Looking for a safe path through the horrors of Hollownight’s Fried Water: Silkson? Yes, we put off it for a long enough time with our silk song walkthrough. It’s time to fully explore Billwater’s extensive swamps and explore every nook and cranny there for all its secrets. There is one or two very challenging areas in this area, but with the help of this guide, things should be much more viable.
in Hollow Knight Part 26: Silkson WalkthroughHere’s the best way to explore every part of Bill Water. To unlock the free fleas, discover hidden (and trapped) benches, defeat horror at the top of the Bilewater, the worm-stained stones do not turn over the bird’s keys over.
Do you need a walkthrough in another area of the game? Check out Hollow Knight: Silksong Walkthrough Hub!
Bilewater Walkthrough Step:
- Head through the exhaust organs to Billwater.
- Avoid the Worden Fries for the time being.
- Rescue the fleas below.
- Buy Building Water Map from Shakura.
- Get a quick ring.
- Pass Slubberlugs to reach the mask shard.
- A trapped bench comes to life.
- Rescue the second lost flea.
- Unlock the secret bench.
- Defeat King Groar the Great.
- Collect the souls of seekers from Bilehaven.
- Find the keys for the Huntress and the Apostate.

1. Head through the exhaust organs to Billwater.
The best way to get into Bilewater now is to go through the exhaust organs through the Grand Bellway. It’s about tracking part 21 of the walkthrough properly and unleashing the path between Bilewater and the exhaust organs. Otherwise you’ll need to enter through Sinner’s Road, but I think the exhaust shortcut is open.




From the Grand Bellway, head up the shaft, head to the right of the benchlica and follow the entire route all the way to the exhaust organ. Exit the exhaust organ through the lower left doorway and dive into the soaked water with the worm on the right and swim into the bile. Once you reach the next room, you can go beyond it and immediately rest on the bench at Bellway.

2. For now, avoid monitoring.

Go back into the shaft and climb until you reach the first exit on the right. In this room, you’ll come into contact with the same swamp squit as before and a troublesome and mean enemy called Stillkin. It’s best not to waste time trying to kill them. Simply move forward into the room on the right.
Cross this next room and exit – nothing will attack you. It is worth pointing out that in the next room there is a path upward along it, but this is all a platform guarded by Wardenfly.


These creatures have a unique interaction with you at this stage of the game – if they catch you with their spit sphere attacks and then lock you in their cage, you will be immediately transported to a brand new region and must fight freely along your path.
It’s a very cool interaction, but this walkthrough doesn’t cover it – we prefer to explore the area when the time is right. So, if you don’t want to be sidetracked for about an hour after this walkthrough, Very Be careful when fighting Wordenfly – or even more, ignore this path for now. Instead, head to the exit to the right of the room.
3. Rescue the fleas below.
In the next room, you’ll descend on the ledge below, worrying about enemies on the wall and flapping your wings into the air (preparing for many of your actions here at Bill Water). Once the wall on the left is free, slide down until you reach a path blocked by the fragile wall. Break through it and enter the secret room over there.



As you climb onto the wall in front of you, you will find a trapped chisel at the top, protected by snitchfly. These people are hostile and if they catch you with their leaps attacks, they will steal some of your rosary and hold them until you kill them. You are actually fighting two at a time, as you approach another person will appear behind you.
Once Snitchflies are dealt with, they attack and rescue the fleas and leave the room.
4. Buy a bile water map from Shakura.


Climb the shaft and return to a short central corridor where nothing attacked. On the left is a road facing upwards. If you try to explore Billwater before you get the Faydown Cloak, this will become a point you can no longer explore, but now that you have the Cloak you can double jump to reach the wall and explore higher!
Climb over the spikes and reach a platform patrolled by small Milemites. To get higher from here, you need to lower it first. Drop down from the Green Swamp Ball and stretch out the Pogo (I wish there was a good name for these) and expand the wall to the exit to the right.

In this next room, you will finally find Shakra, Content and Humming as usual. Talk to her and buy her Building Water Map for 90 Rosary.
5. Get the quick ring.

Go out Shakura’s room and Pogo to the left. From here you can climb this central shaft upwards, but beware – the upward path is patrol by a large creature called brottouches. Luckily, when attacked from above, they are completely vulnerable. So you can freely turn your pogo into pogo to help you climb higher.


Don’t climb all the way – once the path begins to move towards the left, head towards the platform on the right and towards the narrower coupling shaft. Some strange floating white flowers can be seen in the air – Muslief laguni. Ignore them! Go straight to the exit on the right.
In this next room, climb up through the tunnel just above you and climb up the wall On top of that Exit on the right. On the top right you can attack the ceiling and reveal a secret passageway further up.



Beyond that, break another ceiling section, then jump up to the shelf on the left. Here you can plunder the Quick Ring. This is a situational powerful tool that doubles the number of attack tools you throw at once.


You can go even higher and break another ceiling tile, but all it does is drop the spiked ball down (go back to the bottom left shelf and make sure it doesn’t fall!). There is no real point in doing this. There’s nothing more. A nasty trap set by Rascal of Team Cherry.
6. Pass the slab bar rug and reach the mask shard.

Go down and enter the room on the right. This is a scary corridor just to warn you. It is protected by the rare Billwater enemy known as Slubberlug. Of course they are sore pain, as they are in shape for infants in the sinner’s way. These slab bar rugs will pop out of the water in an arc and latch it to you if possible. They are hard to kill and hard to dodge. My advice is to travel faster.

Head towards the edge of the hallway, climb upwards, then stretch out a worse stretch forward, then finally climb again. Finally, there is a mask shard for photography. Then go to the left and the shortcut returns Some Of the worst part. Go back to the previous room and take comfort in the fact that you will never have to go back to this horrifying corridor again.

7. Bouncing the trapped bench.
Return to the large shaft patrol by Brotlock and hop on to the left and continue climbing. Keep an eye out for the shelves on the property on the right. Here you can plunder the rosary strings worn out of the pilgrim’s body. Watch out for falling rocks and eruptions from nearby Brothroch.

Climb to the next room and use your claw line to avoid spikes as you climb the walls of the room over there. At the top you will find the rosary cache to collect, then you will need to exit the entrance and exit on your right.
To climb even further, the best way is to run with you to the brottroch level, then untie its head and reach the above pogotable ball. Keep climbing all the way – you will find an exit on your right, but for now you will ignore it. Climb even higher and then enter the room on the left.

Listen – the bench here is locked up and will never allow you to rest. You can choose to intentionally bounce the trap back to explore the small path below. There is no way to avoid landing in the worm water below, but there is at least an easy way to do it by swimming to the right.


If I were you, I now spend some careful pogos from the top of the brottrocchi, dispersing the parasites and gaining enough silk to heal again.
8. Rescue the second lost flea.

Now, take the right exit from the shaft. You can find more Billwater enemies in this next room. Using your claw line, cross the spikes even more safely and reach the unforgettable faces of many pilgrims stretched out from the ceiling above you. You can pass on a bit of lore here.

The next room is full of traps, and Stilkin accidentally bouncing you back and bumping into that trap. These traps fire spikes in different directions through the tunnel ahead, and in reality, they are fairly easy to avoid, as long as each trap is intentionally springing up. Take your time and don’t try and kill Stillkins.

At the top of the first vertical tunnel, continue climbing the wall on the left through the ceiling. Beyond it is a secret passage. Break the rope in front of you to spawn traps, then quickly go back down and avoid spikes coming from the right side. Then head along the path (in the next trap you can jump to the spot and dash in the air to avoid creases). Finally, rescue the trapped flea.

9. Unlock the secret bench.


Backtrack through the secret passage and go right. Don’t climb any further yet – head towards the appropriate platform and drop it down into the wormwater below. Jump to the right to attack the wall and follow the path beyond to the room below.
Again, you fall into the worm water – that’s not a problem, the bench is nearby. Swim to the left and attack the fragile walls and enter a secret chamber containing a properly located bench.

On the right is a tablet with some lore. On the left is another fragile wall leading to a long hallway that has been skipped. If I had come to it from another direction, I would have had to go through the entire corridor to reach the memory rocket at the end. This will allow you to simply take the memory rocket right away and return to the bench room and be ready for future trials.
10. Defeat Groar.
Bilewater’s biggest challenge – a nasty arena fight followed by a nasty boss, and if you fail there are nasty runbacks. I guide it best.
Returning from the bench to the top, and after exiting the path that you took to the bench to begin with, climb up and pass the exit on the right.
In the next room you can head to the far right to climb upwards. Alternatively, if a swamp squit occurs on a collapsed platform with water levels, you can pogo upwards to the shelf on the left and climb from there. In any case, the pogo reaches the exit on the left side of the spike.
Beyond that, you have a long corridor heading west. Protected by Stillkins and some annoying swamp squid. You can climb upwards at first (but be careful of traps). This path leads to another upper platform with several spider webs that you can attack to replenish your silk – suitable for removing worm parasites just before the arena.


Sprint and jump through the rest of the hallway, preparing to dodge the attack from Stillkins. Finally, we arrive at the next room. First head upwards to take a bit of lore on the tablet, then stop by and head left, where you can dive into the arena and face the final test of Bill Water.

The first stage of this arena gauntlet is against the two stillkins. The second stage is against two new, similar enemies called Stilkin Trappers. For both of these enemies, the best tactic is to stick to one side of the arena, feed them to appear nearby, then let go of their heads and kill them.
After the first two stages, the pendulum passes from right to left. You can avoid this by hiding left or right.

After the pendulum, you will need to face two more waves against the Swamp Squitt and Stillkin/Trapper duo. After that, this time the pendulum swings again (avoiding it in the same way as before). And then another wave of enemies appears for you to be defeated.
When all the waves are defeated, King Groar the Great will come out and begin fighting you. And yes, if you die gro haughty, you need to repeat whole The Arena fights in front of him again to face him. Billwater is really bad.

Growal is really simple – it is just the challenge he is facing at the end of such a challenge. He regularly jumps into the water to back up. This can catch you if you’re pogoing on him – but otherwise, pogo is still your best bet to avoid his other attacks.
Groar exhales you with a ball of explosive acid and he tries to suck you into your mouth and starts biting you – but this is actually good for you. You will take a lot of damage, but you can attack repeatedly while you’re inside him to deal damage and collect enough silk to heal yourself if he spits you out. It’s not worth it if it’s penetrating into the worm, but otherwise it’s a good strategy, especially if you’re buying and equipping a multi-binder tool from Bellhart Shopkeeper, which can heal 4 masks instead of 3, which is a good strategy.

Use the crawline to quickly move from the side of the arena to its center. The same goes for the opposite. Quick movements are essential in this battle. Be aware of this as Groar will begin summoning his minions and can also swing the pendulum from time to time. Groar also has a silky attack, where his eyes glow white and he spits out three silk projectiles on his side. Thankfully, if you’re far enough from him, they’re pretty easy to read and fairly easy to dodge.
It’s a very troublesome battle, but do your best and you’ll be rewarded well.

11. Collect the spirit of the seeker from Bilehubun.
With Groar finally defeated, a bench appears in the middle of the arena for you to rest. After resting, the door on the left opens and you can enter the building beyond. This is Bilehaven – a small house that contains nothing except The Seeker’s Soul, a very important item for later.

This item does nothing on its own, but is necessary to reach Act 3 of Silkson. Valued rewards and well earned!
12. Find the keys for the Huntress and the Apostate.

Leave Bilehaven and attack the rope on the left to open a shortcut to the early part of Bilewater. Don’t bother to go there – instead, head upwards and destroy the second rope in the room above, unlocking the rotten duct, which is a closed area in the area even later.

Climb up to the upper floors of this room and beware of tendrils hanging from the ceiling at certain locations. These are tongues – the long tongue of a new ceiling resident called Garnak. When you touch it with your tongue, it will tug you and pull you up. Before you reach Barnack, attack repeatedly to release yourself. You can attack the waiting tongue and retract for a while so that it can pass safely.


A dark top shelf in the middle of the room also makes contact with a huge charging creature called a duct soccer. Dodge it over it and run to the left. Jump over the gap and plunder the item at the end of the Apostate’s key pass. This small key will allow you to properly explore the area you are heading for!
Finally, drop down the right side of the Apostasy key platform. You can head left to the shred of the shell, but otherwise head right to meet the Huntress and enter the building to accept her Broodfeast quest. You can then leave the building and destroy the fragile wall on the right and return to the shortcut back to the start of the room.


Well, that’s for Bilewater! Now you need to safely return to the Bilewater Bellway, where you can rest and rest for the next part of your journey. Don’t worry, it’s not as bad as Bilewater.
Join Part 27 of this huge complementarist-centered Hollow Knight Silk Song Walkthrough.
(TagStoTranslate) Hollow Knight: Silksong (T) Action Adventure (T) Indie (T) Nintendo Switch (T) PC (T) Platformer (T) Team Cherry