How to Get Double Jump in Silksong (Faydown Cloak Guide)

In Hollow Knight: Silksong, gaining the Double Jump marks a major milestone in Hornet’s journey—transforming how you explore Pharloom’s vertical labyrinths. Known in-game as the Faydown Cloak, this Ancestral Art not only lets Hornet perform a second leap mid-air but also shields her from the deadly cold that engulfs Mount Fay.

How to Get Double Jump in Silksong (Faydown Cloak Guide)
How to Get Double Jump in Silksong (Faydown Cloak Guide)

The Faydown Cloak is Silksong’s version of the Monarch Wings from the first Hollow Knight. It’s a late-game upgrade that grants Hornet a Double Jump and permanent protection against freezing damage. Once unlocked, it completely changes traversal—making vertical exploration and precision platforming significantly easier across the entire world.

See also: How to Get Wall Jump in Silksong (Cling Grip Guide)

You can’t access the Double Jump right away. Several abilities are required before you even attempt the trek up Mount Fay:

Required AbilityFunction
Clawline (Ancestral Art)Grapple across enemies, rings, and walls. Found in The Cauldron within the Underworks.
Swift StepActs as a dash for quick midair movement.
Drifter’s CloakAllows Hornet to glide or slowfall—crucial for long gaps.
Cling GripEnables wall climbing and wall jumps.

You’ll also need to progress into Act 2 and gain access to The Slab, a prison-like region that connects to Mount Fay.

How to Access Mount Fay

The path to Mount Fay opens once Hornet is captured and sent to The Slab. You can trigger this by:

  1. Facing a Wardenfly in the upper-right section of Deep Docks.
  2. Let the creature trap you in its sticky globules—it will imprison Hornet, transporting her to The Slab.
  3. In The Slab, recover your gear by finding the Keys of Indolent and Heretic, then unlock the west exit that leads into Mount Fay.

Once you reach Mount Fay, prepare for one of the toughest traversal challenges in the game.

Surviving the Cold of Mount Fay

Mount Fay is a perilous zone defined by extreme cold. Fires, glowing crystals, and lamps act as temporary heat sources.
Here’s how the freezing system works:

  • You have roughly 15–20 seconds before the cold starts draining health.
  • Once your warmth fades, you’ll take rapid damage every few seconds.
  • Submerging in icy water accelerates health loss drastically.

To manage this:

  • Move swiftly from one heat source to another.
  • Use Clawline to cross wide gaps quickly.
  • Retreat to the last warm area if you get off-track—resetting your cold timer is safer than pushing forward recklessly.

Recommended Tools and Crests

Combat is rare in Mount Fay, but resource management is critical. Equip crests and tools that improve survival and silk regeneration:

  • Druid’s Eye – Restores silk with every hit you take, useful for sustaining Clawline usage.
  • Weavelight – Increases silk regeneration speed, vital for healing or grappling under pressure.
  • Hunter/Wanderer Crest – For players comfortable with aggressive pogo recovery or movement.

Bring at least 130 Rosaries—you’ll need 40 for Shakra’s map and 90 to activate a key checkpoint bench mid-way.

Climbing Mount Fay: Key Checkpoints

Mount Fay’s climb is long, demanding, and layered with complex platforming. There are three primary benches you can rest at:

  1. Shakra’s Camp (Lower Region) – Buy the Mount Fay map here.
  2. Mid-Mountain Bench (Costs 90 Rosaries) – Unlock this for safer progress.
  3. Upper Bench (Near the Summit) – A final rest stop before the peak.

Take advantage of the glowing rings, flying bugs, and collapsing walls to keep ascending. Missed jumps can be retried easily—flying enemies respawn after a few seconds.

The Final Ascent and Faydown Cloak Location

Near the top, you’ll enter a cave system filled with crystal bugs and collapsing ceilings. Use a mix of wall jumps, Clawline swings, and slowfall glides to reach higher ledges. When you reach a large air vent, ride it upward—it will carry you directly to the peak of Mount Fay.

At the summit stands a giant tuning fork-like structure. Interact with it using your Needolin, and a cutscene will trigger:
A majestic winged creature descends, granting Hornet the Faydown Cloak.

What the Faydown Cloak Does

After obtaining it, Hornet gains two major upgrades:

  1. Double Jump Ability – Perform a second leap midair, usable after any jump, glide, or Clawline launch.
  2. Cold Resistance – The icy climate of Mount Fay no longer affects you, allowing full exploration of the region.

With these, you can revisit previously unreachable zones such as:

  • Memorium
  • Cogwork Core (Upper Section)
  • Sands of Karak

These areas often hold key collectibles, Mask Shards, and progression items tied to the Three Melodies questline.

Quick Tips for Silksong Double Jump

  • Plan routes between heat sources. Never linger in open areas.
  • Use enemies as anchors. Grapple to them with Clawline for quick elevation.
  • Always rest at new benches. Dying sends you back to your last rest point.
  • Break shortcut walls when possible—many can reconnect previous paths.
  • Stock silk regularly. Use flowers or threads to recharge before big jumps.

Unlocking the Faydown Cloak is one of the most rewarding moments in Silksong. Not only does it complete Hornet’s mobility kit, but it turns treacherous areas into smooth, fluid routes. Once mastered, the combination of Dash, Glide, Clawline, and Double Jump makes exploring Pharloom faster, safer, and far more dynamic. Play Now!

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