Full Silksong Map

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: Outer Pharloom

Act 1

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.

  • 1 bench
  • 2 bosses
  • 40 Rosaries
Act 1

Bone Bottom

Small pilgrim town of tents and bone chunks; the Act 1 hub, home of the Wishwall and a Bellway station.

  • 1 bench
  • 1 boss
  • 40 Rosaries
Act 1

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.

  • 2 benches
  • 2 bosses
  • 50 Rosaries
Act 1

Deep Docks

A heavily industrialised forge built atop and within a lake of lava, with suspended platforms and burning Flintstone hazards.

  • 3 benches
  • 2 bosses
  • 50 Rosaries
Act 1

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.

  • 4 benches
  • 4 bosses
  • 50 Rosaries
Act 1

Wormways

Dark sandy caverns bored out by huge burrowing worms, leaving the rock and bone unstable. Heavily plasmified in Act 3.

  • 1 bench
  • 2 bosses
  • 70 Rosaries
Act 1

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.

  • 1 bench
  • 2 bosses
  • 70 Rosaries
Act 1

Greymoor

Gloomy, permanently rain-soaked moor of ruined silk-dreg mills, now walked by haunted workers. Contains Halfway Home and Craw Lake.

  • 2 benches
  • 3 bosses
  • 70 Rosaries
Act 1

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.

  • 2 benches
  • 1 boss
  • 40 Rosaries
Act 1

Shellwood

Subterranean forest of tangled roads choked beneath bramble and root, with the shallow Shellwood Pond and a vertical, platform-heavy eastern half.

  • 4 benches
  • 1 boss
  • 70 Rosaries
Act 1

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.

  • 1 bench
  • 1 boss
  • 90 Rosaries
Act 1

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.

  • 0 benches
  • 0 bosses
  • No map
Act 1

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.

  • 4 benches
  • 2 bosses
  • 90 Rosaries
Act 1

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.

  • 2 benches
  • 3 bosses
  • 70 Rosaries
Act 1

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.

  • 1 bench
  • 1 boss
  • Free map

Act 2: The Citadel

Act 2

Wisp Thicket

Small dim forest sitting atop Greymoor, built around heavy platforming that needs Clawline and the Faydown Cloak.

  • 1 bench
  • 1 boss
  • Shared map
Act 2

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.

  • 0 benches
  • 2 bosses
  • 40 Rosaries
Act 2

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.

  • 3 benches
  • 3 bosses
  • 70 Rosaries
Act 2

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.

  • 1 bench
  • 0 bosses
  • Shared map
Act 2

Underworks

The industrial guts below the Citadel where its machinery is maintained - smog, gears and lava pits worked by exhausted labourers. Contains The Cauldron.

  • 2 benches
  • 1 boss
  • Free map
Act 2

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.

  • 1 bench
  • 2 bosses
  • 70 Rosaries
Act 2

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.

  • 5 benches
  • 2 bosses
  • Free map
Act 2

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.

  • 3 benches
  • 1 boss
  • 40 Rosaries
Act 2

Cogwork Core

The mechanical heart of the Citadel - colossal cogs and machinery, opened by defeating the Cogwork Dancers. Partly ruined in Act 3.

  • 1 bench
  • 2 bosses
  • Free map
Act 2

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.

  • 1 bench
  • 4 bosses
  • 70 Rosaries
Act 2

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.

  • 1 bench
  • 2 bosses
  • 70 Rosaries
Act 2

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.

  • 1 bench
  • 1 boss
  • 70 Rosaries
Act 2

Putrified Ducts

Swampy aqueduct tunnels fouled by Citadel smog - four large aqueduct rooms over vile, muckmaggot-filled water. Contains Fleatopia and Pale Lake.

  • 2 benches
  • 0 bosses
  • Free map
Act 2

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.

  • 2 benches
  • 2 bosses
  • 70 Rosaries

Act 3: Silk and Soul