So, you finally made it to the western edges of Pharloom. Most players hit a wall here. Literally. You're staring at the base of Mount Fay, the screen is starting to frost over, and your health masks are shivering. If you’ve spent any time on the Silksong subreddits lately, you know this place is the "White Palace" of the sequel, but with a nasty frostbite mechanic that doesn't care about your feelings. Getting the Mount Fay map isn't just a completionist goal; it’s a survival necessity.
Pharloom is huge. Like, way bigger than Hallownest. Mount Fay is nestled right next to The Slab, that miserable prison region you probably just scrambled through. If you're trying to find the map to make sense of this vertical nightmare, you need to find Shakra. She's tucked away near a bench, but if you don't know the exact route through the cold, you'll be a frozen spider-husk before you even see her yellow icon.
Where to Find the Mount Fay Map
Honestly, the hardest part of getting the map is just surviving the walk to the shop. You’ll want to start your trek from the Choral Chambers. Head west through the Citadel Spa and look for the path leading into The Slab. You aren't staying in the prison, though. You’re just passing through its central vertical shaft to reach the far western exit.
Once you transition into the Mount Fay area, the temperature drops immediately. This is the "Cold" mechanic. Your masks will start to crack and shatter if you stay in the open for too long. To get the map:
- Locate the Slab Bellway: It’s your closest fast-travel point. Unlock it for about 40 Rosaries.
- Head Left (West): Exit the Bellway area and push into the frost.
- Find the Heat Lamps: You’ll see glowing braziers or "heat sources." Stay near them to reset your internal temperature.
- Look for Shakra: She is sitting by a Bench just a few rooms into the region.
She sells the Mount Fay map for 40 Rosaries. It’s a steal. If she isn't there, check the main hub at Bone Bottom or the top of Bellheart, though usually, she’s waiting for you right at the mountain's base to profit off your desperation.
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Navigation Requirements: Don't Go in Naked
You shouldn't just run in there. Seriously. Mount Fay is a vertical gauntlet that relies heavily on your "Ancestral Arts." If you try to climb without the right kit, you're going to have a bad time.
Clawline is mandatory. You get this in the East Underworks. It's the harpoon move that lets Hornet zip to walls and suspended rings. The map of Mount Fay shows a lot of open air; those aren't empty spaces, they’re "Clawline" puzzles. You’ll also want the Swift Step and Cling Grip tools. The latter is a lifesaver because the icy walls in this region are slippery. Without Cling Grip, you'll slide right off the ledge into the instant-death ice lakes below.
The Brightvein Path
The map reveals a middle section called Brightvein. This is where things get tricky. To actually reach the summit and get the Faydown Cloak—which is the legendary double-jump ability everyone is talking about—you have to master the "pogo" on enemies while the frost meter is ticking down.
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There's a specific breakable wall halfway up the western face. If you miss it, you’ll miss the only mid-climb Bench, and dying means restarting the entire ascent from the bottom. The map marks this as a small indentation on the right side of the main shaft. Smash it. Your sanity will thank you.
Why the Mount Fay Map Still Matters for Late Game
A lot of people think once they get the Faydown Cloak, they’re done with the mountain. They’re wrong. The map shows several "dead ends" that are actually gated by Silk Soar (an Act 3 ability).
If you look at the top-left of the completed map, there’s a small landing leading toward the Mask Maker. This NPC is vital for late-game upgrades. There’s also a hidden Memory Crystal tool tucked away in the rightmost chamber of the mountain. It’s an "explosive shadow" tool that leaves a trap behind when you take damage. It makes the harder boss fights in The Citadel significantly easier.
The Mount Fay map also highlights the entrance to the Wisp Thicket, which is nestled above Greymoor. You can't even see the entrance until you’ve scaled the mountain and looked down from the peak. It’s one of those classic Team Cherry "look how much world I hidden right under your nose" moments.
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Expert Tips for the Ascent
- Use the Flintslate: If you're struggling with the cold, the Flintslate tool can give you a momentary burst of warmth. It’s not a permanent fix, but it can save a run.
- The Stalactite Trick: In the ice lake sections, you can hit stalactites to make them drop into the water. They act as temporary platforms.
- Mnemonids are Friends: See those weird floating bugs? Use your Clawline on them. They are essentially moving grapple points designed to help you cross the gaps the map makes look impossible.
Once you've secured the map and the cloak, your next move should be heading back to Bilewater or the Deep Docks. With the double jump, the entire "bottom" half of the world map opens up, allowing you to reach the Apostate’s Key and finally crack open the endgame of Act 2. Mount Fay is a brutal teacher, but once you have the layout in your pocket, the rest of Pharloom starts to feel a lot more manageable.