[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:02.72,0:00:06.72,Default,,0000,0000,0000,,The Knight’s journey into Hallownest \Nbegins with it jumping off a huge cliff. Dialogue: 0,0:00:07.44,0:00:11.44,Default,,0000,0000,0000,,This is fitting because the whole game deals \Nwith the main character traveling further Dialogue: 0,0:00:11.44,0:00:15.68,Default,,0000,0000,0000,,and further downward, through strange \Nand dangerous lands full of deadly foes Dialogue: 0,0:00:15.68,0:00:19.12,Default,,0000,0000,0000,,and unlikely allies until \Nit uncovers the dark truth Dialogue: 0,0:00:19.12,0:00:25.84,Default,,0000,0000,0000,,shrouded in the depths of Hallownest. It’s like \Nthe whole game is us jumping off a giant cliff. Dialogue: 0,0:00:25.84,0:00:30.48,Default,,0000,0000,0000,,Hornet’s journey into Pharloom begins much \Nthe same way, with her falling off a huge Dialogue: 0,0:00:30.48,0:00:35.100,Default,,0000,0000,0000,,cliff. However, instead of descending down, \NHornet will be climbing back up, making her Dialogue: 0,0:00:35.100,0:00:41.04,Default,,0000,0000,0000,,way to the top of Pharloom and defeating the big \Nbaddie in charge of everything… except we don’t Dialogue: 0,0:00:41.04,0:00:45.68,Default,,0000,0000,0000,,really know who the big baddie is, and we don’t \Nreally know what path Hornet takes to get there. Dialogue: 0,0:00:46.24,0:00:50.48,Default,,0000,0000,0000,,So in this video, we’re going to take a leisurely \Nstroll through everything we’ve seen of Pharloom Dialogue: 0,0:00:50.48,0:00:56.08,Default,,0000,0000,0000,,so far. From the lush greens of the Moss Grotto \Nto the dull grays of what I assume is supposed Dialogue: 0,0:00:56.08,0:01:01.04,Default,,0000,0000,0000,,to be Maine, we’ll keep our eyes peeled for \Nany clues about how these areas are connected. Dialogue: 0,0:01:01.04,0:01:06.24,Default,,0000,0000,0000,,And by the end, we’ll have nice little map all\Nput together. I should also mention that since Dialogue: 0,0:01:06.24,0:01:11.52,Default,,0000,0000,0000,,my last video, about 10 seconds of extra \NSilksong footage was shown off by Xbox. Dialogue: 0,0:01:12.16,0:01:14.72,Default,,0000,0000,0000,,Man, that already feels like so long ago. Dialogue: 0,0:01:15.84,0:01:19.68,Default,,0000,0000,0000,,Of course, we’re trying to solve a \Njigsaw puzzle with only half the pieces, Dialogue: 0,0:01:19.68,0:01:25.20,Default,,0000,0000,0000,,so our chances of actually getting things \Nmostly right are probably pretty slim. But Dialogue: 0,0:01:25.20,0:01:29.44,Default,,0000,0000,0000,,that’s never stopped me before. I once \Nsaid Silksong was coming out in 2020. Dialogue: 0,0:01:32.16,0:01:36.88,Default,,0000,0000,0000,,Before Hornet falls off that cliff in the \Nopening cutscene, we see a brief glimpse of the Dialogue: 0,0:01:36.88,0:01:43.76,Default,,0000,0000,0000,,entrance to Pharloom. There are large, opulent, \Npear-shaped doorways leading the way to this thin, Dialogue: 0,0:01:43.76,0:01:48.64,Default,,0000,0000,0000,,dinky bridge. I guess Pharloom couldn’t \Neven spring for some guardrails or anything. Dialogue: 0,0:01:49.20,0:01:53.20,Default,,0000,0000,0000,,On the opposite side of the path, we \Ncan see vines all along the cave wall. Dialogue: 0,0:01:53.76,0:01:57.100,Default,,0000,0000,0000,,From this location, there’s a chasm that runs \Nthrough lower Pharloom all the way down to Dialogue: 0,0:01:57.100,0:02:05.44,Default,,0000,0000,0000,,the Moss Grotto, an area we saw extensively in \Nfootage of the Silksong demo from E3 2019. This Dialogue: 0,0:02:05.44,0:02:10.48,Default,,0000,0000,0000,,area appears to be like the King’s Pass portion \Nof Hollow Knight. So basically a tutorial level. Dialogue: 0,0:02:11.04,0:02:15.36,Default,,0000,0000,0000,,An important thing to note about this area are \Nthese two strange doors we’ve seen nowhere else Dialogue: 0,0:02:15.36,0:02:20.32,Default,,0000,0000,0000,,in the game so far. Obviously, they’re tied to \Nthe Weavers, the spider tribe which played a Dialogue: 0,0:02:20.32,0:02:25.04,Default,,0000,0000,0000,,pretty big role in the events of Hollow Knight. \NThey were very invested in Hornet’s birth, Dialogue: 0,0:02:25.04,0:02:29.20,Default,,0000,0000,0000,,but there’s still a lot of mystery surrounding \Nthem. We know that they left Hallownest for Dialogue: 0,0:02:29.20,0:02:34.16,Default,,0000,0000,0000,,their old home, and I think it’s a safe bet to say \Nthat Pharloom is where they originally came from. Dialogue: 0,0:02:34.80,0:02:39.68,Default,,0000,0000,0000,,In Silksong, Hornet can find Weavers throughout \Nthe world that help her restore her lost power, Dialogue: 0,0:02:40.32,0:02:43.68,Default,,0000,0000,0000,,but it’s weird to see two of these gates \Nright at the very start of the game. Dialogue: 0,0:02:44.32,0:02:47.36,Default,,0000,0000,0000,,So perhaps there’s something \Nelse hidden behind these doors. Dialogue: 0,0:02:47.36,0:02:53.04,Default,,0000,0000,0000,,Or the areas as shown in the demo don’t actually \Nreflect how the map will look in the final game. Dialogue: 0,0:02:53.04,0:02:57.76,Default,,0000,0000,0000,,At the end of this portion of the demo we \Nsee Hornet approach a dark figure in a church Dialogue: 0,0:02:57.76,0:03:02.88,Default,,0000,0000,0000,,until she collapses from what I assume is \Nsevere iron deficiency. Here, a mysterious Dialogue: 0,0:03:02.88,0:03:07.76,Default,,0000,0000,0000,,figure teaches Hornet how to play her needolin. \NWe’re not really sure what purpose playing this Dialogue: 0,0:03:07.76,0:03:12.40,Default,,0000,0000,0000,,instrument will serve in Silksong. We see some \Ndoors are opened by playing melodic tunes, Dialogue: 0,0:03:12.96,0:03:17.100,Default,,0000,0000,0000,,but we have yet to see Hornet opening any doors \Nthis way. We do see her jam out with a few Dialogue: 0,0:03:17.100,0:03:22.64,Default,,0000,0000,0000,,characters, so maybe she can learn different \Nsongs to get certain reactions out of NPCs, Dialogue: 0,0:03:22.64,0:03:28.32,Default,,0000,0000,0000,,unlocking new dialogue and quests, sorta like \Nwhat the Dream Nails does in Hollow Knight. Dialogue: 0,0:03:28.32,0:03:31.76,Default,,0000,0000,0000,,What’s interesting about the Moss Grotto \Nis that there is more footage in trailers Dialogue: 0,0:03:31.76,0:03:37.84,Default,,0000,0000,0000,,of areas that look like the Moss Grotto that we \Ndon’t see in the demo. Luckily, the Edge magazine Dialogue: 0,0:03:37.84,0:03:43.44,Default,,0000,0000,0000,,interview from December 2020 gives us quite a \Nfew details about the early parts of Silksong. Dialogue: 0,0:03:43.44,0:03:48.56,Default,,0000,0000,0000,,The Druid of the Moss Temple is described as being \Nfound in a place called the Overgrown Village. Dialogue: 0,0:03:49.12,0:03:54.08,Default,,0000,0000,0000,,These shots shown in the reveal trailer look like \Nthey might belong in this Overgrown Village area. Dialogue: 0,0:03:54.64,0:03:58.48,Default,,0000,0000,0000,,We also get a clip and a screenshot \Nof some strange clover area. Dialogue: 0,0:03:58.48,0:04:03.20,Default,,0000,0000,0000,,We can see for a brief second that this region \Nis directly connected to the Moss Grotto, Dialogue: 0,0:04:03.20,0:04:08.48,Default,,0000,0000,0000,,so I assume it might be some sort of subarea. \NBut it’s not clear how this clover area, Dialogue: 0,0:04:08.48,0:04:13.68,Default,,0000,0000,0000,,or the Overgrown Village for that matter, connect \Nto what we saw in the demo. My guess would be that Dialogue: 0,0:04:13.68,0:04:18.88,Default,,0000,0000,0000,,they are a bit higher up, since I doubt we’d \Ngo much further below the spot Hornet landed. Dialogue: 0,0:04:19.44,0:04:22.64,Default,,0000,0000,0000,,From the Moss Grotto, Hornet \Narrives in Bonebottom, Dialogue: 0,0:04:22.64,0:04:27.28,Default,,0000,0000,0000,,which serves as the entrance to the \NBoneforest. It also connects to the Marrow, Dialogue: 0,0:04:27.28,0:04:31.12,Default,,0000,0000,0000,,which is the bell tunnel system that \Nseems to run throughout Pharloom, Dialogue: 0,0:04:31.12,0:04:37.28,Default,,0000,0000,0000,,sorta like bone marrow? I don’t know if that was \Nintentional. When Hornet arrives in this area, Dialogue: 0,0:04:37.28,0:04:41.92,Default,,0000,0000,0000,,she’ll find the Bell Beast tied up in silk, \Nalthough she won’t be able to free it yet. Dialogue: 0,0:04:42.48,0:04:47.76,Default,,0000,0000,0000,,As Hornet travels further into the Boneforest \Nshe meets Shakra, this game’s cartographer Dialogue: 0,0:04:47.76,0:04:53.36,Default,,0000,0000,0000,,who might also be a boss fight, maybe, \Nit’s hinted at anyway. Hornet might also Dialogue: 0,0:04:53.36,0:04:59.04,Default,,0000,0000,0000,,have a boss encounter near here with this hermit \Ncrab-like bug that we see a few times in trailers. Dialogue: 0,0:04:59.68,0:05:04.32,Default,,0000,0000,0000,,There seems to be tiers of these black ball \Ncreatures that hide themselves in leaves Dialogue: 0,0:05:04.32,0:05:09.68,Default,,0000,0000,0000,,and skulls throughout Pharloom. Yup, black \Nballs are an enemy type in Silksong it seems. Dialogue: 0,0:05:10.24,0:05:14.24,Default,,0000,0000,0000,,They’re really cute looking. I can’t wait \Nto find out what their tragic lore is. Dialogue: 0,0:05:14.96,0:05:20.64,Default,,0000,0000,0000,,Hornet also meets a character named Sherma, who is \Nable to help us open this door by jamming out with Dialogue: 0,0:05:20.64,0:05:26.80,Default,,0000,0000,0000,,a little jingle. On the other side of this door \Nis an elevator that leads back down to Bonebottom. Dialogue: 0,0:05:26.80,0:05:30.56,Default,,0000,0000,0000,,According to the Edge magazine interview, \Nat some point along this circuit, Dialogue: 0,0:05:30.56,0:05:35.60,Default,,0000,0000,0000,,Hornet will also discover a Weaver \Nchamber, opened by some series of levers. Dialogue: 0,0:05:35.60,0:05:38.88,Default,,0000,0000,0000,,Perhaps the chamber looks \Nlike what we saw earlier? Dialogue: 0,0:05:38.88,0:05:43.76,Default,,0000,0000,0000,,We do see a few shots of Hornet standing in \Nfront of a Weaver resting in some kind of cocoon. Dialogue: 0,0:05:43.76,0:05:47.100,Default,,0000,0000,0000,,This weaver gives Hornet the Silk Spear, \Nwhich allows her to free the Bell Beast Dialogue: 0,0:05:47.100,0:05:53.20,Default,,0000,0000,0000,,trapped in the Marrow. This leads to a boss \Nbattle, which Team Cherry describes as an exam Dialogue: 0,0:05:53.20,0:05:58.16,Default,,0000,0000,0000,,fight before the player can get out into the \Nrest of the world. However, once defeating the Dialogue: 0,0:05:58.16,0:06:03.84,Default,,0000,0000,0000,,Bell Beast, she actually runs away, meaning Hornet \Nstill won’t have access to public transportation. Dialogue: 0,0:06:04.64,0:06:11.60,Default,,0000,0000,0000,,After this, Hornet will find a bell that she can \Nactivate, which rings out the notes, E, F# G E. Dialogue: 0,0:06:12.32,0:06:15.68,Default,,0000,0000,0000,,Structures like this will appearly \Nbe scattered throughout Pharloom, Dialogue: 0,0:06:15.68,0:06:19.100,Default,,0000,0000,0000,,and we even see a structure just like it at the \Nend of the Deep Docks portion of the E3 demo. Dialogue: 0,0:06:20.56,0:06:23.60,Default,,0000,0000,0000,,This musical progression gives a sense of closure, Dialogue: 0,0:06:24.16,0:06:28.48,Default,,0000,0000,0000,,making it an appropriate way to end a \Nlevel. It stands out as a nice contrast Dialogue: 0,0:06:28.48,0:06:32.16,Default,,0000,0000,0000,,to the main motif we’ve heard hidden \Nthroughout Silksong. You know the one, Dialogue: 0,0:06:32.16,0:06:37.76,Default,,0000,0000,0000,,right? This is heard several times throughout \Nthe reveal trailer, notably at the very end. Dialogue: 0,0:06:43.44,0:06:45.68,Default,,0000,0000,0000,,It also plays after Hornet defeats a boss. Dialogue: 0,0:06:52.64,0:06:57.84,Default,,0000,0000,0000,,And a lower pitched version of it can \Neven be heard in the opening cutscene. Dialogue: 0,0:07:07.44,0:07:11.20,Default,,0000,0000,0000,,This phrase, which is sometimes \Nreferred to as the Dies Irae, Dialogue: 0,0:07:11.76,0:07:17.20,Default,,0000,0000,0000,,gives off a sense of foreboding danger. The \Nname originates from a poem describing the Dialogue: 0,0:07:17.20,0:07:22.32,Default,,0000,0000,0000,,Last Judgment of God, and the theme used to \Nbe closely tied to religious institutions, Dialogue: 0,0:07:22.32,0:07:27.84,Default,,0000,0000,0000,,making it a fitting theme for Citadel \Ncaste. As for the theme played by this bell, Dialogue: 0,0:07:27.84,0:07:31.76,Default,,0000,0000,0000,,I’m guessing we’ll be hearing it plenty \Nin other places throughout Pharloom. Dialogue: 0,0:07:32.56,0:07:36.80,Default,,0000,0000,0000,,The Edge magazine interview ends with Hornet \Nreaching a bridge that looks over where she Dialogue: 0,0:07:36.80,0:07:41.84,Default,,0000,0000,0000,,met Shakra earlier. There isn’t much to go \Non with the one Shakra screenshot we do have, Dialogue: 0,0:07:41.84,0:07:46.24,Default,,0000,0000,0000,,other than these metallic walls found in \Nthe room. This is somewhat reminiscent of Dialogue: 0,0:07:46.24,0:07:49.92,Default,,0000,0000,0000,,the bronze-like structure of the \NDeep Docks. Which makes sense, Dialogue: 0,0:07:49.92,0:07:54.16,Default,,0000,0000,0000,,because it seems like the Deep Docks are \Nthe next area the player will likely visit. Dialogue: 0,0:07:54.16,0:07:57.68,Default,,0000,0000,0000,,There are even several sections that \Nappear to be where the Boneforest connects Dialogue: 0,0:07:57.68,0:08:02.32,Default,,0000,0000,0000,,into Deep Docks. We know that the Deep Docks \Nappear early on in the game, according to the Dialogue: 0,0:08:02.32,0:08:07.36,Default,,0000,0000,0000,,Nintendo Life Treehouse event. There’s this \Nroom that seems to have pathways set up, Dialogue: 0,0:08:07.36,0:08:12.72,Default,,0000,0000,0000,,this long ass platform with literally zero \Nguardrails, and these areas that appear to be just Dialogue: 0,0:08:12.72,0:08:18.32,Default,,0000,0000,0000,,on the outside of the Docks. Of course, we’ve seen \Nquite a bit of the inside thanks to the E3 demo, Dialogue: 0,0:08:18.32,0:08:22.88,Default,,0000,0000,0000,,but we do get one clip of footage from \Nsomewhere inside the docks we haven’t seen yet. Dialogue: 0,0:08:23.60,0:08:28.56,Default,,0000,0000,0000,,The Deep Docks are our first real good look at \NPharloom’s active industrial infrastructure. Dialogue: 0,0:08:28.56,0:08:33.52,Default,,0000,0000,0000,,In Hollow Knight, the miner bugs in the Crystal \NPeak were basically mindless zombies, but it seems Dialogue: 0,0:08:33.52,0:08:37.84,Default,,0000,0000,0000,,like the bugs of the Deep Dock are a bit more \Naware of their surroundings and are still working. Dialogue: 0,0:08:38.48,0:08:43.28,Default,,0000,0000,0000,,According to the lore tablet found here, the \Nworkers are being required to send materials Dialogue: 0,0:08:43.28,0:08:48.16,Default,,0000,0000,0000,,and even pay fealty to the toll of some \Nbell, presumably connected to the Citadel. Dialogue: 0,0:08:49.04,0:08:54.48,Default,,0000,0000,0000,,There are even a few friendly NPCs here, including \NForge-Daughter, who acts as a vendor that can Dialogue: 0,0:08:54.48,0:09:00.08,Default,,0000,0000,0000,,upgrade Hornet’s tools. In Hollow Knight, bugs \Nseemingly could avoid the Radiance’s infection Dialogue: 0,0:09:00.08,0:09:04.32,Default,,0000,0000,0000,,as long as they had strong wills, but it’s \Nnot clear what makes the certain bugs in Dialogue: 0,0:09:04.32,0:09:09.36,Default,,0000,0000,0000,,Pharloom hostile or friendly. When enemies \Nare hit, they give off threads of silk, Dialogue: 0,0:09:09.36,0:09:12.96,Default,,0000,0000,0000,,and on death we see what might be \Nthreads leading up towards the sky. Dialogue: 0,0:09:13.52,0:09:18.32,Default,,0000,0000,0000,,So it seems like silk is like the infection \Nin this game, but instead of becoming mindless Dialogue: 0,0:09:18.32,0:09:23.60,Default,,0000,0000,0000,,zombies, the bugs are being instructed and \Nguided by some kind of bell toll. Of course, Dialogue: 0,0:09:23.60,0:09:28.80,Default,,0000,0000,0000,,this raises the question of how some NPCs don’t \Nseem affected by it. But we just don’t know yet. Dialogue: 0,0:09:29.60,0:09:32.16,Default,,0000,0000,0000,,At the end of the Deep Docks, we encounter Lace Dialogue: 0,0:09:32.16,0:09:35.100,Default,,0000,0000,0000,,who says the iconic line “BLANK \NCELL (Wanderers/LACE_MEET_3)”. Dialogue: 0,0:09:37.36,0:09:42.40,Default,,0000,0000,0000,,Lace taunts Hornet about the fate she would \Nface higher up in Pharloom and offers to help Dialogue: 0,0:09:42.40,0:09:47.100,Default,,0000,0000,0000,,by murdering her. So it seems Lace is not aligned \Nwith the bugs that originally captured Hornet. Dialogue: 0,0:09:48.56,0:09:53.12,Default,,0000,0000,0000,,This lines up with the fact that we see Lace \Nconducting these white butterflies which look Dialogue: 0,0:09:53.12,0:09:57.44,Default,,0000,0000,0000,,awfully similar to the one that broke the Seal of \NBinding on Hornet’s cage at the start of the game. Dialogue: 0,0:09:57.100,0:10:03.44,Default,,0000,0000,0000,,So Lace might be working with some other faction \Nwithin Pharloom. Beyond the Lace fight room lies Dialogue: 0,0:10:03.44,0:10:13.84,Default,,0000,0000,0000,,a mysterious shrine dedicated to another giant \Nbell. The bell rings out those same four notes. Dialogue: 0,0:10:16.88,0:10:20.80,Default,,0000,0000,0000,,This is where the Deep Dock demo \Nlevel ends. Before we move on, Dialogue: 0,0:10:20.80,0:10:25.28,Default,,0000,0000,0000,,I should mention this scene with the giant \Nrobot-like creature from the reveal trailer. Dialogue: 0,0:10:25.28,0:10:29.44,Default,,0000,0000,0000,,The area looks more like the Boneforest \Nthan the Deep Docks, but the enemy itself Dialogue: 0,0:10:29.44,0:10:34.16,Default,,0000,0000,0000,,looks like it belongs in the Deep Docks, so I’m \Nnot exactly sure where this scene takes place. Dialogue: 0,0:10:34.80,0:10:38.24,Default,,0000,0000,0000,,So what comes after the Deep \NDocks? During the Lace fight, Dialogue: 0,0:10:38.24,0:10:43.28,Default,,0000,0000,0000,,we can see moss growing on the right side of \Nthe giant statue in the background, and in one Dialogue: 0,0:10:43.28,0:10:48.96,Default,,0000,0000,0000,,trailer shot we also see Hornet walking into a \Ngreen forest area, leaving behind what appears Dialogue: 0,0:10:48.96,0:10:54.08,Default,,0000,0000,0000,,to be a bell shrine. So the Deep Docks might \Nactually be sandwiched between the Boneforest, Dialogue: 0,0:10:54.08,0:10:59.28,Default,,0000,0000,0000,,and another, more regular boneless forest, \Nwhich I like to call the Dark Forest. Dialogue: 0,0:10:59.92,0:11:04.40,Default,,0000,0000,0000,,This forest is crawling with ant enemies \Nas well, and it seems their main fortress Dialogue: 0,0:11:04.40,0:11:09.12,Default,,0000,0000,0000,,is located somewhere in the more lava rich \Nsection of Pharloom albeit higher up in the air, Dialogue: 0,0:11:09.68,0:11:14.56,Default,,0000,0000,0000,,which means these two areas probably aren’t \Nfar apart. This will be where Hornet fights Dialogue: 0,0:11:14.56,0:11:19.12,Default,,0000,0000,0000,,Hunter Queen Carmalita. The ants seem like \Nthey’ll be the mantis tribe of this game. Dialogue: 0,0:11:19.68,0:11:23.84,Default,,0000,0000,0000,,Except ants are little assholes so I doubt \Nthey’ll be as nice as the mantises are. Dialogue: 0,0:11:24.48,0:11:27.52,Default,,0000,0000,0000,,This forest region is also \Nwhere Hornet meets this bug. Dialogue: 0,0:11:27.52,0:11:31.60,Default,,0000,0000,0000,,If I had to guess, this guy is dressing \Nup like an ant to avoid getting attacked, Dialogue: 0,0:11:31.60,0:11:38.32,Default,,0000,0000,0000,,which is an insanely common phenomenon in real \Nlife because, like I said, ants are assholes. Dialogue: 0,0:11:38.32,0:11:41.92,Default,,0000,0000,0000,,It also appears that the Huntress \Nmight show up in this area as well. Dialogue: 0,0:11:41.92,0:11:47.52,Default,,0000,0000,0000,,Other than that, when Hornet first enters the \Nregion, we see a sign for what is probably a city. Dialogue: 0,0:11:47.52,0:11:50.08,Default,,0000,0000,0000,,It’s not clear what city this is supposed to be, Dialogue: 0,0:11:50.08,0:11:52.96,Default,,0000,0000,0000,,so I’m guessing it’s a city \Nwe haven’t actually seen yet. Dialogue: 0,0:11:53.60,0:11:58.32,Default,,0000,0000,0000,,Anyways, we have one teeny tiny lead \Nabout where the map might go from here. Dialogue: 0,0:11:59.04,0:12:04.48,Default,,0000,0000,0000,,In this region of Pharloom we see these green \Nvines in a few locations, and we can actually Dialogue: 0,0:12:04.48,0:12:10.32,Default,,0000,0000,0000,,see these same vines growing in a dark section \Nof Greymoor. It’s very subtle but there is a Dialogue: 0,0:12:10.32,0:12:15.92,Default,,0000,0000,0000,,connection here, and it’s our only lead right now. \NSo the top of the Dark Forest might connect to the Dialogue: 0,0:12:15.92,0:12:21.12,Default,,0000,0000,0000,,bottom of Greymoor, which according to Team \NCherry is the largest area they’ve ever made. Dialogue: 0,0:12:21.12,0:12:26.16,Default,,0000,0000,0000,,Greymoor can be broken down into a few subareas. \NThere are wide open fields with nothing but Dialogue: 0,0:12:26.16,0:12:31.12,Default,,0000,0000,0000,,gravestones and distant towers and windmills \Nin the background. There’s the indoor sections Dialogue: 0,0:12:31.12,0:12:36.96,Default,,0000,0000,0000,,with tight hallways and large, open rooms. There \Nappears to be a small village or rest area of some Dialogue: 0,0:12:36.96,0:12:42.56,Default,,0000,0000,0000,,kind. And of course there’s this dank basement \Narea that appears to connect to the forest region. Dialogue: 0,0:12:42.56,0:12:47.68,Default,,0000,0000,0000,,From Team Cherry’s blog posts, it is explained \Nthat the tenders of the land have become haunted, Dialogue: 0,0:12:47.68,0:12:50.24,Default,,0000,0000,0000,,and that the place is infested with Dustroaches. Dialogue: 0,0:12:50.80,0:12:55.28,Default,,0000,0000,0000,,Despite that, we do catch glimpses of what \Nthe bugs of Greymoor have been doing here. Dialogue: 0,0:12:55.28,0:12:59.100,Default,,0000,0000,0000,,I’ve mentioned before that these objects seem to \Nbe able to catch silk that floats through the air. Dialogue: 0,0:12:59.100,0:13:04.24,Default,,0000,0000,0000,,This area in Greymoor is also filled \Nwith enemies carrying around scissors, Dialogue: 0,0:13:04.24,0:13:10.16,Default,,0000,0000,0000,,and we can see several empty spools discarded all \Nover the place. In this basement room we can even Dialogue: 0,0:13:10.16,0:13:16.16,Default,,0000,0000,0000,,see stacks upon stacks of these spools. So these \Nbugs seem specifically equipped to deal with silk. Dialogue: 0,0:13:16.72,0:13:21.20,Default,,0000,0000,0000,,The only spools we ever see that actually have \Nsilk on them can only be seen in the background Dialogue: 0,0:13:21.20,0:13:26.64,Default,,0000,0000,0000,,of this cropped screenshot from a Team Cherry \Nblog post. I’m guessing that these giant spools Dialogue: 0,0:13:26.64,0:13:33.68,Default,,0000,0000,0000,,are related to the windmills we see. They use \Nthe wind to wind up these giant spools. These Dialogue: 0,0:13:33.68,0:13:40.08,Default,,0000,0000,0000,,spools or their silk are possibly transported up \Nto the Citadel. It seems the Citadel is always in Dialogue: 0,0:13:40.08,0:13:44.88,Default,,0000,0000,0000,,want of silk, since it's what they desire from \Nthose who would choose to pilgrimage there. Dialogue: 0,0:13:44.88,0:13:49.28,Default,,0000,0000,0000,,And the whole capturing Hornet thing might \Nbe related to their desire for silk as well. Dialogue: 0,0:13:49.92,0:13:54.72,Default,,0000,0000,0000,,Another strange section of Greymoor is this boss \Nencounter. I originally thought this character Dialogue: 0,0:13:54.72,0:14:01.36,Default,,0000,0000,0000,,was some kind of chef, cooking some kind of \Nmosquito soup. But the Discord user, Arch_Imedes, Dialogue: 0,0:14:01.36,0:14:06.40,Default,,0000,0000,0000,,made a very interesting connection between \Nthis character and medieval candle makers. Dialogue: 0,0:14:06.40,0:14:09.84,Default,,0000,0000,0000,,Strap in, boys, cuz we’re about \Nto learn about candle lore. Dialogue: 0,0:14:09.84,0:14:15.76,Default,,0000,0000,0000,,Candle wax can be made by rendering fat in a big \Nvat, which can then be poured over wicks hanging Dialogue: 0,0:14:15.76,0:14:21.28,Default,,0000,0000,0000,,above. We can see what appears to be a vat stored \Nin the floor, and there’s also bug corpses which Dialogue: 0,0:14:21.28,0:14:26.64,Default,,0000,0000,0000,,would serve as a source of fat. This would also \Nexplain the off-white color stains on the bug’s Dialogue: 0,0:14:26.64,0:14:31.36,Default,,0000,0000,0000,,apron. And it would even explain where all these \Ncandles came from seen in this room in Greymoor. Dialogue: 0,0:14:31.100,0:14:36.96,Default,,0000,0000,0000,,That said, this could just be a repeat of what we \Nalready saw in Hollow Knight with the cannibals Dialogue: 0,0:14:36.96,0:14:42.24,Default,,0000,0000,0000,,in the City of Tears. But the candle theory \Nseems a bit more unique and interesting to me. Dialogue: 0,0:14:42.96,0:14:47.12,Default,,0000,0000,0000,,There’s one room in Greymoor that gives us \Na connection to another area in Pharloom. Dialogue: 0,0:14:47.76,0:14:53.36,Default,,0000,0000,0000,,This room appears to lead left into this \Nbell heap city. There isn’t much to see here, Dialogue: 0,0:14:53.36,0:14:58.40,Default,,0000,0000,0000,,other than it seems Hornet can unlock a series \Nof platforms to get higher up into the city. Dialogue: 0,0:14:58.40,0:15:00.96,Default,,0000,0000,0000,,But we don’t know exactly where this leads. Dialogue: 0,0:15:00.96,0:15:05.36,Default,,0000,0000,0000,,This city reminds me of the Marrow, the pile of \Nbells that make up the tunnels we fast travel Dialogue: 0,0:15:05.36,0:15:09.68,Default,,0000,0000,0000,,through throughout the game. But we also know \Nthat there are other sections of the Marrow that Dialogue: 0,0:15:09.68,0:15:14.64,Default,,0000,0000,0000,,Hornet can actually traverse through. Perhaps the \NMarrow connects the Boneforest to the Bell Heap? Dialogue: 0,0:15:15.20,0:15:20.32,Default,,0000,0000,0000,,I’ve been going through Pharloom fairly linearly \Nin this video, but I think we all know that there Dialogue: 0,0:15:20.32,0:15:24.96,Default,,0000,0000,0000,,will be multiple routes through the world. In \Nfact, Team Cherry has even said that during Dialogue: 0,0:15:24.96,0:15:31.52,Default,,0000,0000,0000,,the game Hornet “may” pass through Greymoor. \NIt’s literally the largest region in the game, Dialogue: 0,0:15:31.52,0:15:36.16,Default,,0000,0000,0000,,and you apparently don’t even have to go through \Nit. If you’ve seen Mark Brown’s video about Hollow Dialogue: 0,0:15:36.16,0:15:39.92,Default,,0000,0000,0000,,Knight, you’ll know how many different routes \Nyou can take through that game, and how certain Dialogue: 0,0:15:39.92,0:15:45.60,Default,,0000,0000,0000,,areas can be completely skipped. And I’m sure \NSilksong will be similar, if not even more crazy. Dialogue: 0,0:15:46.16,0:15:49.60,Default,,0000,0000,0000,,Regardless, we actually have \Nanother connection to the Bell Heap. Dialogue: 0,0:15:49.60,0:15:53.44,Default,,0000,0000,0000,,This swamp-like region appears to \Nbe located to the left of the city. Dialogue: 0,0:15:53.44,0:15:56.96,Default,,0000,0000,0000,,This region of Pharloom is extremely \Nfascinating for a couple reasons. Dialogue: 0,0:15:57.52,0:16:02.72,Default,,0000,0000,0000,,First of all, this appears to be where the player \Ncan fight Seth. Seth is said to reside at the Dialogue: 0,0:16:02.72,0:16:07.100,Default,,0000,0000,0000,,“Base of the Citadel” where he guards a hidden \Nsecret, one that the Citadel’s caste seem to be Dialogue: 0,0:16:07.100,0:16:13.68,Default,,0000,0000,0000,,interested in as well. Seth believes he has been \Nchosen by a mysterious force known as “The Voice”. Dialogue: 0,0:16:14.24,0:16:17.92,Default,,0000,0000,0000,,We don’t know what Seth is protecting, but \NTeam Cherry points out that the base of Dialogue: 0,0:16:17.92,0:16:22.80,Default,,0000,0000,0000,,the Citadel is covered in tangled roots, and \Nthis region of Pharloom is where we see these Dialogue: 0,0:16:22.80,0:16:28.32,Default,,0000,0000,0000,,strange white flowers growing naturally. These \Nflowers have some significance in Silksong, Dialogue: 0,0:16:28.32,0:16:32.48,Default,,0000,0000,0000,,given that they appear prominently during \Nthe Lace fight, but also because floral Dialogue: 0,0:16:32.48,0:16:36.80,Default,,0000,0000,0000,,patterns also appear frequently in the \Narchitecture of the Citadel. There’s likely Dialogue: 0,0:16:36.80,0:16:40.48,Default,,0000,0000,0000,,a connection here, and it’s a connection \NTeam Cherry has never really commented on. Dialogue: 0,0:16:41.28,0:16:45.92,Default,,0000,0000,0000,,Another interesting detail in the Citadel base \Narea are these giant plants sticking out of the Dialogue: 0,0:16:45.92,0:16:50.48,Default,,0000,0000,0000,,ceiling. This tells us that whatever plant \Nlife lives here at the base of the Citadel Dialogue: 0,0:16:50.48,0:16:55.92,Default,,0000,0000,0000,,is quite encompassing. I’m not quite sure if \Nthese are vines or roots or if they come from Dialogue: 0,0:16:55.92,0:17:02.24,Default,,0000,0000,0000,,multiple plants or one big one, but they appear \Nto be pretty barren. One possibility is that the Dialogue: 0,0:17:02.24,0:17:07.100,Default,,0000,0000,0000,,Citadel covets these flowers, and perhaps they \Nstripped these once lush vines of their flowers. Dialogue: 0,0:17:08.56,0:17:12.08,Default,,0000,0000,0000,,This would reinforce how \Nindustrially driven Pharloom is, Dialogue: 0,0:17:12.08,0:17:18.48,Default,,0000,0000,0000,,eating up natural resources to fuel their society. \NEither that or this plant life is naturally dying Dialogue: 0,0:17:18.48,0:17:23.44,Default,,0000,0000,0000,,out. That could explain why we see an unending \Nstream of flower petals falling from the sky. Dialogue: 0,0:17:23.100,0:17:27.84,Default,,0000,0000,0000,,It seems like this overgrown temple is \Nlocated somewhere in this region as well. Dialogue: 0,0:17:28.64,0:17:34.24,Default,,0000,0000,0000,,The more muted colors match this area better than \Nsomething like the Moss Grotto. We can also see Dialogue: 0,0:17:34.24,0:17:38.72,Default,,0000,0000,0000,,floating flower petals in this boss fight \Narena. So that pretty much seals the deal. Dialogue: 0,0:17:38.72,0:17:43.28,Default,,0000,0000,0000,,Finally, all the vines located here are \Nreminiscent of the vines seen right at the Dialogue: 0,0:17:43.28,0:17:48.16,Default,,0000,0000,0000,,entrance of Pharloom, so it seems the base of the \NCitadel might actually be close to this doorway. Dialogue: 0,0:17:48.80,0:17:53.44,Default,,0000,0000,0000,,But if that were the case, why do pilgrims \Nlike Sherma end up way lower than this Dialogue: 0,0:17:53.44,0:17:57.84,Default,,0000,0000,0000,,in places like the Boneforest? Maybe \Nhis stupid ass fell off the cliff too? Dialogue: 0,0:17:58.48,0:18:03.44,Default,,0000,0000,0000,,Now this is complete speculation on my part, but \NI think this area might also be where the player Dialogue: 0,0:18:03.44,0:18:09.44,Default,,0000,0000,0000,,can find this elevator up to the Citadel. It is \Nthe base, after all. That said, we also see the Dialogue: 0,0:18:09.44,0:18:14.24,Default,,0000,0000,0000,,elevator crashing back down at some point. This \Nimplies that Hornet might get to explore a bit Dialogue: 0,0:18:14.24,0:18:20.08,Default,,0000,0000,0000,,of the Citadel before being locked off from it, or \Nit breaks the first time she even tries to use it. Dialogue: 0,0:18:20.96,0:18:26.16,Default,,0000,0000,0000,,And we’re pretty much out of leads at this point. \NHonestly, I think we’ve done pretty good so far. Dialogue: 0,0:18:26.16,0:18:29.84,Default,,0000,0000,0000,,We were able to connect quite a few of \NPharloom’s areas, but there’s still a few Dialogue: 0,0:18:29.84,0:18:35.28,Default,,0000,0000,0000,,stragglers left before we reach the Citadel, so \Nlet’s just do some guess work for these last few. Dialogue: 0,0:18:35.28,0:18:41.20,Default,,0000,0000,0000,,We’ve got the barnacle area, the coral forest, \Nthis sandy desert, Grindle’s prison cell, Dialogue: 0,0:18:41.76,0:18:45.52,Default,,0000,0000,0000,,the Last Judge boss arena, \Nthe room with the penis dude, Dialogue: 0,0:18:45.52,0:18:48.88,Default,,0000,0000,0000,,the room with Trobbio, and \Nthis giant grinding pit room. Dialogue: 0,0:18:49.60,0:18:55.20,Default,,0000,0000,0000,,I’m going to place the barnacle area above \NGreymoor for one simple reason: there's rain Dialogue: 0,0:18:55.20,0:19:01.36,Default,,0000,0000,0000,,in Greymoor. This is probably wrong but it's \Nthe only lead we really have. Unfortunately, Dialogue: 0,0:19:01.36,0:19:06.24,Default,,0000,0000,0000,,there’s also rain in the barnacle area, and \NI really don’t know what could be above it. Dialogue: 0,0:19:06.24,0:19:09.100,Default,,0000,0000,0000,,There’s the coral forest, but this area \Ndoesn’t really seem to have much water Dialogue: 0,0:19:09.100,0:19:15.76,Default,,0000,0000,0000,,at all. It’s kinda like Fog Canyon where it \Nkinda looks like it’s underwater, but it’s not. Dialogue: 0,0:19:16.56,0:19:21.28,Default,,0000,0000,0000,,That said, it’s really our best bet so… I’m \Njust gonna put it above the Barnance area. Dialogue: 0,0:19:21.84,0:19:25.36,Default,,0000,0000,0000,,This might be controversial, but I’m \Ngoing to roll all of these rooms into Dialogue: 0,0:19:25.36,0:19:29.84,Default,,0000,0000,0000,,the desert region of Pharloom, as I think \Nthey are all in relatively the same place. Dialogue: 0,0:19:30.40,0:19:35.28,Default,,0000,0000,0000,,This room shares architecture with what we see in \Nthe Weaver’s Den and other Weaver-related areas. Dialogue: 0,0:19:35.84,0:19:40.08,Default,,0000,0000,0000,,This might be a mini-dungeon where Hornet can \Nfind another Weaver to gain a new spell from. Dialogue: 0,0:19:40.72,0:19:44.32,Default,,0000,0000,0000,,We don’t really know anything about the \NLast Judge, but we do know that he bears Dialogue: 0,0:19:44.32,0:19:49.28,Default,,0000,0000,0000,,some resemblance to these three enemies shown \Noff in a Team Cherry blog post. These enemies Dialogue: 0,0:19:49.28,0:19:54.24,Default,,0000,0000,0000,,are described as the former tenders of a \Ndusty vault of ancient knowledge. However, Dialogue: 0,0:19:54.24,0:19:58.80,Default,,0000,0000,0000,,it appears that one of them can be seen in what \Nmight be a church somewhere in the Citadel. The Dialogue: 0,0:19:58.80,0:20:04.08,Default,,0000,0000,0000,,similarity in design to the Last Judge might imply \Nthat he is the current tender of the dusty vault. Dialogue: 0,0:20:04.96,0:20:09.20,Default,,0000,0000,0000,,Dusty. Desert. I dunno, it’s kinda similar. Dialogue: 0,0:20:09.20,0:20:14.88,Default,,0000,0000,0000,,As a side note, maybe these three characters \Nwere the other Judges, who abandoned this guy, Dialogue: 0,0:20:14.88,0:20:20.40,Default,,0000,0000,0000,,because he was stupid or ugly or something, \Nexplaining how he got the name “Last Judge”. Dialogue: 0,0:20:21.20,0:20:26.16,Default,,0000,0000,0000,,I think Grindle is in the same facility as \Nthe Last Judge, like some sort of prison. Dialogue: 0,0:20:26.80,0:20:32.32,Default,,0000,0000,0000,,As for where the desert is as a whole, I’m going \Nto put it just above the Moss Grotto. I feel like Dialogue: 0,0:20:32.32,0:20:37.52,Default,,0000,0000,0000,,it’s somewhere on the outskirts of the Kingdom, so \Nthat’s where it’s going. Cry about it, liberals. Dialogue: 0,0:20:38.24,0:20:42.64,Default,,0000,0000,0000,,These last three rooms I think are somewhere \Nnear the bottom of the Citadel, like you’re in Dialogue: 0,0:20:42.64,0:20:47.20,Default,,0000,0000,0000,,the lower parts of the Citadel at this point, \Nbut you’re still not to the shining part of the Dialogue: 0,0:20:47.20,0:20:54.08,Default,,0000,0000,0000,,Citadel. This is what I’m going to call the Gilded \NCities. Keep in mind, this is mostly speculation. Dialogue: 0,0:20:54.08,0:20:58.40,Default,,0000,0000,0000,,These areas might be in completely different \Nlocations, but this is what I’m going with Dialogue: 0,0:20:58.40,0:21:03.52,Default,,0000,0000,0000,,for now. This is where we can see a few more \Nexamples of Pharloom’s industrial complex. Dialogue: 0,0:21:04.08,0:21:08.64,Default,,0000,0000,0000,,Smokerock and Sweetsmelt brought up from \Nthe Deep Docks are placed in furnaces here. Dialogue: 0,0:21:09.36,0:21:12.56,Default,,0000,0000,0000,,Waste is discarded into \Nthis giant grinding machine. Dialogue: 0,0:21:13.20,0:21:19.36,Default,,0000,0000,0000,,And finally, there’s the room with Trobbio, \Nwhich, as it turns out, is pretty important. Dialogue: 0,0:21:19.100,0:21:24.16,Default,,0000,0000,0000,,In this room, we see what appears to be \Na model replica of the Citadel itself. Dialogue: 0,0:21:24.80,0:21:29.36,Default,,0000,0000,0000,,The two main indicators of this are the \Nvarious bulbous domes and the giant, Dialogue: 0,0:21:29.36,0:21:35.60,Default,,0000,0000,0000,,winding pipes. So this is possibly representative \Nof what the entire Citadel looks like. Dialogue: 0,0:21:36.16,0:21:40.80,Default,,0000,0000,0000,,In this model, we can actually see a few tall \Ntowers on either side of the city. We don’t know Dialogue: 0,0:21:40.80,0:21:45.100,Default,,0000,0000,0000,,what these towers are, but one possibility is that \None of them is the clock tower level we’ve seen a Dialogue: 0,0:21:45.100,0:21:52.16,Default,,0000,0000,0000,,few times. This clocktower is probably the driving \Nforce of Pharloom’s productivity, responsible for Dialogue: 0,0:21:52.16,0:21:56.80,Default,,0000,0000,0000,,the tolls mentioned all the way down in the \NDeep Docks. I think the tower might actually Dialogue: 0,0:21:56.80,0:22:01.92,Default,,0000,0000,0000,,drop down into the underpart of the Citadel, \Nmaking a good connection between the two areas. Dialogue: 0,0:22:02.80,0:22:06.88,Default,,0000,0000,0000,,From this model, we also get a clear view of \Nthese strange pipes that run throughout the city. Dialogue: 0,0:22:07.44,0:22:11.92,Default,,0000,0000,0000,,These things are everywhere in the Citadel, \Njust casually hiding away in the background, Dialogue: 0,0:22:11.92,0:22:14.32,Default,,0000,0000,0000,,and apparently they all converge at the very top. Dialogue: 0,0:22:15.04,0:22:17.84,Default,,0000,0000,0000,,This leads us to our final shot, the Lace fight. Dialogue: 0,0:22:18.64,0:22:22.48,Default,,0000,0000,0000,,Now given the sheer amount of pipes in the \Nbackground, you’d think this would be the Dialogue: 0,0:22:22.48,0:22:27.12,Default,,0000,0000,0000,,place where all the pipes converge, but if \Nthat’s the case, why is the room so dark? Dialogue: 0,0:22:27.84,0:22:32.64,Default,,0000,0000,0000,,Wouldn’t it be close to whatever the light \Nsource of the Shining Citadel is? So perhaps Dialogue: 0,0:22:32.64,0:22:37.84,Default,,0000,0000,0000,,this is closer to the base of the Citadel, with \Nlights from up above just barely peeking through. Dialogue: 0,0:22:38.48,0:22:43.76,Default,,0000,0000,0000,,Regardless of where the Lace fight takes place, we \Ncan guess from the diagram in Trobbio’s room that Dialogue: 0,0:22:43.76,0:22:49.92,Default,,0000,0000,0000,,at the peak of Pharloom rests this giant ball, a \Nsymbol we see plastered all throughout Pharloom. Dialogue: 0,0:22:49.92,0:22:54.16,Default,,0000,0000,0000,,It looks like a giant wound up ball of silk \Nwith a curved needle positioned above it. Dialogue: 0,0:22:54.72,0:22:59.28,Default,,0000,0000,0000,,To me, this symbolizes the control of silk \Nthe Citadel has over the land of Pharloom. Dialogue: 0,0:22:59.100,0:23:05.36,Default,,0000,0000,0000,,But there’s something the Citadel is up to that \Nwe should talk about, and that’s these pipes. Dialogue: 0,0:23:05.36,0:23:11.92,Default,,0000,0000,0000,,These things are so weird. What’s inside them? Why \Ndo some of them taper off like this? Why did Team Dialogue: 0,0:23:11.92,0:23:16.16,Default,,0000,0000,0000,,Cherry change this scene between the two trailers \Nto remove the threads of silk in the room? Dialogue: 0,0:23:16.88,0:23:21.20,Default,,0000,0000,0000,,Clearly there’s something between the top of \Nthe Citadel and the bottom of the Citadel that Dialogue: 0,0:23:21.20,0:23:28.48,Default,,0000,0000,0000,,these pipes help transfer. So… maybe it’s silk? \NIf we believe the whole puppet idea, that the Dialogue: 0,0:23:28.48,0:23:33.20,Default,,0000,0000,0000,,threads extend all the way down to the various \Nbugs across the kingdom, then these pipes that Dialogue: 0,0:23:33.20,0:23:38.72,Default,,0000,0000,0000,,start from the center and move outwards would be a \Ngood way to distribute the threads across Parloom. Dialogue: 0,0:23:38.72,0:23:43.84,Default,,0000,0000,0000,,Here’s another idea I originally heard from \Nanother user named Araraura. These pipes have a Dialogue: 0,0:23:43.84,0:23:50.16,Default,,0000,0000,0000,,vague similarity to something else we’ve seen in \NHollow Knight before: the Beast’s Den shrine in Dialogue: 0,0:23:50.16,0:23:56.32,Default,,0000,0000,0000,,Deepnest. This contraption also has pipes coming \Nout of it. Perhaps this device is just a tomb Dialogue: 0,0:23:56.32,0:24:01.20,Default,,0000,0000,0000,,for Deepnest’s dead king. Or maybe it’s hiding \Nwhatever beast attacked us when we first entered Dialogue: 0,0:24:01.20,0:24:06.56,Default,,0000,0000,0000,,Beast’s Den. All that said, it doesn’t really help \Nus solve what these pipes are for. But maybe the Dialogue: 0,0:24:06.56,0:24:12.24,Default,,0000,0000,0000,,two are related somehow. And the coming reveal \Nin Silksong will tell us more about this thing. Dialogue: 0,0:24:12.80,0:24:17.92,Default,,0000,0000,0000,,Another connection we can make with these pipes \Nis the flowers. The flowers seemingly grow at Dialogue: 0,0:24:17.92,0:24:23.92,Default,,0000,0000,0000,,the base of the Citadel, yet we see them here in \Nthe Lace fight, and even growing on the sides of Dialogue: 0,0:24:23.92,0:24:28.72,Default,,0000,0000,0000,,the pipe. If we assume the Lace fight is at the \Ntop of the Citadel, why would flowers be found Dialogue: 0,0:24:28.72,0:24:34.24,Default,,0000,0000,0000,,all the way up here? So perhaps the vines \Nthat we see tangled at the base of the Citadel Dialogue: 0,0:24:34.24,0:24:39.76,Default,,0000,0000,0000,,also extend through the Citadel up to the top \Nthrough these pipes. This is another theory Dialogue: 0,0:24:39.76,0:24:44.96,Default,,0000,0000,0000,,suggested by Arch_Imedes, and he thinks that \Nthese pipes are a way of hiding this giant plant Dialogue: 0,0:24:44.96,0:24:50.64,Default,,0000,0000,0000,,from the bugs of the Citadel, relating back to \Nthe hidden truth alluded to in Pharloom’s Folly, Dialogue: 0,0:24:50.64,0:24:54.96,Default,,0000,0000,0000,,the poem shown off at the start of the \Ngame. That would be an interesting twist, Dialogue: 0,0:24:54.96,0:24:59.100,Default,,0000,0000,0000,,and it seems pretty likely that these flowers will \Nhave some greater connection to Silksong’s story. Dialogue: 0,0:25:00.80,0:25:07.36,Default,,0000,0000,0000,,So there’s a lot going on here. You’ve got the \NCitadel caste with their abundance of bells and Dialogue: 0,0:25:07.36,0:25:14.16,Default,,0000,0000,0000,,weapons for cutting and controlling silk. You’ve \Ngot Lace who seems to have her mysterious motives. Dialogue: 0,0:25:14.80,0:25:20.16,Default,,0000,0000,0000,,There’s the Conductor Romino, who… \Nwe know nothing about. And like, Dialogue: 0,0:25:20.16,0:25:23.84,Default,,0000,0000,0000,,we don’t even know what’s creating the \Nlight found in the Shining Citadel. Dialogue: 0,0:25:24.40,0:25:28.96,Default,,0000,0000,0000,,What is that all about? Lots and lots \Nof loose threads, to say the least. Dialogue: 0,0:25:29.68,0:25:33.68,Default,,0000,0000,0000,,But the point of this video wasn’t to \Nnecessarily worry about all that stuff. Dialogue: 0,0:25:33.68,0:25:36.24,Default,,0000,0000,0000,,We’re just trying to draw a map of Pharloom, and Dialogue: 0,0:25:36.96,0:25:43.52,Default,,0000,0000,0000,,here it is. I can’t wait to explore every inch \Nof this game, from its stubbly little feet Dialogue: 0,0:25:43.52,0:25:51.28,Default,,0000,0000,0000,,to its round head. This potential map for Silksong \Nreally is just so beautiful looking. Like, Dialogue: 0,0:25:51.28,0:25:57.28,Default,,0000,0000,0000,,this map already looks so familiar to me, even \Nthough Silksong isn’t even out yet. It’s like Dialogue: 0,0:25:57.28,0:26:05.28,Default,,0000,0000,0000,,I’ve been seeing this map everywhere for years and \Nnever even realized it. It looks… It’s kinda sus.