Tools Explained — Curveclaw, Clawline, Delver’s Drill, Needolin (What to Get First)

Tools Explained — Curveclaw, Clawline, Delver’s Drill, Needolin (What to Get First)
Clawline for reach, Needolin for gates, Curveclaw for safety, Delver’s Drill for burst—here’s the route that turns Pharloom from hostile to home. (Image credit: Team Cherry)

The smart early-game route to Pharloom’s best toys—where to find them, how they work, and which unlock will change your run today.


If Hollow Knight: Silksong is about elegance under pressure, its Tools and Ancestral Arts are how you make Hornet sing. This guide breaks down four of the game’s most important early/mid‑game pickups—Curveclaw, Clawline, Delver’s Drill, and Needolin—with practical routes, combat use cases, synergy tips, and a clear priority order depending on your playstyle.

TL;DR (Priority at a glance)

  • Want raw progression? Clawline first (grappling = doors open everywhere), then Needolin (puzzle gates & routefinding), then Curveclaw (safest DPS/range boost), then Delver’s Drill (boss punisher & vertical control).
  • Struggling with early fights? Curveclaw first (cheap, immediate power spike), then Clawline, Delver’s Drill, Needolin.
  • Explorers/collectors: ClawlineNeedolinCurveclawDelver’s Drill (for safer descents and downward burst).
Currency note: most purchases use Rosaries; a few routes/key gates reference White Keys. If a merchant “moves on” (…or worse), some goods appear elsewhere later.

How tools & arts fit together (quick primer)

  • Tools (e.g., Curveclaw, Delver’s Drill) attach to Hornet’s loadout and add new attacks or utilities. Some are labeled Red Tools (pure offense).
  • Ancestral Arts (e.g., Clawline, Needolin) are special techniques that dramatically change movement or unlock puzzles/doors.

Crests, bindings, and silk economy shape how often you can pop off; a few early crests—Spool Extender (carry more silk), Injector Band (faster bind), and the high‑value Reaper Crest—help smooth out tool use and survivability while you learn routes.


Curveclaw — the arcing boomerang that makes you feel safe

What it is: An offensive tool that flies forward and swings back in a high arc, perfect for swatting flyers and clipping targets above or behind you on the return. Think “set‑and‑forget coverage” while you reposition.

Why it’s great:

  • Anti‑air & angle coverage. The arc punishes jumpy or hovering enemies and hits on the way back, giving you double-contact potential.
  • Kiting tool. Throw it, dash or hop away, and let the returning path finish off chip HP—less face‑tank, more finesse.

Where to get it (early): Buy Curveclaw in Hunter’s March from the hidden ant merchant (Mottled Skarr) for 140 Rosaries. If you miss the purchase before the merchant dies, you can still recover it later in the same area.

Tips & tech:

  • Fire Curveclaw as you jump: the return arc now tracks a slightly higher path and can tag ledge guards without a risky poke.
  • Pair with a silk‑sustain crest (e.g., Reaper Crest) so you’re comfortable throwing it whenever spacing gets awkward.

When to get it: Early if you’re fighting more than you’re platforming. At 140 Rosaries, it’s the best low‑friction DPS/comfort upgrade in the first stretch.


Clawline — the grappling hook that unlocks Pharloom

What it is: Hornet’s grappling/harpoon Art. You can hook rings, valid surfaces, and even enemies to slingshot, climb, or bounce; the cooldown is short, so movement chains feel snappy and deliberate.

Why it’s transformative:

  • Traversal: Turns long gaps and shafts into routine movement; opens tons of side paths and key routes.
  • Combat mobility: Tag an enemy mid‑air to bounce and reset a juggle, or snap to a ring to avoid a ground AOE.
  • Rerouting: Lots of optional or “soft‑gated” rooms become viable with a single clean line.

Where to get it: Unlock Clawline at The Cauldron in the Underworks (commonly via a White Key mechanism and local switchwork). Multiple walkthroughs point to a Cauldron unlock route from Underworks; expect hazards and simple machinery along the way.

Tips & tech:

  • Enemy bounce into punish: Grapple an enemy to pop upward, then immediately dive (or needle strike) to maintain advantage.
  • Ring‑to‑ring diagonals: Practice diagonal swings to cross big rooms without touching platforms; it’s safer than it looks once you trust the timing.
  • Safety rope mindset: If you panic, hook a wall—Clawline often converts a miss into a recoverable hang.

When to get it: As soon as your route allows. For progress‑hunters, Clawline sits at the top of the priority list. It dramatically increases your reachable map and reduces backtracking pain.


Delver’s Drill — the downward destroyer

What it is: A Red Tool: a rotary drill that drives Hornet downward while spinning, shredding anything underneath. It’s a vertical control tool with big burst potential.

Why it’s powerful:

  • Boss punisher: Perfect for scripted “above the boss” windows or telegraphed vertical gaps—drop in with huge damage and pop out.
  • Crowd control from above: Clear stacked mobs on ladders or narrow shafts without landing among them.
  • Fall‑management: Convert risky drops into controlled, damaging descents.

Where to get it: Pick up Delver’s Drill in the Underworks—several guides point to the bottom section after some local switchwork (dropping a weight to break a floor; then a short platforming puzzle). If you’re routing from the top of the tall room, watch for a switch in the upper half that changes the layout.

Tips & tech:

  • Drill‑cancel to land safe: Start the drill near the end of a fall to stabilize your landing and tag enemies who were waiting.
  • Stack with mobility: Clawline into a ring above a boss, then drill‑drop during an opening.
  • Mind the map: Not every suspicious floor is drill‑breakable; many are tied to nearby mechanisms. If drilling “does nothing,” look for a switch first.

When to get it: Third or fourth, unless your run leans combat‑first. It’s fantastic, but it doesn’t open as many new routes as Clawline or Needolin.


Needolin — songs that unlock the world (and save you in The Mist)

What it is: An Ancestral Art that strings silk along the needle so Hornet can play ancient melodies—you’ll use it to open Weaver/“spider‑face” doors, interact with special objects, and even charm golden moths that briefly reveal the correct path through tricky areas.

Why it matters:

  • Hard gates: Needolin doors mark real progression checks; opening them short‑circuits long detours and unlocks secrets.
  • Routefinding: It’s borderline mandatory in The Mist, where the layout shifts and maps are useless—the moths you trigger with Needolin keep you from looping forever.
  • Quest & upgrade hooks: You’ll also use Needolin at specific “instruments” (e.g., a tuning fork) to claim major upgrades like the Faydown Cloak during the Mount Fay climb.

Where to get it: Defeat Widow in Bellhart; Needolin becomes available afterward (you’ll want wall‑jump/Cling before tackling that path).

Tips & tech:

  • Mark your map: Needolin doors are visually distinctive—flag the ones you pass so you can chain them once you have the song.
  • The Mist discipline: Learn a rhythm—play, move, pause to spot moth hints, then commit. Don’t overextend your silk; death sends you back.

When to get it: Second for explorers and anyone eyeing Mount Fay or The Mist. For pure combat‑forward routes, it can wait until after Clawline + Curveclaw.


What to get first: three excellent routes (with reasons)

1) The Progress Route (most players)

  1. Clawline — explodes your reachable map, adds safety and speed.
  2. Needolin — opens Weaver doors, solves The Mist, connects questlines.
  3. Curveclaw — cheap, reliable damage and air control.
  4. Delver’s Drill — vertical DPS and boss punishes when you’re ready.

Why it’s good: You unlock traversal first (less backtracking), then keys to puzzles/gates, then you stabilize combat. This route also sets you up for mid‑game upgrades like the Faydown Cloak without detours.

2) The Comfort/DPS Route (struggling with early enemies)

  1. Curveclaw — immediate survivability and space control for 140 Rosaries.
  2. Clawline — mobility answers many encounters by avoiding them.
  3. Delver’s Drill — clean boss punisher; safer drops in cramped arenas.
  4. Needolin — slot this in when you’re ready to push The Mist or specific doors.

Why it’s good: Takes the pressure off immediately. You’ll feel the difference in every corridor fight.

3) The Explorer’s Route (maps, secrets, and side areas)

  1. Clawline — ropes open the map.
  2. Needolin — door/bypass/shortcut tool.
  3. Curveclaw — for safe scouting and poking.
  4. Delver’s Drill — for late‑found vertical puzzles and punishing minibosses beneath you.

Why it’s good: Minimizes dead ends and maximizes new rooms per minute.


Early‑game routing notes (light spoilers, purely practical)

  • Underworks fundamentals: Multiple Clawline/Delver’s Drill routes originate here. Expect machinery toggles (fans, weights) that change the room layout. If a floor won’t budge, a switch often lurks above or behind—don’t brute‑force it.
  • Hunter’s March shopkeeping: Bring enough Rosaries to grab Curveclaw in one go. If the vendor… leaves, return later to recover missed stock.
  • The Mist reality check: It’s designed to disorient. Use Needolin on golden moths, plan short sprints between hazards, and budget silk for emergency binds. The bench in Exhaust Organ is your lighthouse.
  • Mount Fay preparation: Cold is a timer; Needolin interaction at the summit “instrument” nets the Faydown Cloak (double‑jump + cold resist outside water), massively improving vertical routes afterward.

Best synergies & crest pairings (early game)

  • Clawline × Reaper Crest: Clawline’s mobility encourages aggression; Reaper’s silk‑on‑bind keeps your engine humming, and the reliable downward strike helps set up Clawline bounces.
  • Curveclaw × Spool Extender: Extra silk capacity means you can “pre‑throw” Curveclaw more often and still afford binds.
  • Delver’s Drill × Injector Band: Faster binding helps you recover after greedy drill drops in boss fights.

(Exact loadout will flex with your crest slots and comfort; the above combos are forgiving and beginner‑friendly.)


Boss & encounter snapshots

  • Aerial bosses/minibosses: Open with Curveclaw to poke and force movement; when they overcommitted, Clawline to reposition high and Drill through during a window.
  • Swarms in narrow shafts: Don’t drop raw—Curveclaw on approach, then Drill to carve a landing zone.
  • Hazardous arenas: Add a Clawline escape route in your head: wall, ring, enemy—any of the three works under pressure.

Frequently asked questions

Does Delver’s Drill break all “suspicious” floors?
No. Many destructible floors are tied to local mechanisms (weights/levers). If drilling fails, explore up and around for a switch.

Are Needolin doors marked?
Yes—look for distinct Weaver‑style circular doors; they also appear clearly on the map once discovered, making return trips efficient.

Can Clawline target enemies for movement, not just terrain?
Yes—latching to enemies gives a bounce that resets height and spacing; it’s excellent for juggle routing and panic escapes.

Is Curveclaw worth it if I’m going straight to Clawline?
Absolutely—Curveclaw smooths out dozens of early skirmishes for a modest Rosary price and continues to pull weight even after you’re soaring around with Clawline.


Suggested “first 3 hours” plan (spoiler‑light)

  1. Farm Rosaries along your current loop, detouring to Hunter’s March when convenient; buy Curveclaw for the comfort spike.
  2. Push Underworks toward The Cauldron and unlock Clawline; spend 10–15 minutes practicing hooks on rings and safe walls.
  3. If you’re ready for broader puzzles/doors or eyeing The Mist/Mount Fay, route Needolin via Bellhart (Widow); mark nearby doors as you pass.
  4. Grab Delver’s Drill on your return through Underworks to round out vertical control and boss punish options.

By the time you’ve done these four steps, your traversal, combat, and puzzle toolkits will feel complete—everything afterward is refinement, upgrades, and style.


Final recommendation

  • Most players: Clawline → Needolin → Curveclaw → Delver’s Drill
  • Combat‑first: Curveclaw → Clawline → Delver’s Drill → Needolin

Either path sets you up for a confident Mist clear and a triumphant Mount Fay climb—with a double‑jump waiting at the top to prove it.



Great! You’ve successfully signed up.

Welcome back! You've successfully signed in.

You've successfully subscribed to GamePulse.

Success! Check your email for magic link to sign-in.

Success! Your billing info has been updated.

Your billing was not updated.