The Mask Maker is a hidden NPC tucked high in Mount Fay. Reaching the workshop takes precision platforming and a specific movement kit; once there, you’ll get lore-rich dialogue and an optional interaction that reveals more lines. Use the steps below to chart a reliable route from The Slab to the Mask Maker’s door.
Requirements and preparation
You’ll traverse tall, spike-filled rooms and vertical wind columns. Plan to bring mobility tools and buy the regional map to simplify navigation.
- Abilities:
Double Jump(obtained in Mount Fay via the Faydown Cloak) andClawlinefor horizontal gaps. - Navigation: Mount Fay area map, sold by Shakra after you discover them in this region.
- Safety: Stock healing and expect a few failed attempts while learning the enemy cycles in spike rooms.
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Clawline to cross the looped hanging chains in the western corridor. These links form repeatable grapple points that get you across wide gaps safely.

Reach the Mask Maker (upper-left Mount Fay)




Double Jump with careful wall holds. Time your jumps to coincide with enemies passing close enough to use as midair stepping stones.
Double Jump to bridge wider gaps between small footholds.

What the Mask Maker offers

Charge Attack against the Mask Maker to knock off their mask. This reveals the face beneath and unlocks additional dialogue lines that expand the lore.Traversal tips for the climb
- Map cue: The jetstream room is your anchor; if you lose your place, return there and reattempt the westward path.
- Enemy timing: Treat enemies as moving platforms. Waiting one extra cycle often prevents a full reset into spikes.
- Bench planning: Rest at the nearest bench before the spike rooms to reduce run-back time when practicing the ascent.
- Clawline discipline: Grapple only to clear horizontal gaps you’ve scouted; blind swings can drag you into spike floors.
- Return trip: The shortcut paths you opened en route to Mount Fay’s summit make backtracking faster after your visit.
Once you’ve met the Mask Maker, consider marking their room on your map for future visits. The area’s enemy cycles make it a good place to practice controlled jumps and pogo timing.






