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Mapping out the world of Silksong

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    The Knight’s journey into Hallownest 
    begins with it jumping off a huge cliff.
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    This is fitting because the whole game deals 
    with the main character traveling further
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    and further downward, through strange 
    and dangerous lands full of deadly foes
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    and unlikely allies until 
    it uncovers the dark truth
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    shrouded in the depths of Hallownest. It’s like 
    the whole game is us jumping off a giant cliff.
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    Hornet’s journey into Pharloom begins much 
    the same way, with her falling off a huge
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    cliff. However, instead of descending down, 
    Hornet will be climbing back up, making her
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    way to the top of Pharloom and defeating the big 
    baddie in charge of everything… except we don’t
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    really know who the big baddie is, and we don’t 
    really know what path Hornet takes to get there.
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    So in this video, we’re going to take a leisurely 
    stroll through everything we’ve seen of Pharloom
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    so far. From the lush greens of the Moss Grotto 
    to the dull grays of what I assume is supposed
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    to be Maine, we’ll keep our eyes peeled for 
    any clues about how these areas are connected.
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    And by the end, we’ll have nice little map all
    put together. I should also mention that since
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    my last video, about 10 seconds of extra 
    Silksong footage was shown off by Xbox.
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    Man, that already feels like so long ago.
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    Of course, we’re trying to solve a 
    jigsaw puzzle with only half the pieces,
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    so our chances of actually getting things 
    mostly right are probably pretty slim. But
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    that’s never stopped me before. I once 
    said Silksong was coming out in 2020.
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    Before Hornet falls off that cliff in the 
    opening cutscene, we see a brief glimpse of the
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    entrance to Pharloom. There are large, opulent, 
    pear-shaped doorways leading the way to this thin,
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    dinky bridge. I guess Pharloom couldn’t 
    even spring for some guardrails or anything.
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    On the opposite side of the path, we 
    can see vines all along the cave wall.
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    From this location, there’s a chasm that runs 
    through lower Pharloom all the way down to
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    the Moss Grotto, an area we saw extensively in 
    footage of the Silksong demo from E3 2019. This
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    area appears to be like the King’s Pass portion 
    of Hollow Knight. So basically a tutorial level.
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    An important thing to note about this area are 
    these two strange doors we’ve seen nowhere else
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    in the game so far. Obviously, they’re tied to 
    the Weavers, the spider tribe which played a
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    pretty big role in the events of Hollow Knight. 
    They were very invested in Hornet’s birth,
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    but there’s still a lot of mystery surrounding 
    them. We know that they left Hallownest for
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    their old home, and I think it’s a safe bet to say 
    that Pharloom is where they originally came from.
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    In Silksong, Hornet can find Weavers throughout 
    the world that help her restore her lost power,
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    but it’s weird to see two of these gates 
    right at the very start of the game.
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    So perhaps there’s something 
    else hidden behind these doors.
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    Or the areas as shown in the demo don’t actually 
    reflect how the map will look in the final game.
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    At the end of this portion of the demo we 
    see Hornet approach a dark figure in a church
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    until she collapses from what I assume is 
    severe iron deficiency. Here, a mysterious
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    figure teaches Hornet how to play her needolin. 
    We’re not really sure what purpose playing this
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    instrument will serve in Silksong. We see some 
    doors are opened by playing melodic tunes,
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    but we have yet to see Hornet opening any doors 
    this way. We do see her jam out with a few
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    characters, so maybe she can learn different 
    songs to get certain reactions out of NPCs,
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    unlocking new dialogue and quests, sorta like 
    what the Dream Nails does in Hollow Knight.
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    What’s interesting about the Moss Grotto 
    is that there is more footage in trailers
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    of areas that look like the Moss Grotto that we 
    don’t see in the demo. Luckily, the Edge magazine
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    interview from December 2020 gives us quite a 
    few details about the early parts of Silksong.
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    The Druid of the Moss Temple is described as being 
    found in a place called the Overgrown Village.
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    These shots shown in the reveal trailer look like 
    they might belong in this Overgrown Village area.
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    We also get a clip and a screenshot 
    of some strange clover area.
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    We can see for a brief second that this region 
    is directly connected to the Moss Grotto,
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    so I assume it might be some sort of subarea. 
    But it’s not clear how this clover area,
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    or the Overgrown Village for that matter, connect 
    to what we saw in the demo. My guess would be that
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    they are a bit higher up, since I doubt we’d 
    go much further below the spot Hornet landed.
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    From the Moss Grotto, Hornet 
    arrives in Bonebottom,
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    which serves as the entrance to the 
    Boneforest. It also connects to the Marrow,
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    which is the bell tunnel system that 
    seems to run throughout Pharloom,
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    sorta like bone marrow? I don’t know if that was 
    intentional. When Hornet arrives in this area,
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    she’ll find the Bell Beast tied up in silk, 
    although she won’t be able to free it yet.
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    As Hornet travels further into the Boneforest 
    she meets Shakra, this game’s cartographer
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    who might also be a boss fight, maybe, 
    it’s hinted at anyway. Hornet might also
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    have a boss encounter near here with this hermit 
    crab-like bug that we see a few times in trailers.
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    There seems to be tiers of these black ball 
    creatures that hide themselves in leaves
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    and skulls throughout Pharloom. Yup, black 
    balls are an enemy type in Silksong it seems.
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    They’re really cute looking. I can’t wait 
    to find out what their tragic lore is.
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    Hornet also meets a character named Sherma, who is 
    able to help us open this door by jamming out with
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    a little jingle. On the other side of this door 
    is an elevator that leads back down to Bonebottom.
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    According to the Edge magazine interview, 
    at some point along this circuit,
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    Hornet will also discover a Weaver 
    chamber, opened by some series of levers.
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    Perhaps the chamber looks 
    like what we saw earlier?
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    We do see a few shots of Hornet standing in 
    front of a Weaver resting in some kind of cocoon.
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    This weaver gives Hornet the Silk Spear, 
    which allows her to free the Bell Beast
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    trapped in the Marrow. This leads to a boss 
    battle, which Team Cherry describes as an exam
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    fight before the player can get out into the 
    rest of the world. However, once defeating the
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    Bell Beast, she actually runs away, meaning Hornet 
    still won’t have access to public transportation.
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    After this, Hornet will find a bell that she can 
    activate, which rings out the notes, E, F# G E.
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    Structures like this will appearly 
    be scattered throughout Pharloom,
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    and we even see a structure just like it at the 
    end of the Deep Docks portion of the E3 demo.
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    This musical progression gives a sense of closure,
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    making it an appropriate way to end a 
    level. It stands out as a nice contrast
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    to the main motif we’ve heard hidden 
    throughout Silksong. You know the one,
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    right? This is heard several times throughout 
    the reveal trailer, notably at the very end.
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    It also plays after Hornet defeats a boss.
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    And a lower pitched version of it can 
    even be heard in the opening cutscene.
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    This phrase, which is sometimes 
    referred to as the Dies Irae,
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    gives off a sense of foreboding danger. The 
    name originates from a poem describing the
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    Last Judgment of God, and the theme used to 
    be closely tied to religious institutions,
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    making it a fitting theme for Citadel 
    caste. As for the theme played by this bell,
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    I’m guessing we’ll be hearing it plenty 
    in other places throughout Pharloom.
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    The Edge magazine interview ends with Hornet 
    reaching a bridge that looks over where she
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    met Shakra earlier. There isn’t much to go 
    on with the one Shakra screenshot we do have,
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    other than these metallic walls found in 
    the room. This is somewhat reminiscent of
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    the bronze-like structure of the 
    Deep Docks. Which makes sense,
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    because it seems like the Deep Docks are 
    the next area the player will likely visit.
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    There are even several sections that 
    appear to be where the Boneforest connects
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    into Deep Docks. We know that the Deep Docks 
    appear early on in the game, according to the
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    Nintendo Life Treehouse event. There’s this 
    room that seems to have pathways set up,
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    this long ass platform with literally zero 
    guardrails, and these areas that appear to be just
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    on the outside of the Docks. Of course, we’ve seen 
    quite a bit of the inside thanks to the E3 demo,
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    but we do get one clip of footage from 
    somewhere inside the docks we haven’t seen yet.
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    The Deep Docks are our first real good look at 
    Pharloom’s active industrial infrastructure.
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    In Hollow Knight, the miner bugs in the Crystal 
    Peak were basically mindless zombies, but it seems
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    like the bugs of the Deep Dock are a bit more 
    aware of their surroundings and are still working.
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    According to the lore tablet found here, the 
    workers are being required to send materials
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    and even pay fealty to the toll of some 
    bell, presumably connected to the Citadel.
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    There are even a few friendly NPCs here, including 
    Forge-Daughter, who acts as a vendor that can
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    upgrade Hornet’s tools. In Hollow Knight, bugs 
    seemingly could avoid the Radiance’s infection
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    as long as they had strong wills, but it’s 
    not clear what makes the certain bugs in
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    Pharloom hostile or friendly. When enemies 
    are hit, they give off threads of silk,
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    and on death we see what might be 
    threads leading up towards the sky.
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    So it seems like silk is like the infection 
    in this game, but instead of becoming mindless
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    zombies, the bugs are being instructed and 
    guided by some kind of bell toll. Of course,
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    this raises the question of how some NPCs don’t 
    seem affected by it. But we just don’t know yet.
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    At the end of the Deep Docks, we encounter Lace
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    who says the iconic line “BLANK 
    CELL (Wanderers/LACE_MEET_3)”.
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    Lace taunts Hornet about the fate she would 
    face higher up in Pharloom and offers to help
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    by murdering her. So it seems Lace is not aligned 
    with the bugs that originally captured Hornet.
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    This lines up with the fact that we see Lace 
    conducting these white butterflies which look
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    awfully similar to the one that broke the Seal of 
    Binding on Hornet’s cage at the start of the game.
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    So Lace might be working with some other faction 
    within Pharloom. Beyond the Lace fight room lies
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    a mysterious shrine dedicated to another giant 
    bell. The bell rings out those same four notes.
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    This is where the Deep Dock demo 
    level ends. Before we move on,
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    I should mention this scene with the giant 
    robot-like creature from the reveal trailer.
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    The area looks more like the Boneforest 
    than the Deep Docks, but the enemy itself
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    looks like it belongs in the Deep Docks, so I’m 
    not exactly sure where this scene takes place.
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    So what comes after the Deep 
    Docks? During the Lace fight,
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    we can see moss growing on the right side of 
    the giant statue in the background, and in one
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    trailer shot we also see Hornet walking into a 
    green forest area, leaving behind what appears
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    to be a bell shrine. So the Deep Docks might 
    actually be sandwiched between the Boneforest,
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    and another, more regular boneless forest, 
    which I like to call the Dark Forest.
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    This forest is crawling with ant enemies 
    as well, and it seems their main fortress
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    is located somewhere in the more lava rich 
    section of Pharloom albeit higher up in the air,
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    which means these two areas probably aren’t 
    far apart. This will be where Hornet fights
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    Hunter Queen Carmalita. The ants seem like 
    they’ll be the mantis tribe of this game.
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    Except ants are little assholes so I doubt 
    they’ll be as nice as the mantises are.
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    This forest region is also 
    where Hornet meets this bug.
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    If I had to guess, this guy is dressing 
    up like an ant to avoid getting attacked,
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    which is an insanely common phenomenon in real 
    life because, like I said, ants are assholes.
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    It also appears that the Huntress 
    might show up in this area as well.
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    Other than that, when Hornet first enters the 
    region, we see a sign for what is probably a city.
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    It’s not clear what city this is supposed to be,
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    so I’m guessing it’s a city 
    we haven’t actually seen yet.
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    Anyways, we have one teeny tiny lead 
    about where the map might go from here.
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    In this region of Pharloom we see these green 
    vines in a few locations, and we can actually
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    see these same vines growing in a dark section 
    of Greymoor. It’s very subtle but there is a
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    connection here, and it’s our only lead right now. 
    So the top of the Dark Forest might connect to the
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    bottom of Greymoor, which according to Team 
    Cherry is the largest area they’ve ever made.
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    Greymoor can be broken down into a few subareas. 
    There are wide open fields with nothing but
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    gravestones and distant towers and windmills 
    in the background. There’s the indoor sections
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    with tight hallways and large, open rooms. There 
    appears to be a small village or rest area of some
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    kind. And of course there’s this dank basement 
    area that appears to connect to the forest region.
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    From Team Cherry’s blog posts, it is explained 
    that the tenders of the land have become haunted,
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    and that the place is infested with Dustroaches.
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    Despite that, we do catch glimpses of what 
    the bugs of Greymoor have been doing here.
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    I’ve mentioned before that these objects seem to 
    be able to catch silk that floats through the air.
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    This area in Greymoor is also filled 
    with enemies carrying around scissors,
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    and we can see several empty spools discarded all 
    over the place. In this basement room we can even
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    see stacks upon stacks of these spools. So these 
    bugs seem specifically equipped to deal with silk.
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    The only spools we ever see that actually have 
    silk on them can only be seen in the background
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    of this cropped screenshot from a Team Cherry 
    blog post. I’m guessing that these giant spools
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    are related to the windmills we see. They use 
    the wind to wind up these giant spools. These
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    spools or their silk are possibly transported up 
    to the Citadel. It seems the Citadel is always in
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    want of silk, since it's what they desire from 
    those who would choose to pilgrimage there.
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    And the whole capturing Hornet thing might 
    be related to their desire for silk as well.
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    Another strange section of Greymoor is this boss 
    encounter. I originally thought this character
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    was some kind of chef, cooking some kind of 
    mosquito soup. But the Discord user, Arch_Imedes,
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    made a very interesting connection between 
    this character and medieval candle makers.
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    Strap in, boys, cuz we’re about 
    to learn about candle lore.
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    Candle wax can be made by rendering fat in a big 
    vat, which can then be poured over wicks hanging
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    above. We can see what appears to be a vat stored 
    in the floor, and there’s also bug corpses which
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    would serve as a source of fat. This would also 
    explain the off-white color stains on the bug’s
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    apron. And it would even explain where all these 
    candles came from seen in this room in Greymoor.
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    That said, this could just be a repeat of what we 
    already saw in Hollow Knight with the cannibals
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    in the City of Tears. But the candle theory 
    seems a bit more unique and interesting to me.
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    There’s one room in Greymoor that gives us 
    a connection to another area in Pharloom.
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    This room appears to lead left into this 
    bell heap city. There isn’t much to see here,
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    other than it seems Hornet can unlock a series 
    of platforms to get higher up into the city.
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    But we don’t know exactly where this leads.
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    This city reminds me of the Marrow, the pile of 
    bells that make up the tunnels we fast travel
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    through throughout the game. But we also know 
    that there are other sections of the Marrow that
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    Hornet can actually traverse through. Perhaps the 
    Marrow connects the Boneforest to the Bell Heap?
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    I’ve been going through Pharloom fairly linearly 
    in this video, but I think we all know that there
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    will be multiple routes through the world. In 
    fact, Team Cherry has even said that during
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    the game Hornet “may” pass through Greymoor. 
    It’s literally the largest region in the game,
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    and you apparently don’t even have to go through 
    it. If you’ve seen Mark Brown’s video about Hollow
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    Knight, you’ll know how many different routes 
    you can take through that game, and how certain
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    areas can be completely skipped. And I’m sure 
    Silksong will be similar, if not even more crazy.
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    Regardless, we actually have 
    another connection to the Bell Heap.
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    This swamp-like region appears to 
    be located to the left of the city.
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    This region of Pharloom is extremely 
    fascinating for a couple reasons.
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    First of all, this appears to be where the player 
    can fight Seth. Seth is said to reside at the
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    “Base of the Citadel” where he guards a hidden 
    secret, one that the Citadel’s caste seem to be
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    interested in as well. Seth believes he has been 
    chosen by a mysterious force known as “The Voice”.
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    We don’t know what Seth is protecting, but 
    Team Cherry points out that the base of
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    the Citadel is covered in tangled roots, and 
    this region of Pharloom is where we see these
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    strange white flowers growing naturally. These 
    flowers have some significance in Silksong,
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    given that they appear prominently during 
    the Lace fight, but also because floral
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    patterns also appear frequently in the 
    architecture of the Citadel. There’s likely
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    a connection here, and it’s a connection 
    Team Cherry has never really commented on.
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    Another interesting detail in the Citadel base 
    area are these giant plants sticking out of the
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    ceiling. This tells us that whatever plant 
    life lives here at the base of the Citadel
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    is quite encompassing. I’m not quite sure if 
    these are vines or roots or if they come from
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    multiple plants or one big one, but they appear 
    to be pretty barren. One possibility is that the
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    Citadel covets these flowers, and perhaps they 
    stripped these once lush vines of their flowers.
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    This would reinforce how 
    industrially driven Pharloom is,
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    eating up natural resources to fuel their society. 
    Either that or this plant life is naturally dying
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    out. That could explain why we see an unending 
    stream of flower petals falling from the sky.
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    It seems like this overgrown temple is 
    located somewhere in this region as well.
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    The more muted colors match this area better than 
    something like the Moss Grotto. We can also see
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    floating flower petals in this boss fight 
    arena. So that pretty much seals the deal.
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    Finally, all the vines located here are 
    reminiscent of the vines seen right at the
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    entrance of Pharloom, so it seems the base of the 
    Citadel might actually be close to this doorway.
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    But if that were the case, why do pilgrims 
    like Sherma end up way lower than this
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    in places like the Boneforest? Maybe 
    his stupid ass fell off the cliff too?
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    Now this is complete speculation on my part, but 
    I think this area might also be where the player
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    can find this elevator up to the Citadel. It is 
    the base, after all. That said, we also see the
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    elevator crashing back down at some point. This 
    implies that Hornet might get to explore a bit
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    of the Citadel before being locked off from it, or 
    it breaks the first time she even tries to use it.
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    And we’re pretty much out of leads at this point. 
    Honestly, I think we’ve done pretty good so far.
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    We were able to connect quite a few of 
    Pharloom’s areas, but there’s still a few
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    stragglers left before we reach the Citadel, so 
    let’s just do some guess work for these last few.
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    We’ve got the barnacle area, the coral forest, 
    this sandy desert, Grindle’s prison cell,
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    the Last Judge boss arena, 
    the room with the penis dude,
  • 18:46 - 18:49
    the room with Trobbio, and 
    this giant grinding pit room.
  • 18:50 - 18:55
    I’m going to place the barnacle area above 
    Greymoor for one simple reason: there's rain
  • 18:55 - 19:01
    in Greymoor. This is probably wrong but it's 
    the only lead we really have. Unfortunately,
  • 19:01 - 19:06
    there’s also rain in the barnacle area, and 
    I really don’t know what could be above it.
  • 19:06 - 19:10
    There’s the coral forest, but this area 
    doesn’t really seem to have much water
  • 19:10 - 19:16
    at all. It’s kinda like Fog Canyon where it 
    kinda looks like it’s underwater, but it’s not.
  • 19:17 - 19:21
    That said, it’s really our best bet so… I’m 
    just gonna put it above the Barnance area.
  • 19:22 - 19:25
    This might be controversial, but I’m 
    going to roll all of these rooms into
  • 19:25 - 19:30
    the desert region of Pharloom, as I think 
    they are all in relatively the same place.
  • 19:30 - 19:35
    This room shares architecture with what we see in 
    the Weaver’s Den and other Weaver-related areas.
  • 19:36 - 19:40
    This might be a mini-dungeon where Hornet can 
    find another Weaver to gain a new spell from.
  • 19:41 - 19:44
    We don’t really know anything about the 
    Last Judge, but we do know that he bears
  • 19:44 - 19:49
    some resemblance to these three enemies shown 
    off in a Team Cherry blog post. These enemies
  • 19:49 - 19:54
    are described as the former tenders of a 
    dusty vault of ancient knowledge. However,
  • 19:54 - 19:59
    it appears that one of them can be seen in what 
    might be a church somewhere in the Citadel. The
  • 19:59 - 20:04
    similarity in design to the Last Judge might imply 
    that he is the current tender of the dusty vault.
  • 20:05 - 20:09
    Dusty. Desert. I dunno, it’s kinda similar.
  • 20:09 - 20:15
    As a side note, maybe these three characters 
    were the other Judges, who abandoned this guy,
  • 20:15 - 20:20
    because he was stupid or ugly or something, 
    explaining how he got the name “Last Judge”.
  • 20:21 - 20:26
    I think Grindle is in the same facility as 
    the Last Judge, like some sort of prison.
  • 20:27 - 20:32
    As for where the desert is as a whole, I’m going 
    to put it just above the Moss Grotto. I feel like
  • 20:32 - 20:38
    it’s somewhere on the outskirts of the Kingdom, so 
    that’s where it’s going. Cry about it, liberals.
  • 20:38 - 20:43
    These last three rooms I think are somewhere 
    near the bottom of the Citadel, like you’re in
  • 20:43 - 20:47
    the lower parts of the Citadel at this point, 
    but you’re still not to the shining part of the
  • 20:47 - 20:54
    Citadel. This is what I’m going to call the Gilded 
    Cities. Keep in mind, this is mostly speculation.
  • 20:54 - 20:58
    These areas might be in completely different 
    locations, but this is what I’m going with
  • 20:58 - 21:04
    for now. This is where we can see a few more 
    examples of Pharloom’s industrial complex.
  • 21:04 - 21:09
    Smokerock and Sweetsmelt brought up from 
    the Deep Docks are placed in furnaces here.
  • 21:09 - 21:13
    Waste is discarded into 
    this giant grinding machine.
  • 21:13 - 21:19
    And finally, there’s the room with Trobbio, 
    which, as it turns out, is pretty important.
  • 21:20 - 21:24
    In this room, we see what appears to be 
    a model replica of the Citadel itself.
  • 21:25 - 21:29
    The two main indicators of this are the 
    various bulbous domes and the giant,
  • 21:29 - 21:36
    winding pipes. So this is possibly representative 
    of what the entire Citadel looks like.
  • 21:36 - 21:41
    In this model, we can actually see a few tall 
    towers on either side of the city. We don’t know
  • 21:41 - 21:46
    what these towers are, but one possibility is that 
    one of them is the clock tower level we’ve seen a
  • 21:46 - 21:52
    few times. This clocktower is probably the driving 
    force of Pharloom’s productivity, responsible for
  • 21:52 - 21:57
    the tolls mentioned all the way down in the 
    Deep Docks. I think the tower might actually
  • 21:57 - 22:02
    drop down into the underpart of the Citadel, 
    making a good connection between the two areas.
  • 22:03 - 22:07
    From this model, we also get a clear view of 
    these strange pipes that run throughout the city.
  • 22:07 - 22:12
    These things are everywhere in the Citadel, 
    just casually hiding away in the background,
  • 22:12 - 22:14
    and apparently they all converge at the very top.
  • 22:15 - 22:18
    This leads us to our final shot, the Lace fight.
  • 22:19 - 22:22
    Now given the sheer amount of pipes in the 
    background, you’d think this would be the
  • 22:22 - 22:27
    place where all the pipes converge, but if 
    that’s the case, why is the room so dark?
  • 22:28 - 22:33
    Wouldn’t it be close to whatever the light 
    source of the Shining Citadel is? So perhaps
  • 22:33 - 22:38
    this is closer to the base of the Citadel, with 
    lights from up above just barely peeking through.
  • 22:38 - 22:44
    Regardless of where the Lace fight takes place, we 
    can guess from the diagram in Trobbio’s room that
  • 22:44 - 22:50
    at the peak of Pharloom rests this giant ball, a 
    symbol we see plastered all throughout Pharloom.
  • 22:50 - 22:54
    It looks like a giant wound up ball of silk 
    with a curved needle positioned above it.
  • 22:55 - 22:59
    To me, this symbolizes the control of silk 
    the Citadel has over the land of Pharloom.
  • 23:00 - 23:05
    But there’s something the Citadel is up to that 
    we should talk about, and that’s these pipes.
  • 23:05 - 23:12
    These things are so weird. What’s inside them? Why 
    do some of them taper off like this? Why did Team
  • 23:12 - 23:16
    Cherry change this scene between the two trailers 
    to remove the threads of silk in the room?
  • 23:17 - 23:21
    Clearly there’s something between the top of 
    the Citadel and the bottom of the Citadel that
  • 23:21 - 23:28
    these pipes help transfer. So… maybe it’s silk? 
    If we believe the whole puppet idea, that the
  • 23:28 - 23:33
    threads extend all the way down to the various 
    bugs across the kingdom, then these pipes that
  • 23:33 - 23:39
    start from the center and move outwards would be a 
    good way to distribute the threads across Parloom.
  • 23:39 - 23:44
    Here’s another idea I originally heard from 
    another user named Araraura. These pipes have a
  • 23:44 - 23:50
    vague similarity to something else we’ve seen in 
    Hollow Knight before: the Beast’s Den shrine in
  • 23:50 - 23:56
    Deepnest. This contraption also has pipes coming 
    out of it. Perhaps this device is just a tomb
  • 23:56 - 24:01
    for Deepnest’s dead king. Or maybe it’s hiding 
    whatever beast attacked us when we first entered
  • 24:01 - 24:07
    Beast’s Den. All that said, it doesn’t really help 
    us solve what these pipes are for. But maybe the
  • 24:07 - 24:12
    two are related somehow. And the coming reveal 
    in Silksong will tell us more about this thing.
  • 24:13 - 24:18
    Another connection we can make with these pipes 
    is the flowers. The flowers seemingly grow at
  • 24:18 - 24:24
    the base of the Citadel, yet we see them here in 
    the Lace fight, and even growing on the sides of
  • 24:24 - 24:29
    the pipe. If we assume the Lace fight is at the 
    top of the Citadel, why would flowers be found
  • 24:29 - 24:34
    all the way up here? So perhaps the vines 
    that we see tangled at the base of the Citadel
  • 24:34 - 24:40
    also extend through the Citadel up to the top 
    through these pipes. This is another theory
  • 24:40 - 24:45
    suggested by Arch_Imedes, and he thinks that 
    these pipes are a way of hiding this giant plant
  • 24:45 - 24:51
    from the bugs of the Citadel, relating back to 
    the hidden truth alluded to in Pharloom’s Folly,
  • 24:51 - 24:55
    the poem shown off at the start of the 
    game. That would be an interesting twist,
  • 24:55 - 25:00
    and it seems pretty likely that these flowers will 
    have some greater connection to Silksong’s story.
  • 25:01 - 25:07
    So there’s a lot going on here. You’ve got the 
    Citadel caste with their abundance of bells and
  • 25:07 - 25:14
    weapons for cutting and controlling silk. You’ve 
    got Lace who seems to have her mysterious motives.
  • 25:15 - 25:20
    There’s the Conductor Romino, who… 
    we know nothing about. And like,
  • 25:20 - 25:24
    we don’t even know what’s creating the 
    light found in the Shining Citadel.
  • 25:24 - 25:29
    What is that all about? Lots and lots 
    of loose threads, to say the least.
  • 25:30 - 25:34
    But the point of this video wasn’t to 
    necessarily worry about all that stuff.
  • 25:34 - 25:36
    We’re just trying to draw a map of Pharloom, and
  • 25:37 - 25:44
    here it is. I can’t wait to explore every inch 
    of this game, from its stubbly little feet
  • 25:44 - 25:51
    to its round head. This potential map for Silksong 
    really is just so beautiful looking. Like,
  • 25:51 - 25:57
    this map already looks so familiar to me, even 
    though Silksong isn’t even out yet. It’s like
  • 25:57 - 26:05
    I’ve been seeing this map everywhere for years and 
    never even realized it. It looks… It’s kinda sus.
Title:
Mapping out the world of Silksong
Description:

more » « less
Video Language:
English
Duration:
26:05

English subtitles

Revisions