Pharloom is a kingdom defined by its daunting verticality and interconnected biomes, presenting a starkly different navigational challenge compared to the underground tunnels of Hallownest. With the release of Hollow Knight: Silksong on September 4, 2025, players have finally been able to traverse the vast heights of this new world. Navigating this landscape requires more than just mechanical skill; it demands a deep understanding of the Pharloom map system, the locations of key navigational aids, and the strategic use of interactive tracking tools to achieve 100% completion.

The world of Pharloom is divided into several major regions, each with its own distinct environmental hazards, enemy types, and secrets. Unlike the previous game's focus on descending into the depths, Hornet’s journey is primarily an ascent. This shift in perspective means that the map layout often prioritizes vertical movement, ledge-climbing, and air-based maneuvers. Understanding the layout of the full map is essential for any player looking to uncover every Mask Shard, Spool Fragment, and hidden NPC across the kingdom.

The Role of Shakra and Map Essentials

Before a player can effectively track their progress, they must encounter Shakra, the primary cartographer of Pharloom. Shakra serves a role similar to Cornifer, but her presence is more mobile and her offerings are more extensive. Finding Shakra in each new biome is the first priority for any serious explorer.

Where to Find Shakra

Shakra is first encountered shortly after leaving the initial village of Bone Bottom. She is typically positioned near transitions between major areas or close to key rest spots. While her humming might not be as iconic as Cornifer’s, she leaves visible trail markers—usually shell-like tokens—that lead players toward her temporary camps.

In the early game, Shakra can be found at the edge of The Marrow, providing the initial mapping tools necessary to survive the transition from the lush Moss Grotto to the more industrial sections of the kingdom. Missing her in these early stages can make navigation through the lava-filled Deep Docks significantly more perilous.

Essential Cartography Purchases

Buying the map for a specific area is only the first step. Shakra also sells several permanent upgrades and pins that are vital for long-term navigation:

  • The Quill (50 Rosaries): This is non-negotiable. Without the Quill, Hornet cannot update the map as she explores new sub-rooms and hidden corridors. In our playthrough, we found that exploring even a small section of Greymoor without the Quill led to immediate confusion due to the region's massive scale.
  • Bone Compass (70 Rosaries): This allows Hornet’s current location to be displayed on the map. Given the speed of Silksong’s combat and movement, losing track of your position happens frequently in the heat of battle.
  • Bench Pins (60 Rosaries): Essential for survival. These mark the locations of all discovered benches, which serve as respawn points and areas to swap tools.
  • Bellway and Ventrica Pins (60 Rosaries): These mark the fast-travel hubs. In a map as vertical as Pharloom, knowing exactly where the nearest Bellway station is located can save fifteen to twenty minutes of tedious climbing.
  • Vendor and NPC Pins (80 Rosaries): Crucial for tracking where the Forge Daughter or other quest-givers are stationed.

Detailed Breakdown of Pharloom Regions

The full map of Pharloom is an intricate web of biomes. To master the map, one must understand the flow of these areas and the specific "Ability Gates" that prevent early access to certain sectors.

Moss Grotto: The Starting Ascent

Moss Grotto is the first area Hornet enters after her escape. It is a lush, verdant environment filled with overgrown flora and relatively weak enemies. The map here is straightforward, serving as a tutorial for vertical movement. Key features include the Ruined Chapel and several moss-covered walls that require basic attacks to break. While simple, the Moss Grotto contains several hidden Spool Fragments that are easily missed if the player does not check the upper-left corners of the larger caverns.

The Marrow and Deep Docks: The Industrial Core

Transitioning from the Grotto, players enter The Marrow. This area acts as a hub, connecting to both the Moss Grotto and the Deep Docks. The terrain shift is noticeable, with rocky surfaces replacing the moss. The primary challenge here is the introduction of more armored enemies and environmental hazards.

The Deep Docks, located below The Marrow, represent one of the first major difficulty spikes in the map's layout. The area is filled with flowing lava that deals significant damage. The map for the Deep Docks reveals a highly vertical structure with multiple layers of chains and metallic platforms. We noted during exploration that the "Forge Daughter" is located centrally here, making it a critical waypoint for equipment upgrades. This is also where players encounter Lace for the first time, a duel that often dictates the pace of early-game progression.

Far Fields and the Drifter's Cloak

The Far Fields are expansive, sun-drenched caverns where the heat from the lava below creates powerful updrafts. This region is impossible to map fully without the Drifter’s Cloak. The map here shows wide-open spaces that are a contrast to the tight corridors of the Docks. The updrafts allow Hornet to soar across large gaps, reaching high-altitude nests where Shakra often hides.

Greymoor: The Kingdom's Largest Region

Greymoor is arguably the most daunting section of the Pharloom map. Team Cherry has described it as one of the largest regions they have ever created, and the map confirms this. It is a gray, dusty expanse filled with dilapidated towers and massive, open halls. Navigating Greymoor requires the player to be comfortable with long-distance travel. The map is often cluttered here due to the number of sub-areas and secret rooms. We recommend using the "Filter" function on interactive map tools specifically for Greymoor to distinguish between main paths and optional lore rooms.

Bellhart and Shellwood

Bellhart is a thematic area where bells are integrated into every structure. The map here is intricate, with many paths requiring the player to hit hanging bells to trigger platforming elements. It connects directly to Shellwood, a bramble-choked region. Shellwood is vital because it houses the Cling Grip ability, which allows Hornet to stick to walls. Obtaining the Cling Grip essentially "unlocks" the rest of the map, as it is required to scale the heights of the Blasted Steps.

The Blasted Steps and the Citadel Ascent

The Blasted Steps represent the final region of Act 1. The map depicts a barren, wind-swept landscape with heavy sandstorms. This area is extremely vertical and tests the player's mastery of the Cling Grip and Drifter’s Cloak. The sandstorms affect movement speed and jump distance, making the mapping process frustrating if the player doesn't time their movements with the wind cycles. At the top of the Blasted Steps lies the entrance to the Citadel, the heart of Pharloom.

Advanced Mapping: Act 2 and the Citadel

Once players reach the Citadel, the map structure shifts again. The areas become more structured and architectural.

Choral Chambers and the White Ward

The Choral Chambers are grand, ceremonial halls filled with acoustic-based puzzles. The map for this region shows many circular rooms and resonant chambers. Here, the map is less about horizontal distance and more about solving environmental puzzles to unlock doors. The White Ward, adjacent to the chambers, is a more clinical, sterile environment that provides some of the game's most difficult platforming challenges.

The Underworks: West and East

The Underworks act as the "sewers" or foundation of the Citadel. This area is dark and filled with overworked bugs. The map here is a labyrinth of pipes and narrow passages. Interestingly, the benches in the Underworks are often "single-use," meaning they allow for a respawn but do not fully heal or save progress in the traditional sense unless specific conditions are met. This adds a layer of tension to mapping the eastern and western sections of this region.

High-Altitude Zones: Mount Fay and the Cogwork Core

As Hornet reaches the upper limits of the kingdom, the map covers areas like Mount Fay—a treacherous mountain pass—and the Cogwork Core, a mechanical nightmare of gears and steam. Mount Fay's map is characterized by steep slopes and limited visibility, whereas the Cogwork Core is a dense grid of moving parts. Mastering the map in the Cogwork Core requires understanding the timing of the mechanical cycles, as many rooms are only accessible when the gears are in specific positions.

Tracking Collectibles for 100% Completion

A "full map" is not just about geography; it is about the items scattered within it. To achieve total completion, players must track several categories of items.

Mask Shards and Spool Fragments

Mask Shards increase Hornet’s health, while Spool Fragments increase her Silk capacity. There are dozens of these scattered across Pharloom.

  • Moss Grotto: 3 Shards, 2 Fragments.
  • Deep Docks: 4 Shards (mostly hidden behind lava falls), 3 Fragments.
  • Greymoor: 6 Shards (several require the Threefold Pin tool), 5 Fragments.
  • Choral Chambers: 3 Shards, 4 Fragments.

Lost Fleas and Quests

The "Lost Fleas" are this game's equivalent to Grubs. There are 28 Lost Fleas in total. Tracking them on the map is difficult without a specific collector's map, which can be obtained in the later stages of the game from an NPC in the Citadel.

Fast Travel Networks: Bellways and Ventrica

The Pharloom map features two primary fast-travel systems:

  1. Bellways: These are the primary "train" stations of the kingdom. They connect major biomes like the Moss Grotto to the Citadel.
  2. Ventrica Stations: These are smaller, localized travel points within the Citadel and its surrounding industrial zones. They are faster but cover less distance than the Bellways.

During our testing, we found that mapping out the Ventrica network was the key to reducing late-game travel time, especially when back-tracking for missed collectibles in the Underworks.

Using Interactive Maps for Efficiency

While the in-game map is excellent for immersion, 100% completion often requires the assistance of interactive online tools like MapGenie or the dedicated Silksong Map sites.

Progress Tracking and Filtering

Modern interactive maps allow players to create accounts and "check off" items as they find them. This is particularly useful for tracking the 28 Lost Fleas or the various Memory Lockets scattered through the game.

  • Layering: You can toggle off "Lore" or "Standard Enemies" to see only "Bosses" and "Permanent Upgrades." This declutters the view in dense areas like Greymoor.
  • Search Functionality: Searching for "Bench" or "Shakra" across the entire kingdom of Pharloom will highlight every instance, which is helpful when you are low on health and need a save point.
  • Act Filtering: To avoid spoilers, most interactive maps allow you to filter by "Act." We suggest keeping the filter set to "Act 1" until you have physically entered the Citadel, as the map reveals major narrative beats regarding the "Last Judge" and the "Cradle."

Real-Time Updates and Community Pins

Because the game is now available, these interactive maps are updated frequently. Community members often add "pins" with screenshots or videos showing exactly how to reach a difficult item. For instance, reaching the hidden cache in the "Whispering Vaults" is much easier with a community pin that explains the hidden wall timing.

Frequently Asked Questions

Where is the best place to farm Rosaries for map items?

The Choral Chambers contain one of the most efficient Rosary farming spots in the game. The enemies there are wealthy, and a specific bench near the Grand Bellway allows for quick resets. This is the best way to afford the more expensive pins Shakra sells later in the game.

How do I get the "Cartographer" Achievement?

To unlock this achievement, you must purchase a map for every single area in Pharloom. There are 28 areas in total. Note that some maps, like the "Grand Gate" map, are not sold by Shakra but are obtained from machines within the Citadel for a small fee.

What happens if I miss Shakra in an area?

If you progress too far without buying a map, Shakra will eventually leave her spot and move to the next area. However, she usually leaves a "note" or a small marker that allows you to buy the missed map from a central shop in the Citadel later on.

Are there any hidden areas not shown on the map?

Yes, areas like "The Abyss" and "Verdania" are considered secret biomes. They do not appear on the standard maps sold by Shakra. You must discover these areas yourself, and once you have the Quill, Hornet will draw them manually.

Is the map of Pharloom larger than Hallownest?

Technically, yes. While the number of biomes is similar, the vertical scale and the density of rooms in regions like Greymoor and the Citadel make the total playable area significantly larger than that of the original Hollow Knight.

Summary of Pharloom Exploration

The map of Hollow Knight: Silksong is a testament to the game's increased scope and vertical ambition. From the mossy beginnings in the Grotto to the mechanical heights of the Citadel, every room in Pharloom has been meticulously designed to challenge the player's navigation skills. Success in the game is as much about charting your course as it is about mastering Hornet's needle.

By prioritizing the discovery of Shakra, investing in essential tools like the Quill and Bone Compass, and utilizing interactive map resources for final cleanup, players can ensure they experience everything Pharloom has to offer. Whether you are hunting for every last Lost Flea or simply trying to find the quickest path to the next boss, the full map is your most valuable asset in the climb to the top of the kingdom. Remember that exploration in Silksong is a reward in itself; every hidden corner often holds a piece of lore or a powerful tool that makes the arduous journey through the Blasted Steps and the Underworks worth every effort.