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Pharloom Map and Progression Guide — Silksong Area Order Walkthrough

By Z. LiPublished Updated Last verified
Pharloom map and progression guide for Silksong — Hornet overlooking the multi-region kingdom of Pharloom from a moonlit cliff

How Pharloom is structured

Pharloom is the kingdom Silksong takes place in, and it is roughly twice the surface area of Hallownest from Hollow Knight 1. The map is split into 14 named regions arranged around a central Citadel, with Hornet starting in the southern tip (Moss Grotto, then Bone Bottom) and the final boss arena (The Crowned's chamber) at the northern peak of the Citadel.

Unlike Hallownest, Pharloom is broadly linear in the suggested order — the developers built a clear primary path that any player can follow without getting lost. But the world is open enough that you can wander into wrong regions early and find yourself stuck without the right Tool, Crest, or fast-travel anchor to get back out. This guide gives the recommended sequence and flags the two specific paths that cause soft-locks.

The two anchors that matter most: the Bellhart cartographer (Shakra) and the Mooncrest balcony fast-travel ring. Until you unlock both, you cannot move between distant regions efficiently and any wrong turn costs 10-15 minutes of backtrack. Both unlock during the first 8-10 hours of play; everything after that is much more forgiving.

Pharloom regions in suggested order

OrderRegionBoss / MilestonePrerequisite
11Moss GrottoMoss MotherNone — starting area
22Bone Bottom (village)Hub unlock (Frey vendor, Wisher's board)Beat Moss Mother
33MarrowBell Beast (optional), then Sister SplinterOpen Bone Bottom Wisher's board
44Greymoor (lower)Sister Splinter (mandatory)Pass through Marrow bridge
55Bellhart (Act 1)Lace (rooftop)Cartographer Shakra unlock in Greymoor
66High HallsTrobbioBeat Lace and visit south Bellhart
77MooncrestSilk-spool vendor + balcony fast-travelBeat Trobbio
88Bellhart (Act 2 underchamber)WidowMooncrest cartographer south route unlocked
99BilewaterOptional sidepath; Crust King fragment WishBellhart fast-travel ring (Widow drop)
1010The SlabCarmelitaPinstress sub-fight in The Slab antechamber
1111Citadel south gateVoltvyrm / Skarrgard (sub-bosses)Beat Carmelita
1212Judgment ChamberLast JudgeCitadel south gate cleared
1313Citadel upper ringsPinstress (full fight), Crust KingLast Judge defeated
1414The Crowned's chamberThe Crowned (final boss)All Crowned regalia collected

Bone Bottom and Marrow (first 5 hours)

Your first hours in Silksong play out across Moss Grotto (tutorial), Bone Bottom (the first proper village), and Marrow (the first dungeon-style region). The intended flow: tutorial Moss Grotto > Moss Mother fight > Bone Bottom village > Wisher's board > Marrow > optional Bell Beast > Sister Splinter > exit north into Greymoor.

The most common mistake here is rushing past the Bone Bottom Wisher's board. Wishes are not optional flavor — several of them give permanent upgrades (silk capacity, free Tools, map fragments) that compound for the rest of the playthrough. Spend 15-20 minutes talking to every NPC in Bone Bottom before heading north.

Marrow has the optional Bell Beast miniboss on its entry bridge. Skipping it is technically allowed but the Bell heart drop (+3 silk capacity) is one of the strongest early-game pickups. Fight it before Sister Splinter so the extra silk pool helps in the harder fight to come.

Greymoor, Bellhart, and the High Halls

Greymoor is the first 'big' region — interconnected chambers, multiple vendors (Pebb the tool crafter), and the Sister Splinter fight at the bottom. Once Sister Splinter falls, the southern path opens to Bellhart, the first major hub city.

Bellhart is where Pharloom opens up. Shakra the cartographer sells the full Bellhart, Greymoor, and Marrow maps for around 380 rosaries total — buy all of them on your first visit. The Wisher's board here is bigger than Bone Bottom's and several Wishes are time-sensitive (they expire if you skip too far ahead in progression).

Lace fights on the Bellhart rooftop as the Act 1 capstone. Beat her, then head south through the lower districts to find the High Halls entrance. Trobbio waits in the recital chamber inside. His drop unlocks the Mooncrest balcony fast-travel — the most important fast-travel anchor in Act 2.

Fast-travel milestones (acquire in this order)

SlotRecommended pickWhy / notes
Bone Bottom bench networkDefault — no unlock neededAnchors Moss Grotto, Bone Bottom, Marrow benches
Bellhart cartographer fast-travelUnlocked after Lace, requires Shakra map purchaseAnchors Bellhart, Greymoor, Marrow benches — first cross-region travel
Mooncrest balcony ringUnlocked after TrobbioAnchors Mooncrest, Bellhart, High Halls benches — critical for Widow approach
Bellhart Act 2 fast-travel ringCrafted from Widow's ThreadRequired for Bilewater safe re-entry and The Slab approach
Citadel south anchorUnlocked after CarmelitaRequired for endgame back-and-forth between Citadel and Mooncrest
Crowned's spire anchorUnlocked after Last JudgeEndgame only; lets you backtrack from the final boss approach

Mooncrest, Widow, and the Slab — Act 2 middle

  1. After Trobbio drops, immediately head north into Mooncrest. The balcony bench unlocks automatically once you cross the threshold.
  2. Buy the silk-spool capacity upgrade from Mooncrest's vendor (550 rosaries) — this is where most of Trobbio's reward money should go.
  3. Use the Mooncrest cartographer to unlock the south Bellhart underchamber route — Widow's arena is at the bottom.
  4. Fight Widow. Her drop (Widow's Thread) crafts into the Bellhart Act 2 fast-travel ring.
  5. Once you have the ring, you can safely visit Bilewater for the optional Crust King fragment Wish — but only if you also have the Needolin (Trobbio's reward chain).
  6. Head west to The Slab. Pinstress has a sub-fight in the antechamber that gates Carmelita's arena.
  7. Beat Carmelita to open the Citadel south gate.

Suggested vs common-mistake routes

StepSuggested routeCommon mistake
After Bone BottomAfter Bone BottomMarrow > Bell Beast > Sister SplinterBilewater early (soft-lock #1)
After LaceAfter LaceSouth Bellhart > High Halls > TrobbioHeading north into the Citadel approach (gated)
After TrobbioAfter TrobbioMooncrest fast-travel > WidowReturning to Marrow for filler (wastes 30 min)
After WidowAfter WidowBilewater (now safe) > The Slab > CarmelitaSkipping Bilewater entirely (loses Crust King fragment)
After CarmelitaAfter CarmelitaCitadel south gate > Last JudgeRe-entering Bellhart for sidequests (slows endgame momentum)

Verdict: The suggested route is the path of least resistance and unlocks every required item in the right order. The common mistakes are mostly Bilewater-related — gate that region behind the Bellhart ring and you skip 90% of the soft-lock risk.

Bilewater and The Slab — Act 2 late

  • Bilewater is the swampy, hazardous mid-region you visit between Widow and Carmelita. It is dangerous but rewards include the Crust King fragment Wish (one of the three Crowned regalia pieces required for the true ending) and a permanent silk regen passive.
  • The Slab is an industrial region west of Bilewater. Its antechamber holds the Pinstress sub-fight (Pinstress later returns as a full boss in the Citadel upper rings — the sub-fight here is a teaser that drops a Tool slot expansion).
  • Carmelita waits at the bottom of The Slab. She is the toughest pre-Citadel fight — see the dedicated Carmelita guide.
  • Beating Carmelita opens the Citadel south gate. Do not enter the gate unless you are ready to commit to the Last Judge approach; the gate auto-seals behind you and you cannot back out until Last Judge is dead (soft-lock #2 — less severe than Bilewater's but still inconvenient).

Endgame (Citadel and beyond)

  1. Citadel south gate antechamber — Voltvyrm and Skarrgard sub-bosses gate the upper Citadel.
  2. Judgment Chamber — Last Judge fight (one of the hardest fights in the game).
  3. Citadel upper rings — Pinstress full boss fight + Crust King boss fight; both drop Crowned regalia required for the true ending.
  4. The Crowned's chamber — final boss. Requires all three Crowned regalia (Crust King's, Pinstress's, and the third dropped by a hidden boss in Bilewater).
  5. Hard mode / Steel Soul unlock — completing the standard ending unlocks the Steel Soul permadeath mode and the optional Voidheart Edition postgame.

Frequently asked questions

Can I do regions out of order?

Yes, with two exceptions. Bilewater pre-Widow soft-locks you (no fast-travel back). Citadel south gate pre-Carmelita just stops you at the gate. Every other region is freely sequenceable, though the suggested order minimizes backtracking and gates upgrades in the most useful sequence.

How long does the main route take?

Roughly 35-45 hours for the standard ending if you follow the suggested order. The true ending (Crowned regalia + hidden bosses) extends this to 70-80 hours. Speedrun any% sits around 4-5 hours; 100% completion runs at 15-20 hours.

Do I need to buy every regional map?

Strongly recommended. Pharloom's corridor density is high enough that mental mapping breaks down after the first three regions. Skipping map purchases adds an estimated 6-8 hours of backtrack time across a standard playthrough. Maps cost 80-200 rosaries each — trivial relative to their utility.

What is the absolute earliest I can visit Mooncrest?

After Trobbio. There is no skip route — Mooncrest's south entrance is sealed until Trobbio drops his key. The balcony is accessible from the High Halls only.

Which Crests should I have unlocked by Act 2?

By the time you reach Widow you should have Hunter (starting), Wanderer (Marrow drop), and Witch (Greymoor or High Halls drop depending on side content). Reaper unlocks after Trobbio; Shaman and Beast unlock later in Act 2 and Act 3 respectively.

How do I know when I am in the wrong region?

Two signs. First, enemies hit for 3+ masks per touch — you are over-leveled, meaning you skipped a Tool or Crest unlock somewhere. Second, the map is unmarked despite long exploration — you have not bought the regional map from Shakra. Backtrack and unlock the prerequisites.

Is the true ending worth doing on first playthrough?

Yes if you are a Hollow Knight 1 veteran; no if you are new to the series. The true ending adds two additional bosses, several traversal puzzles, and the postgame Voidheart content — best appreciated after a full standard run. Standard ending alone is satisfying and complete.

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