Navigating the vertical kingdom of Pharloom requires more than just agility and a sharp needle. Among the various Ancestral Arts Hornet can acquire, the Clawline—often referred to by the community as the grappling hook—is perhaps the most transformative upgrade for mid-game exploration. This ability allows Hornet to launch her needle like a harpoon, pulling herself toward surfaces, golden rings, or even enemies. It changes the pace of traversal from careful platforming to high-speed momentum. However, the Clawline is tucked away in one of the most hazardous sub-areas of the Underworks, and reaching it involves a multi-step process that spans across several major zones.

The necessity of the Clawline

Before heading toward the Underworks, it is useful to understand what the Clawline actually does. Unlike the basic dash or the Drifter’s Cloak glide, the Clawline expends a small amount of Silk to bridge massive gaps. Throughout the Citadel and the Moss Grotto, you likely noticed floating golden rings or distant platforms that seemed just out of reach. These are environmental cues designed specifically for the Clawline. In combat, the tool is equally vital; hitting an enemy with the harpoon drags Hornet directly to them, allowing for aggressive aerial follow-ups and providing a mid-air reset that can be life-saving during complex boss encounters.

Step 1: Securing the White Key in Choral Chambers

You cannot simply walk into the area where the Clawline is kept. The path is gated by a mechanical elevator in the lower regions of the Citadel, which requires a specific item: the White Key. There are two primary ways to obtain this key, depending on your current progress and how you have interacted with the world of Pharloom.

Method A: Finding the Key in Song Clave

If you are early in Act 2, head to the Choral Chambers. Within this zone, look for a sub-area called the Song Clave, located in the upper-right section of the region. On the eastern edge of this enclave, near the first major shrine building, the White Key can often be found lying on the ground. However, there is a catch: if you have already rung the great bell in the Song Clave and "cleansed" the area to bring NPCs back to the village, the key may no longer be at this location. This is a common point of confusion for players who return to the area later.

Method B: The Wandering Merchant Questline

If the key is not on the ground, you must interact with the pilgrim merchant, Ju Bilana. This requires completing a small task involving the "Wandering Merchant" side quest. You can pick this up from the Wish Board in Bellhart. After accepting the quest, locate Ju Bilana within the vertical shafts of the Choral Chambers. You will see a trail of bodies that leads you to his hidden spot. Once you defeat the enemies surrounding him and speak with him, he will set up shop in the enclave. You can then purchase the White Key from him for approximately 220 Rosaries. It is a worthwhile investment, as the key is non-negotiable for accessing the Underworks.

Step 2: The descent through White Ward

With the White Key in your inventory, head to the bottom-left tower of the Choral Chambers. Look for a large, imposing door marked with a crystalline caduceus symbol. Inside, you will find an elevator panel. Using the White Key here will activate the lift, taking you down into the White Ward.

The White Ward acts as a transitional zone between the regal heights of the Citadel and the industrial, heat-stricken depths of the Underworks. While relatively small, the White Ward features a looping path. You want to follow the lower route toward the right-hand side of the zone. Eventually, you will encounter a sheer drop. Falling down this shaft will officially transition you into the eastern reaches of the Underworks.

Step 3: Navigating the Underworks hazards

The Underworks is a mechanical graveyard filled with lava, shifting gears, and some of the most frustrating environmental hazards in Silksong. Upon entering the zone, your first priority should be finding the bench. Immediately after dropping into the Underworks, head to the left. You will find a bench where you can rest and update your map. Given the difficulty of the upcoming platforming gauntlet, resting here is essential; otherwise, a single mistake in the lava pits will send you all the way back to the Choral Chambers.

Dealing with Ember Floors and Molten Rock

The path to the Clawline involves traversing the "Cauldron," a series of chambers filled with scorched platforms known as ember floors. These platforms are not stable; if Hornet stands on them for more than a second, they begin to glow and eventually deal fire damage. To navigate these, you must keep moving. Continuous short hops are better than long stays.

If you have acquired the Magma Bell tool by this point, it is highly recommended to equip it. The Magma Bell provides a passive reduction to environmental fire damage, which can make the difference between surviving a fall into the lava and an immediate trip back to the bench.

Environmental Puzzles

From the bench, continue left until you find a fan mechanism. Hitting this switch activates a windraft. Use your Drifter's Cloak to catch the updraft and ascend to the upper platforms. From here, the route turns into a downward spiral toward the bottom-right exit of the central chamber. Watch out for the "Cinder-bugs"—flying enemies carrying yellow explosive rocks. If you strike them while they are close, the explosion radius is large enough to knock you into the lava below. It is often safer to avoid them or use a ranged tool to detonate them from a distance.

Step 4: Reaching the Cauldron Altar

Once you reach the far right of the lower Underworks, you will enter the Cauldron. This is a large, cavernous hall where the heat distortion is visible on the screen. The room is a massive platforming challenge. You will need to wall-jump and glide between moving buckets of molten rock and static platforms that are slowly being submerged in lava.

Follow these specific movements:

  1. The Lower Crossing: Jump across the first three ember platforms, staying on each for no more than half a second.
  2. The Vertical Shaft: Wall-jump up the right side, avoiding the lava falls dripping from the ceiling.
  3. The Lever Door: At the top of the shaft, you will see a lever. Strike it to open the door to the left. This door leads to the final stretch.
  4. The Altar Path: The final room contains a series of small pillars surrounded by a deep lava lake. Use your sprint and air-dash to reach the far left side of the room.

At the very end of this chamber stands a Weaver Idol altar. Interacting with this altar initiates a brief cinematic where Hornet binds her needle with the silk-thread of the Ancestral Art. You have now officially unlocked the Clawline.

Mastering the Clawline mechanics

Now that the Clawline is yours, the game expects you to use it immediately to exit the Cauldron. The exit is located above the altar, and it requires you to grapple onto several hanging metal rings that were previously useless decorations.

Controls and Inputs

Depending on your platform, the default input for the Clawline (the harpoon button) is:

  • PC: S key
  • Nintendo Switch: ZL button
  • Playstation: L2 button
  • Xbox: LT button
  • Steam Deck: Left Trigger

Silk Management

Unlike basic movement, the Clawline consumes a small portion of your Silk meter. This is a critical distinction. In the middle of a platforming section, if you run out of Silk, you cannot use the grappling hook. Fortunately, hitting the golden rings or surfaces with the needle does not consume as much as a combat strike, and successfully hitting an enemy with a follow-up strike will often replenish a portion of the Silk you spent.

Advanced Combat Applications

The Clawline is more than a traversal tool. When fighting large bosses, such as the Steel Assassin or the various automatons found in the Underworks, you can use the Clawline to close the distance instantly. If the needle connects with an enemy, Hornet will zip toward them and perform a small "bounce" upon impact. This bounce functions similarly to a pogo jump, resetting your air dash and double jump (if you have it). This allows for infinite aerial loops if timed correctly against large-bodied foes.

Where to go after the Underworks?

Obtaining the Clawline is the key to unlocking the rest of Act 2. With this ability, you can now return to the Citadel and access the higher reaches that were previously blocked. Most importantly, the Clawline is a prerequisite for reaching Mount Fay. By using the grappling hook on the exterior rings of the Citadel's spires, you can ascend to the snowy peaks where the Fay Down Cloak—the ability that grants Hornet a double jump—is located.

Furthermore, many hidden rooms containing Silk Spools and Mask Shards are tucked behind Clawline puzzles. Re-exploring the Greymoor and the Gilded City with your new grappling hook will likely yield a significant increase in your power level. The Underworks might be a punishing region, but the reward found within the Cauldron is undoubtedly one of the most essential pieces of Hornet’s arsenal.