You’re sitting at a bench in the middle of Greymoor, staring at a Crest that just won't fit your favorite tools. It's frustrating. You want that extra blue slot for the Druid’s Eye, but the game is stingy. This is where Silksong all memory lockets come into play, and honestly, they’re probably the most important upgrade material you’ll hunt for in Pharloom.
Most players think these are just rare collectibles. They’re not. They are the literal backbone of your build. Without them, Hornet is basically fighting with one hand tied behind her back because your Crests stay locked in their base, restrictive forms.
Why Memory Lockets Are the Real MVP
Basically, a Memory Locket is a "keepsake containing a precious memory" that lets you crack open a new tool slot on your equipped Crest. You go to a bench, open the Crest menu, and spend the locket to unlock a node. It’s permanent. Once you commit a locket to the Wanderer Crest, you aren't getting it back to use on the Reaper Crest later.
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There are 20 of these things scattered across the map. Some are sold by shady merchants; others are tucked behind breakable walls that you’ll walk past ten times without noticing.
Where to Find Silksong All Memory Lockets
Finding every single one is a bit of a nightmare if you don't know where to look. Pharloom is vertical, confusing, and full of things trying to kill you. Here is the breakdown of where these lockets are actually hiding.
The Easy Ones (Early Game)
You can grab a few of these before the game really starts to hurt.
- Bone Bottom: Complete the "Volatile Flintbeetles" wish. You turn this in at the Wishwall. It’s a standard "go here, kill that" quest, but the reward is essential.
- Hunter’s March: There’s a free one here, but you need some movement tech. From The Marrow, head right and pogo off the red flowers. You’re looking for a bone cage in the lower-right corner. Smash it, and a corpse drops the locket.
- Far Fields: A vendor named Mort sells one for 150 Rosaries. Just a heads-up: you have to pay 30 Rosaries just to open his door. Total scam, but you need the item.
The Ones Everyone Misses
This is where people usually get stuck at 19/20.
- The Halfway Home (Greymoor): This one is devious. Inside the inn, you have to double-jump (using the Faydown Cloak) into a tiny cubbyhole on the top left, right above the innkeeper’s head. Most people just rest and leave. Don't be that person.
- Bilewater Cocoon: In the middle-right section of Bilewater, there are cocoons dangling from the ceiling. One of them holds a body. You have to break the specific cocoon to make the body fall so you can loot the locket.
- Deep Docks Secret: Near the bottom of the Deep Docks, there’s a vertical shaft. There is a breakable wall on the eastern side that leads to a chasm filled with fire and spikes. You have to glide down (Drifter’s Cloak helps) to find the body at the very bottom.
Act 3 Exclusives
Some lockets don't even exist until the world state changes.
- The Skarrgard Elite: Late in the game, in the Far Fields (Area B), you’ll find a Skarrgard corrupted by darkness. This is past the room with the rabbit statue. You’ll need Silksoar to even reach this heights. Kill the elite, get the locket.
- The Marrow (Post-Bell Beast): There is a locket near where you fought the Bell Beast, but you usually need the wall cling ability to actually reach the ledge it's sitting on.
The Secret Reward for Using Them
Here is something most guides won't tell you: hoarding them is a bad idea. There is an NPC named Eva in a Weaver room below Bone Bottom. You need to play your Wayfarer's Pipe (or "needolin") to get in.
If you spend your lockets and upgrade your Crests, Eva provides further enhancements. For example, once you've put enough lockets into the Hunter's Crest, she can grant a permanent yellow charm slot that stays active regardless of which Crest you have equipped later.
Don't Stress the "Permanent" Choice
A lot of people on Reddit and Discord are terrified of "wasting" a locket on the wrong Crest. Honestly? Don't sweat it. There are exactly enough lockets in the game to fully unlock every single slot on every single Crest.
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If you love the Wanderer Crest, dump your first three lockets into it. By the time you find a cooler, more advanced Crest, you'll have found more lockets. The game is designed to let you max out everything eventually, provided you're willing to poke every suspicious-looking wall in the Citadel.
Practical Steps for Your Hunt
- Get the Movement Arts First: Don't bother hunting for all 20 until you have the Clawline, Faydown Cloak, and Silksoar. Half of these are physically impossible to reach without them.
- Check the Merchants: If a merchant disappears (like Mort or Frey), their inventory usually moves to Grindle in the Blasted Steps during Act 3.
- The "Corpse" Rule: If you see a bug's body in a weird place, hit it. Many lockets are held by NPCs who didn't make it.
- Listen for the Hum: Like the Grubs in the first game, certain secret areas have a distinct ambient sound or visual cue (like falling silk) that gives away a breakable wall.
Tackle the bosses, find the lockets, and get those tool slots open. You'll need the extra firepower for the Gilded Citadel.
Stop hoarding your Rosaries and go buy the Far Fields locket from Mort before Act 3 hits and the price potentially goes up at Grindle's shop. Once you've secured the "easy" ones from Bone Bottom and Hunter's March, head down to the Weaver room to meet Eva; she's the key to turning those individual upgrades into a permanent power boost for Hornet.