Getting the Double Jump ability in Hollow Knight: Silksong (called the Faydown Cloak) is a key milestone that opens up new areas, makes exploration smoother, and even unlocks alternate endings. It takes patience, skill, and several other movement tools. This guide explains how to reach that frosty peak and claim your double jump—written clearly and naturally, exactly 800 words.

The Double Jump, granted by the Faydown Cloak, lets Hornet leap again while airborne. It’s not just a convenience—it transforms traversal. You can reach previously out-of-reach platforms, dodge incoming threats more flexibly, and unlock Act 3 and secret endings. Without it, some paths are permanently off-limits. It’s worth the challenge.
Prerequisites: abilities you need first
Before heading after the Faydown Cloak, Hornet must master a suite of tools:
- Swift Step (Dash) – lets Hornet dash to cover horizontal gaps swiftly.
- Drifter’s Cloak (Glide/Float) – slows her fall and lets her drift gently downward.
- Clawline (Grappling Hook) – lets her latch onto rings, enemies, or walls to pull herself up.
- Cling Grip (Wall Jump) – allows climbing and bouncing off vertical surfaces.
Without these, navigating Mount Fay’s icy platforms is nearly impossible.
How to reach Mount Fay
- Progress through the story until you gain access to The Slab, a prison-like area.
- From there, exit west and enter Mount Fay, a frozen mountain perched beyond that icy realm.
- Mount Fay demands precise timing and awareness—icy winds gradually sap your health unless you stay near heat sources.
The challenge of Mount Fay
Mount Fay is a long, vertical obstacle course. Along the ascent:
- You’ll face cold damage: your health slowly ticks away unless you step into warming lamps or fires, which restore safety briefly.
- Platforms crumble, enemies may block your path, and spikes or falling debris punish missteps.
- Benches are scarce; using them wisely helps avoid long repeats after mistakes.
It’s a gauntlet of movement mastery—wall jumps, grapples, glides, dashes, pogo-jumps from enemies or rings—all while managing your temperature and health.
Strategy tips
- Use lamps regularly. Rest at them to recover and reset your cold exposure.
• Equip helpful tools or crests if you can—they can speed silk regeneration (for Clawline) or boost healing.
• Pace yourself. Rushing leads to fatal errors. Move deliberately, hit each checkpoint before proceeding.
• Watch your health closely. The freeze effect may seem slow at first but accelerates dramatically.
• Practice the combos: dash into a grapple, wall-jump off a ring, glide to a safe lamp, repeat.
Reaching the summit and claiming the Faydown Cloak
After navigating several ice-covered caves, crumbling ledges, and collapsing terrain, you’ll finally reach the peak of Mount Fay. There, Hornet encounters a tuning fork or similar device. Interacting triggers a brief event: a bird swoops down and bestows the Faydown Cloak, granting Double Jump.
Once you have it, you also gain resistance to freeze damage—making further climbs easier and more forgiving.
What Double Jump unlocks next
With the Faydown Cloak in hand, the world opens up:
- You can reach high ledges in Memorium, Cogwork Core’s upper sections, Sands of Karak, and other hidden areas.
- Platforming becomes more fluid, exploratory paths open up, and secrets—like Mask Shards and Lost Fleas—are now accessible.
- If you’ve followed the main path, you’ll also unlock Act 3 and the possibility of alternate endings.




