All 85 Silksong Bench Locations and Every Bellway Station
Pharloom has 85 benches spread over 26 of its 31 areas, and 20 fast travel markers, with 28 of those benches in areas you cannot fast travel out of.
Layers this guide uses
Pharloom has 85 benches. They sit in 26 of the kingdom’s 31 areas, and the fullest are the Citadel and Far Fields with seven apiece. Open the bench and station view and both layers draw together, which is the pair you actually plan a run with.
The fast travel layer marks 20 points. Every area that has a station also has at least one bench, so a station is never a place you arrive at with nowhere to sit.
The bench layer splits in two when you open its name rather than its checkbox. 73 of the 85 are ordinary benches and the other 12 are bell benches, spread over nine areas: two each in Blasted Steps, Far Fields and Shellwood, and one each in the Marrow, Deep Docks, Sinner’s Road, Mount Fay, Bilewater and Putrified Ducts. The bell benches on their own is a twelve-marker map.
Benches by area
| Area | Benches | Station |
|---|---|---|
| The Citadel | 7 | yes |
| Far Fields | 7 | yes |
| Deep Docks | 6 | yes |
| Shellwood | 6 | yes |
| Underworks | 6 | yes |
| Blasted Steps | 6 | yes |
| The Marrow | 5 | no |
| Mount Fay | 5 | no |
| Bilewater | 5 | yes |
| Sinner’s Road | 4 | no |
| The Slab | 4 | yes |
| Greymoor | 2 | yes |
| Whispering Vaults | 2 | no |
| Bone Bottom | 2 | yes |
| Bellhart | 2 | yes |
| Mosshome | 2 | no |
| Weavenest Atla | 2 | no |
| Putrified Ducts | 2 | yes |
| High Halls | 2 | yes |
| The Abyss | 2 | no |
| Verdania | 1 | no |
| Wormways | 1 | no |
| Hunter’s March | 1 | no |
| Whiteward | 1 | no |
| Wisp Thicket | 1 | no |
| Memorium | 1 | no |
Twenty-eight of the 85 benches are in the thirteen areas with no station. Resting there does not shorten the walk out, so those are the benches to treat as checkpoints rather than as bases.
Where the benches thin out
Bench count on its own is misleading. What matters is how much ground sits between them, and the map gives a rough read on that: the number of marked places in an area against the number of benches in it.
- Greymoor: 309 marked places, 2 benches.
- Sinner’s Road: 312 marked places, 4 benches.
- Whispering Vaults: 231 marked places, 2 benches.
- Verdania: 148 marked places, 1 bench.
- Wormways: 129 marked places, 1 bench.
- Hunter’s March: 119 marked places, 1 bench.
Greymoor is the one that catches people out. It is one of the five densest areas in Pharloom and it has two places to sit.
At the other end, Bilewater packs five benches into 94 marked places and the Abyss has two in 66. Small, awkward areas are better served than the big open ones.
Cogwork Core, Moss Grotto, the Cradle and Sands of Karak have no bench between them. That comes to 203 marked places with nowhere to rest, so plan to cross them rather than to work through them.
The fast travel stations
The station layer on its own is 20 markers, and it carries both of Pharloom’s fast travel systems: 12 bell stations out in the kingdom and 8 Ventrica tubes, four of which are inside the Citadel. Outside the Citadel, the bell stations alone is the view worth keeping.
Twelve areas have exactly one station: Far Fields, Deep Docks, Shellwood, Underworks, Blasted Steps, Bilewater, the Slab, Greymoor, Bone Bottom, Bellhart, Putrified Ducts and High Halls. The Citadel has more than any of them.
Counted as two separate systems the usual figure elsewhere is 12 plus 7, one Ventrica short of what this layer draws.
Thirteen areas with benches have no station at all. The Marrow, Mount Fay and Sinner’s Road are the largest of them, and between them they hold 14 benches.
Planning a run around the two layers
The pairing that saves the most walking is to leave both layers on and treat each station as the centre of a loop. Pan to a station, look at how many benches surround it, and work outward until the next station is closer than the one you came from.
For a collection run, add the layer you are clearing. Benches, stations and tools together puts the 27 tool pickups on the same sheet as the places you can rest, which is enough to see in one look whether an area is worth a trip.
Marking works the same way here as everywhere else on the map. Open a bench, tick Mark, and turn on Hide marked once you have found most of them. What is left is the benches you have not sat on, which on a first run through an area is the fastest way to see where you have not been.
Maps in this guide
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