Pharloom Map and Progression Guide — Silksong Area Order Walkthrough

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
| Order | Region | Boss / Milestone | Prerequisite | |
|---|---|---|---|---|
| 1 | 1 | Moss Grotto | Moss Mother | None — starting area |
| 2 | 2 | Bone Bottom (village) | Hub unlock (Frey vendor, Wisher's board) | Beat Moss Mother |
| 3 | 3 | Marrow | Bell Beast (optional), then Sister Splinter | Open Bone Bottom Wisher's board |
| 4 | 4 | Greymoor (lower) | Sister Splinter (mandatory) | Pass through Marrow bridge |
| 5 | 5 | Bellhart (Act 1) | Lace (rooftop) | Cartographer Shakra unlock in Greymoor |
| 6 | 6 | High Halls | Trobbio | Beat Lace and visit south Bellhart |
| 7 | 7 | Mooncrest | Silk-spool vendor + balcony fast-travel | Beat Trobbio |
| 8 | 8 | Bellhart (Act 2 underchamber) | Widow | Mooncrest cartographer south route unlocked |
| 9 | 9 | Bilewater | Optional sidepath; Crust King fragment Wish | Bellhart fast-travel ring (Widow drop) |
| 10 | 10 | The Slab | Carmelita | Pinstress sub-fight in The Slab antechamber |
| 11 | 11 | Citadel south gate | Voltvyrm / Skarrgard (sub-bosses) | Beat Carmelita |
| 12 | 12 | Judgment Chamber | Last Judge | Citadel south gate cleared |
| 13 | 13 | Citadel upper rings | Pinstress (full fight), Crust King | Last Judge defeated |
| 14 | 14 | The Crowned's chamber | The 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)
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Bone Bottom bench network | Default — no unlock needed | Anchors Moss Grotto, Bone Bottom, Marrow benches |
| Bellhart cartographer fast-travel | Unlocked after Lace, requires Shakra map purchase | Anchors Bellhart, Greymoor, Marrow benches — first cross-region travel |
| Mooncrest balcony ring | Unlocked after Trobbio | Anchors Mooncrest, Bellhart, High Halls benches — critical for Widow approach |
| Bellhart Act 2 fast-travel ring | Crafted from Widow's Thread | Required for Bilewater safe re-entry and The Slab approach |
| Citadel south anchor | Unlocked after Carmelita | Required for endgame back-and-forth between Citadel and Mooncrest |
| Crowned's spire anchor | Unlocked after Last Judge | Endgame only; lets you backtrack from the final boss approach |
Mooncrest, Widow, and the Slab — Act 2 middle
- After Trobbio drops, immediately head north into Mooncrest. The balcony bench unlocks automatically once you cross the threshold.
- Buy the silk-spool capacity upgrade from Mooncrest's vendor (550 rosaries) — this is where most of Trobbio's reward money should go.
- Use the Mooncrest cartographer to unlock the south Bellhart underchamber route — Widow's arena is at the bottom.
- Fight Widow. Her drop (Widow's Thread) crafts into the Bellhart Act 2 fast-travel ring.
- 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).
- Head west to The Slab. Pinstress has a sub-fight in the antechamber that gates Carmelita's arena.
- Beat Carmelita to open the Citadel south gate.
Suggested vs common-mistake routes
| Step | Suggested route | Common mistake | |
|---|---|---|---|
| After Bone Bottom | After Bone Bottom | Marrow > Bell Beast > Sister Splinter | Bilewater early (soft-lock #1) |
| After Lace | After Lace | South Bellhart > High Halls > Trobbio | Heading north into the Citadel approach (gated) |
| After Trobbio | After Trobbio | Mooncrest fast-travel > Widow | Returning to Marrow for filler (wastes 30 min) |
| After Widow | After Widow | Bilewater (now safe) > The Slab > Carmelita | Skipping Bilewater entirely (loses Crust King fragment) |
| After Carmelita | After Carmelita | Citadel south gate > Last Judge | Re-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)
- Citadel south gate antechamber — Voltvyrm and Skarrgard sub-bosses gate the upper Citadel.
- Judgment Chamber — Last Judge fight (one of the hardest fights in the game).
- Citadel upper rings — Pinstress full boss fight + Crust King boss fight; both drop Crowned regalia required for the true ending.
- 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).
- 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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Continue this guide path
- ›Hollow Knight: Silksong Beginner Guide — Silk, Crests, and Your First HoursSilksong plays nothing like Hollow Knight 1 even though it looks similar. This beginner guide covers silk healing, the Crest system, what to grab in your first few hours, and the mistakes that will get you killed.
- ›How to Beat Bell Beast in Silksong — Marrow Miniboss GuideBell Beast is the first true main boss after Moss Mother, at the top of The Marrow near Shakra. Trapped in a silk web — you must first learn Silkspear in Mosshome to free it. Drops the first Silk Heart and becomes Hornet's fast-travel mount across Pharloom.
- ›How to Beat Sister Splinter in Silksong — Greymoor Armored Boss GuideSister Splinter is Silksong's first hard skill wall — an armored Greymoor boss with a shell-deflect phase that turns most attacks into chip damage. This guide breaks both phases, the parry-only ground slash, and the Tool kit that survives the shockwave.
- ›How to Beat Trobbio in Silksong — Conductor Boss Rhythm GuideTrobbio is the mid-game musical boss of the High Halls — every attack lands on his baton's four-beat tempo and the recital phase chains attacks to the music. This guide decodes the rhythm, lists the off-beat traps, and recommends Tools that punish his windup.
- ›How to Beat Carmelita in Silksong — Act 2 Elegant Duelist GuideCarmelita is the elegant duelist boss of Act 2 — a three-phase fight on a stone slab arena with a flame-line dodge check in phase 3 that is the toughest pre-Citadel skill test. This guide phases every attack and walks the Hunter Crest one-cycle setup.