Looking for a memo walkthrough at Hollow Knight: Silksong? For my money, this memory is one of the most interesting and unique regions in Silkung. Ironically, that’s because it is made from implanted flora and fauna from various other ecosystems within the Falroom. It doesn’t take too long to explore, but there is an ideal order and routing to everything in memory, ensuring you intuitively discover all of its secrets.
in Hollow Knight Part 30: Silkson WalkthroughI will show you how to reach and explore every room of commemoration, revealing all its secrets, including the final lost flea, the final coggie piece, and more.
Do you need a walkthrough in another area of the game? Check out Hollow Knight: Silksong Walkthrough Hub!
Memory Walkthrough Steps:
- Accept the wishes of the lost merchant at Songclave.
- I’ll climb to memories.
- Get the note map.
- Get the final cogheart piece.
- Collect memory rockets beyond the spikes.
- Activate the Memorium Ventrica station.
- Get spool pieces in a large room.
- Collect the roe and voltage containers.
- Save the giant fleas.
- Find Jubilana on your way to the corrupt duct.

1. Accept the wishes of the lost merchant at Songclave.
Before you enter memory, we can also kill two birds (or insects) with one stone. Visit Songclave and check out Wishwall to enhance your Songclave wishes. Donate 500 rosaries to town and complete it immediately.
If you travel elsewhere and then return again, you will need to find some new wishes in Wishwall after completing “Strengthening Songclave”. One such wish is the “lost merchant” – apparently Jubilana is gone again. It’s useful to accept this quest now, as you find her in memories!

2. I’ll climb to the note.


With a faydown cloak, the road to memory has become easy and easy. From Songclave, head towards the top left exit and into the long corridor guarded by Grand Reeds. After jumping over the first two ground leads, jump to one of the higher shelves and climb to the top when there are holes and shelves in the ground above you.
The off-screen paths are blocked by thick grape grapes, so you can hack them to destroy them, then remind them upwards.

3. Get the note map.
Before doing anything else, take the right exit at ground level and rest on the bench there. After that, return to the previous room and climb up to the next exit on the right.

This room – in fact, the whole area – is an explosion from the past. This corridor is like a miniature marrow, with skull enemies patrolling grounds that are of course not suitable for you at this point.

Head right and you’ll find a slightly troublesome enemy – Rhine Grond. Remember when you encountered a bashing on the door of a distant field? That’s another of them. Aiming for the white, unrecorded sections over many of him, and pogo, you will do his short work like any other enemy here.

On the adjacent shaft on the right, drop to ground level and head right. There is a Citadel model that can be given a memo map in exchange for 70 rosaries.
4. Get the final cogheart piece.

Leave the map room and jump upwards towards the room just above the right. This room has another bell puzzle that gives the last piece of Kogite. Just like before, you will need to stand on the pressure plate in the middle, watch and listen as the ringing bells, and hit them again in that order. The slightest challenge with this particular thing is that you have to climb the wall and jump up.
Considering the layout of the bells in this room, it’s hard to intuitively number, but let’s say they’re numbered like a clock. The bell on the far right is 1, and from there it counts clockwise, with the bell in the middle being 7.

The correct order is:
- First stage: 3-1-7-4
- Stage 2: 7-1-6-7-5
- Stage 3: 6-2-4-1-3-5
Once the puzzle is resolved, the final cogheart piece will appear. Once you have it, check the stock. You can see that three cogheart pieces are assembled into one cogheart.
5. Collect memory rockets beyond the spikes.


Return from the Bell Room and climb up to the top left exit. This next corridor is a tiny, cosmic Shellwood, along with a huge number of spikes, along with some of the enemies we’ve encountered before.
As you proceed towards the far left, you will begin to encounter Gaul. You begin to encounter Gaul. Carefully feed and kill the first two, covering the claws over the spike “hump”. Then you will need to jump over the next Gaul and kill it with a pogo attack.

When you jump over the next “hug”, you will be attacked by hay fever and fire a ranged projectile at you. Don’t panic, clawline it directly and pogo to kill it. You can then proceed to the end of the pass. There you can plunder memory rockets from the ground.
6. Activate the Memory Bench Storage Station.
Go back across the spikes, then climb the ledge above you, attacking the ones of the red plants on the ceiling, revealing a new path facing upwards.


There are fragile walls on both sides. First follow the path on the right. Well, first there are shreds of shells above you, then follow the path to the right. Be careful – if you jump over that first set of spikes on the right pass, you will be given way to a new enemy called Crustcrag.
All they do is charge you, but they do double damage and it’s in a troublesome position so it’s worth retreating it and scraping it off over time. It will burst it with your silk skills and tools before it hurts you.
Beyond Crustrag there is a drop on the shelves below, patrolled by another Crustrag. This is much easier. Because it can turn a pogo from your head every time it passes the gap above it.

When you die, fall into the lower layer and exit the right side through a fragile wall. All you need to read is here, so once you’ve done it, go back to the start of this corridor and this time follow the path to the left.




This corridor contains another cluster rod and is in an area that is thankfully open to you. Kill it and head to the next room. This is actually a higher section of the shaft you first climbed to remember. Fall down, passing the spikes and find a bed of grapes on the floor. Attack the vine and open the shortcut through the shaft.
Once that’s done, climb. There are two exits on the left. Take the top first – it leads to the Memoryum Ventrica Station. Unlock the 80 Rosary before leaving the room.
7. Get spool fragments in a large room.
Drop down to the left exit just below you and pass through the glass chamber over there. Once you reach the drop, head down. There’s no point in exploring the rooms along the way unless you’re interested.


At the bottom, avoid spikes towards the right and land on a shelf leading to the right. Before you there is a short but tricky parkour section where you need to make clever claw lines to avoid spikes. The tricky bit is on the right – you need to hang on the wall on the right, grab your claws to the left, and do a double jump to quickly reach the wall above.


At the end of this pass is a fragment of the spool – the last one in the game. Once you’ve gathered it, hack the grapes below you and you’ll reach the lower section, which is hugged with some huge moss. Despite their size, they can easily pogo and kill. Go towards the right and finally hit the glass to return the shortcut to the main shaft.
8. Collect the cathiome and voltage container.

Climb to the top of the shaft and you will find two exits. The ceiling lever and the doorway on the right are blocked with fragile glass. Break the glass, take the doorway on the right and then head down the electric corridor. Recognize these electric traps from the sand bolt nest of carrack – quickly passing through using claw lines.
At the end of the hallway, you can plunder Mathion by passing all the specimens on the wall. This item can be placed inside the Bell Heart house (once you have it once), and can be used to track down all the interesting materials you encountered during your journey.

It hits the top of the wall on the right, open it and break it and continue. This short path will take you to arena battles with some new enemies called Memoria. They look and act like enemies in the choir room, but throw explosive electric hand rena bullets.

Killing both opens the pedestal at the edge of the room, allowing you to collect the bolt container tools. This weapon tool is unique. This is because you can convert between two modes while riding the bench. One mode creates a mullet of the same electric hand rena bullet, and the other mode creates an electric pole like a trap that has passed before.
9. Save the giant fleas.


Backtrack in the center of the hallway. This is a little path to the left of where you picked up the guinearium. Hook up onto the small shelf above you and press the lever to open the path up.
Go all the way to the left as long as you can go. Finally, there are some fragile wooden struts. This opens the path to the top of the main shaft for easier access.
Once it breaks, go back double and climb upwards, reaching the top of the memo. There, giant fleas are cruelly covered in cages. Attack and destroy the cage.



Surprisingly, at this point the giant chives begin to fight you – its attack pattern is very simple, just charging back and forth, but its height variations become difficult to avoid. If you want to be safe about it, it’s best to duck down and attack on top every time it gets close.
Thankfully, you don’t need to kill the poor. After enough damage, it reaches that feeling and flies off. And so, you’ve just saved the last lost flea you need to save in Silkson! In my humble flea-loving opinion, it is one of the most meaningful achievements in the game.
10. On the way to the corrupt duct, you find Jubilana.
It’s almost everything that’s done at Memoryum – it’s a really small area. All we have to do now is find Jubilana for the lost merchant quest. To do this, go back to the lower right corner of the memory and return to the small room where you have obtained a map of the memory.

First, head left and you’ll find one corridor in a Memorial area that you haven’t explored yet. This room consists of more bone marrow, including larger bone marrow. Fight past it your way, in the next room you will find Mossberry hanging from the ceiling of the glass section. This should be the last mosberry you picked up, and at any point you can bring them to Moss Home Moss Druids (on the bone marrow) and use them to upgrade the druid eyes to Druid eyes – a better version of the tool.
Continue to the left and pass through the fragile wall and reach the bench at the start of the note. Please rest if necessary all The road back to the Memoryum Map Room.


From here, you can double jump towards the battered fabric hanging from the ceiling on the right to climb the secret passageway leading out of your memory.
Once you reach the balcony outside, jump over the rails and onto the path below, continuing down there until you find Jubilana. She is attacked by several drape flys and a larger variation called Drapelords. Your cogfly will help here. Defeat two waves of enemies, then talk to Jubilana to complete the Lost Merchant Quest.


Save Jubilana, continue to head towards the right side of the path, and once you reach the wall, jump upwards at an angle to reach the top of the wall. Near the top there is a fragile section. Throw it, follow the path over the spikes, and reach the final region we explore before we finish the main quest of Act 2.


It’s sad to say that the corrupt duct, like an even more troublesome version of Bilewater. Thankfully, it’s not nearly the same size, so it should take a long time to get to the far end of it. Join Part 31 of the Silksong Walkthrough.
(TagStoTranslate) Hollow Knight: Silksong (T) Action Adventure (T) Indie (T) Nintendo Switch (T) PC (T) Platformer (T) Team Cherry