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Greymoor

One of Pharloom's largest and most expansive regions, featuring vast moorland landscapes with diverse environmental zones.

Walkthrough

Greymoor is bleak, windy, and bird‑ridden; unlock balloons, set benches, and thread through gauntlets to reach key tools and crests.

Buy the map, raise Craw Lake balloons, collect upgrades (Thread Storm, Threefold Pin, Spool Fragment), then clear the Reaper Chapel for the Crest and loop back to the Caravan.

1. Enter Greymoor via Far Fields for Shakra's map.

Ride Far Fields vents to the surface; go right to meet Shakra.

Purchase the Greymoor map (70) and note nearby levers/boulders.

2. Raise the balloons in Craw Lake.

Follow right path; learn Craw dive patterns and open the gate via Tallcraw.

Clear the arena gauntlet, pogo the balloon, and hit the ceiling lever to raise balloons across Craw Lake.

3. Rest at the Bench nearby.

Use new balloons to climb left above the building.

Open the gate and follow signs down‑left to a Bench checkpoint.

4. Gain the Thread Storm skill.

Proceed through the southern complex; defeat set encounters.

Claim Thread Storm to bolster crowd control against swarms.

5. Obtain the Threefold Pin.

Push deeper into rightward rooms, exploring ledge secrets.

Loot the Threefold Pin for a strong pin pattern option.

6. Rescue the trapped Flea.

Track cages off branching paths and clear local birds.

Slash the cage to free the Flea and mark return loops.

7. Obtain the hidden Bone Scroll.

Search nearby secret walls/ceilings in Greymoor interiors.

Collect the Bone Scroll for lore/quest use.

8. Explore above the Bench for the Spool Fragment.

Climb above the earlier Bench using raised balloons.

Secure the Spool Fragment in upper ledges and return.

9. Discover Sinner's Road and meet Styx.

Follow eastern climbs to the side entrance of Sinner’s Road.

Meet Styx and preview the harsher route for later progression.

10. Meet Creig and Nuu at the Halfway Home.

Head toward the Halfway Home hub and speak with Creig/Nuu.

Log the location for future story steps and restock.

11. Complete the gauntlet to the west.

Clear western enemy waves; mind shotgun Squatcraws and mites.

Use Thread Storm and careful pogo to stay safe over gaps.

12. Unlock the Greymoor Bellway.

Open the signposted Bellway to speed returns.

Pair with the Bench to create an efficient loop for the region.

13. Meet Garmond and Zaza.

Advance along the north‑west and find the duo for flavor and tips.

Continue after any brief event/dialogue.

14. Activate the Halfway Home elevator.

Open levers and restore the lift to connect levels.

This creates a reliable vertical shortcut through Greymoor.

15. Rescue Kratt.

Proceed to Kratt’s predicament and defeat local threats.

Free him; he later offers spa services at the Caravan.

16. Discover the main Sinner's Road entrance for later.

Locate the principal approach into Sinner’s Road to the east.

Note for when your build/tools can handle the challenge.

17. Rescue another Flea atop the tower.

Climb the tower via balloons/ledges while dodging Craws.

Free the caged Flea at the top and drop a shortcut.

18. Craft the Pimpillo tool.

From the saw corridor, take the upper‑left; inspect the bellhome (no response yet).

Break the upper‑left ceiling secret to craft Pimpillo from Craftmetal—a throwable grenade tool.

19. Enter the Chapel Of The Reaper.

Return and take the lower‑left exit from the fork.

Work through ledges and levers to the Reaper Chapel entrance.

20. Complete the Gauntlet to claim the Reaper Crest.

Pogo saws and cut through Silk Snippers to finish the trial.

Claim the Reaper Crest—wide arc, strong downward hits, excellent pogo utility.

21. Visit the Flea Caravan again.

Open a rope shortcut near the ground; clear traps/mites to reach the Bellway.

Backtrack left to the Caravan; Kratt’s spa unlocks (free and unobserved after a smack).