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What I Do First in Silksong's Greymoor: A 2026 Route

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In 2026, Silksong's route through Greymoor still trips up new players, and I understand why: the zone hands you three signposts and almost no direction. I re-ran this section on the current build this year, and my first move after launching through the roof of the Far Fields is always the same. Go right, drop down the steps, and find the bench beside Shakra. Buy the Greymoor map for 70 Rosaries before you do anything else. Shakra warns about the flying enemies and the lake, and that warning matters. Without the map, the ruins on the left side of Greymoor turn into a maze of similar-looking platforms and dead ends. 🗺️ The Halfway Home Is Your First Real Stop After buying the map, I go back to the Greymoor entrance from the Far Fields and continue left to the Halfway Home. It is a small hub with a bench and an innkeeper named Creige. The building has a locked front door, so I loop around to the other side to get inside. Then I jump up to the rafters. There I find Nuu, a strange little snail recording notes on a large scroll. Talk to Nuu and accept its wish. This gives you the Hunter's Journal. Like the Hunter's Journal in Hollow Knight, it records notes on enemies you kill across Pharloom. In 2026, with so many players comparing routes, I still think the Journal is worth grabbing early because it quietly rewards exploration. My early Greymoor priority list is short: Buy the map from Shakra for 70 Rosaries. Rest at the Halfway Home bench. Get the Hunter's Journal from Nuu. Push left toward Moorwing only after those three steps. ⚔️ Moorwing Is the Wall, but Fleas Can Skip It From the Halfway Home, I head left and work through the complex ruins on the far left side of Greymoor. Eventually I find a large lake with an air vent. Drop down, keep heading left, and Moorwing appears. This boss is mandatory for the normal route, and it is tough. Every attack deals two Masks of damage, and its moveset can be hard to react to with clean timing. When I fought it again this year, I still had to respect the delay on its dive. There is a clever alternative. If you find all the Fleas and return them to the Fleamaster, he moves the Caravan to Moorwing's location, and the fight is disabled. I have mixed feelings about this skip. It is efficient, but new players miss a good lesson in timing. Either way, beating Moorwing or using the Caravan unlock access to Bellhart and Shellwood. Boss Damage Main Reward Skip Option Moorwing 2 Masks per hit Access to Bellhart and Shellwood Return all Fleas to the Fleamaster Sister Splinter High Weaver Ability and route to Cling Grip None Widow High Needolin and freedom for Bellhart None 🌸 Bellhart Is Haunted, So I Go to Shellwood First When I first reach Bellhart after Moorwing, the town is under the Haunting. The inhabitants are ensnared in silk, and there is no point in trying to fix the town immediately. I turn toward Shellwood instead. This is the part of
21 小时 以前
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