wiki for various things about silksong

Act 1-2 Regions

This section is for the first half of all the regions in silksong, such as Bone Bottom. the areas of most importance

It is also where all the Silksong maps in the first half of the game are on this website.

Silksong map of Bone Bottom

Bone Bottom is a small town that leads to The Marrow. It is inhabited by pilgrims, whose objective is to reach the Citadel. It is composed of tents and bone pieces.

Bone Bottom introduces the Wish system, with a Wishwall that gets continuously updated over the course of the game. The wishwall is maintained by Flick the Fixer, and gets reconstructed after defeating the Bell Beast. The town also has a small shop owned by Pebb, along with a Bellway Station. Inside the Station resides the Fearful Pilgrim, who leaves the area after Hornet visits the town using the Bell Beast. The town has a bench, which Pilby will sit beside and talk to Hornet about various areas as she unlocks them. After certain game events, Pilby will leave his usual spot and be replaced by Quiet Pilgrim.

The Marrow is located deep in the lowlands of Pharloom. Composed entirely of bone and the ancient shells of long-dead bugs, the Marrow forms the fragile foundation upon which the rest of the kingdom is built. The area is inhabited by Skull Scuttlers, which use the old skulls as protection. The Marrow is also home to the Flintbeetle, explosive creatures that hold Flintgem required for the Volatile Flintbeetles wish.

Silksong map of The Marrow

A typical room in The Marrow, featuring red flowers that Hornet can needle bounce

Being one of the first areas Hornet travels through, the Marrow is important on her journey. The Bell Beast is encountered here stuck in Silk, and can be fought after binding the Silkspear in Bone Bottom. Defeating and taming the Bell Beast allows Hornet to unlock a useful Fast travel system.

Hornet can find a few useful tools such as the Straight Pin, and meet new NPCS for the first time such as Sherma and Shakra.

To the east is the entrance to Hunter’s March, guarded by a Skarrgard, an early game mini-boss. A nearby prison cell contains Grindle, who Hornet can choose to free. Following the defeat of WidowLoddie takes up residence in the area, offering a pin-throwing minigame in exchange for several rewards.

Silksong map of Deep Docks

The Deep Docks is an industrialized forge area in the lowlands of Pharloom. Built by the Citadel, the facility was designed to harvest and deliver rare supplies found only in the volcanic depths of the land. Its main inhabitants are forge workers equipped with bell-shaped helmets, protecting them from falling rubble and attacks from above.

A typical room in the Deep Docks, featuring hanging platforms with flintstone

True to its name, the area features platforms and docks suspended over lakes of lava and beds of burning flintstone. The lava does  upon contact, while the hot flintstone will gradually burn Hornet for  every few seconds. This damage can be negated with the Magma Bell, a useful tool bought from the Forge Daughter.

At the northernmost room lies a Weaver shrine, where Hornet can obtain the Swift Step ability, granting her the power to dash for the first time.

Hornet first encounters Lace here, and can initiate a duel. She guards the entrance to the Far Fields. After the battle, a bellshrine can be rung to open a gate beyond her arena. Swift Step is required to leap over a lava gap past the gate. Lace’s fight can be completely skipped with an alternate passage through the lower Deep Docks.

The lower portion of Deep Docks is first accessible by using a Simple Key on a locked door directly south of Forge Daughter. As the room connecting to Far Fields can be opened from the other side, the entire lower Docks can be accessed with Clawline without ever unlocking the Simple Key door.

The Diving Bell used to access The Abyss, located deep within the forge

The lowest reaches of the Deep Docks houses a diving bell that Hornet uses to access The Abyss in once she finds someone who can operate it in Act 3.

Silksong map of Wormways

The Wormways are dark, sandy caverns infested with burrowing worms, whose ceaseless churning leaves the rock and bone unstable and whose presence renders most of the area dangerous and difficult to navigate.

The Wormways are primarily populated by burrowing worms known as Groms and their young, the Gromlings. Most of the caverns consist of tight, winding tunnels and spiked pits that make traversal around these enemies difficult. Interspersed throughout the Wormways are Plasmium buds, which are being studied by Alchemist Zylotol in his lab at the north of the area.

There is a utility shaft in the approximate centre of the caverns containing several Winged Pilgrims; it divides the entrances to the Wormways from the bulk of the actual area. At the bottom of the utility shaft is a trapdoor that needs to be unlocked from above.

At the lower entrance is a long, horizontal room inhabited by the Craggler, and later, by several Cragglites in Act 2. West of this room is a door locked with a Simple Key which leads to a path through the Wormways that can be followed (without having Cling Grip). The upwards path leads directly to Shellwood and is an alternate path to Bellhart.  Additionally, the downwards path past the Simple Key door leads to Bonegrave.

Silksong map of Greymoor

Greymoor is a large area with a gloomy, dark atmosphere. Constant rainfall leaves the entire region sodden and damp. Craws and Mites can be found all throughout the area.

The tenders of the area: Thread RakersDreg Catchers, and Silk Snippers, continue to perform their jobs under the influence of the Haunting. Dilapidated towers used by the tenders of the moors can be found in its western reaches. The towers themselves resemble massive windmills, though only two can be entered; many more can be seen spinning slowly in the background.

Hornet can choose to either defeat the Moorwing to enter Bellhart or travel with the Flea Caravan to Greymoor if at least five fleas have been found, allowing access to Bellhart without defeating Moorwing first. If skipped via the Caravan, Moorwing can be found in a separate location outside of the Bellway station.

Hornet can bind the Silk Skill Thread Storm after defeating an arena of CrawsTallcraws, and Squatcraws. A lever can be struck to deploy a series of balloons that provide access to the Skill. The Threefold Pin can also be found in a hidden room along the area’s eastern wall.

In Act 3, Hornet is able to access Verdania through a breakable wall in the east. This is only if she’s freed the Green Prince in Sinner’s Road and later talked to him in the room of the Cogwork Dancers.

The lower part of Greymoor that has supposedly been serving as storage as evidenced by the numerous silk spools and bags, is infested with MitesFluttermites and Mitemothers. The area is filled with traps. The traps instantly kill Mites and Fluttermites, and combo Hornet for + if she gets caught in them. The Fractured Mask breaks on the first hit, not saving Hornet from death. The traps can be defused by striking them with the Needle or Red Tools.

Silksong map of Blasted Steps

The Blasted Steps are the highest point of Pharloom’s midlands, marking the western border between Pharloom and the Wasteland surrounding the kingdom. Composed of natural caves, a path has been carved for the pilgrimage, turning these caves into the steps at the foot of the Citadel. Strong winds and sand from the Wasteland continually batter the Blasted Steps, eroding much of the old construction. The sand that composes much of the areas floors are constantly passed through by deadly Sandcarvers, who pop out whenever they detect nearby life.

Compared to surrounding areas, the Blasted Steps are a significant leap in terms of difficult platforming. Through the caverns, strong winds periodically blow through to the east, diminishing the effectiveness of the Drifter’s Cloak. The vertical nature of the Steps demands more involved use of the Cling Grip, and numerous hanging bells requiring several Needle-bounces to scale the area. Inside the pit, many gilded cages hang down from the ceiling, several of which extend down as far as the gap between Mosshome and the Wormways.

The main landmark of Blasted Steps is a huge pit in the centre-east, which vertically spans almost the entirety of the areas height. At the bottom is a bridge destroyed by Hornet in the game’s opening cutscene, where the pit extends down into Bone Bottom. In a fashion similar to Moss Grotto, the initial path through the Steps weaves around this gap, starting to it’s left, passing through it to a section at it’s right before weaving up to the roof of the pit.

A path extending west from the pit leads to an area pervaded by coral, where the Great Conchflies appear to reside. Past the two mates is the far western edge, where the Pinstress resides in her floating home. Platforming above her home using Clawline leads to the neighbouring Sands of Karak, from where two other shortcuts back into the Steps can be opened.

One of the shortcuts to Karak is located nearby the top of the huge pit, in a vertical room that leads to multiple other, mostly small, rooms. From top to bottom: a dark room focused around small nest of Squirrms; a settlement of Snitchflies, where Grindle sets up shop, that requires Faydown Cloak to access; the path to the pit, which contains a Bellway; and a long hallway leading to Lumble the Lucky.

At the peak of the Blasted Steps is the entrance to The Citadel, blocked by the Grand Gate. This gate can only be unlocked by ringing five bells scattered around Pharloom, and is guarded by the Last Judge, who is the final challenge before the Citadel. Once this gate is open and the Last Judge defeated, the Flea Caravan moves into her arena after twelve Fleas have been saved.

If Hornet attempts to leave Pharloom by crossing the Wastelands border, she has unique dialogue with herself

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