pharloom is a sprawling, vertical kingdom made up of distinct biomes. You will often circle back through earlier regions after acquiring new tools and abilities, so don’t worry if you hit a dead‑end early on. This overview summarises each area’s ambience, traversal theme and notable encounters — follow the recommended sequence, but feel free to deviate when curiosity calls.
Moss Grotto
The opening zone is a moss‑covered cavern where Hornet escapes her captors. Green walls hide breakable passages and your first boss. Downslash bounces, pogoing off enemies and basic hunt mechanics are introduced here. Stock up on Mossberries for the Berry Picking wish and learn to listen for hidden walls.

The Marrow & Bone Bottom
Beyond Moss Grotto the rock gradually turns to bone and the heat of the Deep Docks creeps in. Bone Bottom is a small hub built around a bell — ring it to summon Shakra for maps. The Marrow’s ossified shafts lead down toward the Deep Docks, but also upward into early side areas. Free Grindle here and you’ll gain access to a merchant selling secrets and Rosary gear.
Deep Docks
These industrial caverns are suspended over flowing lava. Chains, pulleys and metallic platforms hint at an ancient forge created by the Forge‑Daughter, who sells and upgrades tools. Careful footing is required — falling into lava hurts, and you’ll duel the agile Lace here for the first time. Keep an eye out for secret vents and small lifts.
Far Fields
Lava currents intensify in this open area, generating updrafts that Hornet can ride after obtaining the Drifter’s Cloak from the Flexible Spines quest. The region’s open spaces introduce longer hunts and vertical freefalls. Before leaving you must confront the goliathan Fourth Chorus, which tests your mastery of air gliding and cloak dashes.

Greymoor & Greywood
Team Cherry describe Greymoor as one of their largest regions. It is a fog‑shrouded highland filled with dilapidated towers and roach‑like enemies. You can acquire the Threefold Pin and Thread Storm abilities here to help tackle the secret boss Moorwing. The neighbouring Greywood offers a brief respite with quieter woods and leads toward Bellhart.

Bellhart
An enormous bell tower dominates Bellhart, and bells cover every surface. Ringing them opens shortcuts and moves platforms. Bellhart connects Greymoor, Shellwood and The Marrow via hidden Bellway elevators. Defeating the arachnid Widow here grants the Needolin weapon. Take time to learn the hanging bell obstacle course.
Shellwood
A forest of shell‑covered trees and fishing huts. Thorny vines and giant fisherfolk lurk beneath the canopy. You’ll face Sister Splinter, a boss that summons adds and manipulates the arena. Shellwood also houses the Cling Grip ability, vital for climbing vertical shafts and accessing the Blasted Steps.
Blasted Steps
The final Act 1 area is a barren desert plagued by sandstorms and heavy winds. Your newly‑acquired Cling Grip will be tested as you cling to spires while timing jumps between gusts. Enemies include drill‑headed Conchflies and the intimidating Last Judge, Act 1’s closing boss. Stop by the Pinstress’ house for the Needle Strike tool en route.
Underworks West
The Underworks sits beneath The Citadel and is home to overworked citizens. Benches here are single‑use and a confessional will admonish you for Rosaries. Maps aren’t sold by Shakra; instead, climb the left‑most wall to find one. At this stage only the western portion is accessible; the eastern half opens later.
Choral Chambers
This ornate settlement marks the start of Act 2 and contains the Grand Bellway and the Songclave. It’s a safe place to restock — the area hosts one of the best Rosary farming spots and vendors selling powerful tools. At the top you’ll fight the Cogwork Dancers, unlocking the next phase of the story. Shakra does not sell the map here; instead purchase it from a cabinet above the first bench.
Whiteward
Whiteward is a short connective cavern between the Choral Chambers and the east Underworks. You can obtain the Injector Band tool here. Shakra is absent; the map costs 70 Rosaries and is hidden in a room to the north‑east of the region.
Underworks East
When the eastern Underworks opens, Silksong’s world truly expands. Here you unlock the Clawline, a harpoon that lets Hornet latch onto walls and enemies. After obtaining it, you can back‑track into earlier areas or progress down into the Cogwork Core via the Choral Chambers. Take care: new hazards like acidic pools and mechanical contraptions require precise harpoon swings.
Mount Fay
High above Pharloom lies Mount Fay, an arduous climb through frozen caverns and steep cliffs. Use the Clawline to cling onto ice pillars and spires. Near the summit you’ll find Shakra, who sells the map for 40 Rosaries and the second bench for 90. After defeating the trials, you receive the Faydown Cloak, granting a double jump. Bring Flintslate to prevent freezing and practice pogo’ing off flying enemies with the Clawline.
Whispering Vaults
This library‑like labyrinth holds countless scrolls and secrets. Pushing blocks to form pathways leads to surprise shortcuts back into the Underworks and even the hellish Bilewater. Here you learn the Vaultkeeper’s Melody, one of three songs needed to unlock the final showdown. You’ll also find Pale Oil for weapon upgrades and meet the charismatic performer Trobbio. The map is hidden in an attic accessed by striking a ladder.
High Halls & Cogwork Core
The next melody, Conductor’s Melody, resides in the spike‑filled High Halls. Be cautious of hazardous spikes and gather strong tools before confronting the area’s final encounter. From there dive into the Cogwork Core, a challenging platforming zone where the Architect’s Melody waits. These sections emphasise precision climbing and prepare you for the final ascent.
The Cradle
At the top of Pharloom looms The Cradle — the Act 2 finale. Purchase its map from a cabinet for 70 Rosaries. Once the final boss falls, you’ll unlock one ending, but there remains a whole Act 3 beyond. Think of this as the midpoint of Hornet’s journey, not the conclusion.
Tips for navigation
- Buy maps early. Shakra appears after Moss Grotto and will accompany you to new zones until you purchase everything she sells. Ring the bell in Bone Bottom to call her if you get lost.
- Mark benches and fast travel nodes. Benches are scarce in the Underworks and some are single‑use. Use quill pins to mark them. Bellways provide vertical shortcuts but often require defeating a boss like the Bell Beast first.
- Explore laterally. When a route feels too hard, explore side paths for new tools or crests. Cling Grip, Clawline, the Faydown Cloak and the melodies all unlock new routes.
- Farm Rosaries wisely. Rosaries are needed for maps, benches and tool upgrades. The Choral Chambers’ Rosary farming spot and Grindle’s Thief’s Mark can accelerate your income.
- Prepare for the sandstorm. Before tackling the Blasted Steps, practise using the Cling Grip and gather strong tools; the wind and Last Judge make this zone unforgiving.
See also: Characters for regional NPCs, Enemies & Bosses for boss strategies, Items & Crafting for equipment, and Quests & Hunts for wishes and side activities.
