All Silksong areas
Pharloom has 25 Outer Pharloom regions and 7 Citadel sub-areas. They are grouped here by the act in which you first reach them. Open any area for its map source, benches, bosses, collectibles and connected areas.
How the areas connect
Every area as a node, every route between them as a line. Click any area to open its page. Shift-click a node to mark it visited.
Act 1 Act 2 Act 3 Visited (click a node with Shift, or use the button on its page)
Act 1: Outer Pharloom
Moss Grotto
Lush green starter cave of moss and clear water pools where Hornet wakes after the coach crash. Low-threat tutorial zone all game long.
Bone Bottom
Small pilgrim town of tents and bone chunks; the Act 1 hub, home of the Wishwall and a Bellway station.
The Marrow
Crumbling fossil-bone roads built on the shells of ancient bugs, the foundation all Pharloom rests on. Where you first meet Shakra and free the Bell Beast.
Deep Docks
A heavily industrialised forge built atop and within a lake of lava, with suspended platforms and burning Flintstone hazards.
Far Fields
Wide grassy caverns threaded with wind updrafts over lava pools, home to Pilgrim's Rest. The region visibly grows on the world map as you explore it.
Wormways
Dark sandy caverns bored out by huge burrowing worms, leaving the rock and bone unstable. Heavily plasmified in Act 3.
Hunter's March
Warm, lush trapped tunnels between The Marrow and Far Fields, held by the aggressive Skarr ant tribe. Spikes, sickles, cages and pogo thorns.
Greymoor
Gloomy, permanently rain-soaked moor of ruined silk-dreg mills, now walked by haunted workers. Contains Halfway Home and Craw Lake.
Bellhart
A town built inside a bellvein, where giant bells have been hollowed into homes. Starts as Haunted Bellhart; beating Widow restores it into a hub.
Shellwood
Subterranean forest of tangled roads choked beneath bramble and root, with the shallow Shellwood Pond and a vertical, platform-heavy eastern half.
Sinner's Road
Polluted roads beneath the Citadel overrun by roaches and their keepers, once a Muckroach farm feeding Greymoor. Cages, spikes and muckmaggot water.
The Mist
A foggy randomised maze gating the Exhaust Organ, formed from smog it belches out. Navigate by playing the Needolin near Silk Flies to learn the correct exit.
Bilewater
A noxious swamp high in Pharloom poisoned by the Citadel's exhaust, home of the Stilkin Tribe. Bile orbs to pogo, thorns and murky roots. Contains Exhaust Organ and Bilehaven.
Blasted Steps
Storm-blasted ruined desert on Pharloom's western edge - vast caves climbing toward the Citadel, scoured by wind and sand, with burrowing Sandcarvers.
Weavenest Atla
An abandoned Weaver workshop of silk-buried stone corridors; artificial machine halls to the north-east, mossy water to the south-west. Eva lives here. The only Weavenest with its own map.
Act 2: The Citadel
Wisp Thicket
Small dim forest sitting atop Greymoor, built around heavy platforming that needs Clawline and the Faydown Cloak.
Grand Gate
The Citadel's main entrance: a long bridge into a tall hall of movable scales, plus a wrecked lift down to the Underworks. The only permanent area with no bench.
Choral Chambers
The Citadel's main region - grand gold-adorned halls hung with silk drapes, once a holy place of song, now walked by the haunted Choir. Contains Songclave and the Grand Bellway.
Songclave
The Act 2 hub town inside Choral Chambers. Begins as the bare First Shrine and grows into a busy settlement as you complete Wishwall requests and summon pilgrims.
Underworks
The industrial guts below the Citadel where its machinery is maintained - smog, gears and lava pits worked by exhausted labourers. Contains The Cauldron.
Whiteward
A former Citadel hospital draped in silk - flasks, wheelchairs and stretchers, an operating theatre of machines built to instill bugs with thread, and a crematorium below.
The Slab
The Citadel's freezing northern prison, dressed up as a holy place of forgiveness, where transgressors are sent. Locked cell blocks indoors, frostbitten stretches outside.
Mount Fay
A frozen mountain of near-vertical eastern cliffs and gentler western slopes, almost devoid of enemies. Hornet slowly frosts over unless she keeps reaching heat sources.
Cogwork Core
The mechanical heart of the Citadel - colossal cogs and machinery, opened by defeating the Cogwork Dancers. Partly ruined in Act 3.
Whispering Vaults
The Citadel's library, storing the records, prayers and secrets of Pharloom. Collect Psalm Cylinders and trade the Sacred Cylinder to Vaultkeeper Cardinius. A free Quill sits on Trobbio's desk.
High Halls
Wide, airy halls high atop the Citadel with waterfalls, streams and fountains, moving wheels, suspended rings, a Cogfly workshop and the Clawmaiden core room. Contains The Forum.
Memorium
A wildlife preserve near the Citadel's summit built by the Conductors, holding eight artificial biome chambers behind gilded carvings and steam pipes. Requires the Faydown Cloak.
Putrified Ducts
Swampy aqueduct tunnels fouled by Citadel smog - four large aqueduct rooms over vile, muckmaggot-filled water. Contains Fleatopia and Pale Lake.
The Cradle
The highest peak of Pharloom and crown of the Citadel, where Grand Mother Silk sleeps among cages of captive Weaver descendants. Also the Terminus hub of the Ventrica network.
Act 3: Silk and Soul
Sands of Karak
Coral desert on Pharloom's western rim under permanent sandstorms, once fed by clear rivers. Strike crust-tree pearls to spawn short-lived trees and platform across. Contains Voltnest and Coral Tower.
Verdania
A ruined cavern that was once a lush green kingdom, with the grieving Green Prince at its heart. The Elegy of the Deep opens the Lost Verdania memory of the kingdom at its height.
The Abyss
The dark cavern at the bottom of the world, origin point of the Void - fossilised shells, black roots bearing Void orbs, and a sea of Void Tendrils at the lowest level. Contains Weavenest Absolom.
Red Memory
A foggy dream-memory of red threads over a faint spider's web, moving through the Weavers' Den, Distant Village, the Hive and the White Palace - fragments of Hornet's past. No combat.