Hollow Knight: Are you trying to explore Abyss in Silksong? Act 3 brings an incredible wealth of content to Silksong, but there is only a small portion of an entirely new region to explore. And Abyss is one of them. After talking to the snail shaman in the previous section, it becomes clear that the Hornet must find a way to challenge the source of the void it consumes.
Part 35 of Silksong Walkthrough will guide you through each step you have to take to get off to Abyss and find the skills and items you need and escape safely. By the end of this part, you will have just one more movement ability and more access to its new Act 3 content!
Do you need a walkthrough in another area of the game? Check out Hollow Knight: Silksong Walkthrough Hub!
Abys walkthrough steps:
- Talk to the ballistic trajectory with the daughter of Forge.
- Use the diving bell to reach deep bes.
- Get some mysterious eggs.
- Reach the Abyss map.
- Inspect the void.
- Explore weavenest Absolom for the stage of hyperopia and silk.
- Let the deep bye escape.

1. Talk to the ballistic trajectory with the daughter of Forge.
Where I left off, I had just finished talking to a snail shaman in the chapel that had ruined the next step. Now it’s time to figure out how to safely do Deepby. To do this, you need to ask an old friend on the deep dock for help.
Leave the ruined chapel and return to the bottom of the bone. Take Bellway to the Deep Dock, cross to the right and down the trap door on the floor to reach Forge’s daughter.


Talk to Forge’s daughter and she will direct you to her helper, Ballow. You can then talk in Ballow and use up his dialogue and convince him that the old diving bell at the bottom of the deep dock is functioning and ready.
2. Use the diving bell to reach deep bes.
After that, the bullet will disappear and wait for you with a diving bell, so you will descend the shaft to the left of the Forge Girl’s room and head there. You can enter through a steam room with a bench using a shortcut that was previously opened.

If you followed this walkthrough during your last visit to the Deep Dock, you have already found a diving bell and unleashed another shortcut that allows you to bypass most of the horror that took you to get there. Take this shortcut directly onto the diving bell.
When you are at the diving bell, you will see a trap door open on the far right of the ceiling. Climb it and you’ll find a bullet that will activate the control of the bell. Talk to him to receive the diving bell key, then drop down to unlock the diving bell.



Step inside and place it on a chair if necessary (acts as a bench). Next, interact with the speaker on the right to prime the bell for your trip. Sit in a chair and enjoy the (or rather dangerous) ride.

3. Get some mysterious eggs.

Well, the journey has come, just as you can expect. The diving bell is touched during the drop, but you are still alive. Open the diving bell door and head out to the Abyss. Once you’ve descended to ground level, you can walk along the path to the right of some Shell Shards (be careful of spikes when dropping), but then double back and follow the path to the left to leave this starting room.
Next we will introduce the rather long corridors, gradually introducing the more severely deep creatures. As you progress, hanging from the ceiling, you will find a small flying cone called Gloomsacs that will charge you and try to swallow you whole. If swallowed, you can attack and release yourself and kill yourself, but you will obviously suffer damage by inhaling a little nutrient.

Two Gloomsacs pass the long platform above the head, jumping past the spike pit, and use a black orb to Pogo if necessary to reach the left exit (but you can also simply clawline).
In the next room, you can pogo black orbs to reach another long shelf, which is patrol by the biggest creature of the Deep By: the darkness of the grey. These charging tanks will spit out awkward spherical tons of trouble and also create a center of darkness. That’s not a great time.


Silk skills and tools can explode, but there is an easy way to do so if you want to avoid it completely. Instead of bounce back to the platform itself, it simply slides down the wall on the right to reach the bottom, and passes through the darkness without any problems. Of course, you may want to fight the darkness of a garman at least once to enter your hunter’s diary, so the choice is yours!
Bouncing back towards the tunnel on the left, from which you can safely pogo your path using the next couple’s black orb On top of that Another platform protected by the darkness of the second grygist. Or fight it, it’s up to you. Either way, head to the far end of the room and exit the exit.




In the next room, float in the hole next to the spike, and once the path branches out, take the route on the right to the nearby shelf. Through this doorway, head to a large side room that includes a parkour course filled with deep s spikes.
The parkour course requires a little caution, but the future path should always be pretty clear. The first half is about floating between the spikes and removing the orbs off to keep themselves high. The second half is a pretty short and accurate wall jump. At the end of the pass, you will be rewarded with the final relic of Scrounge’s collection, the Arcane Egg.

For an easy way out of the room, continue climbing up from the final shelf, following this top path, passing most of the spikes. However, please note that a shadow charger will be found in this top path. It’s a big charging worm. Use your Silk skill to kill immediately, avoid damage and return to the previous room.
4. Reach the Abyss map.


Return to the winding, pointy, death shaft and float past the spikes towards the bottom. First head left and you will find another tight tunnel protected by a shadow charger. But killing it is right for you, you can climb the far end wall of the tunnel to reach the summit, where you can inspect some lore.

After that, go back to the previous room and head right. Jump over the scary void gap and prepare for each second platform that will be taken away by the void right after you land on it. Once you get close, you will find a bench to rest in the next room.


From the bench, climb upwards via the wall on the right and you will find a large, sparkling rune. If you look it up, you can take a map of Abyss for free and finally see how far you have come.
5. Check for blank spaces.


Return to the bench and walk to the right a little to trigger the cutscene. Here, the Hornet inspects the ocean of void below, causing a conversation between her and the race – or perhaps the spirit of the race.
Through this conversation it becomes clear that Hornet is currently unable to go deep into Void. Without help! Instead, she must return to the Falroom above and look for “flowers that repel the darkness.”
6. Explore Weavenest Absolom for hyperopia and silk spikes.
Once the conversation is over, do a running jump to the right and bounce the black orb to the top right. Float as right as possible to reach the next shelf, then head upwards upwards from there.
On one of the top shelves past the spikes you will find another shadow charger to kill (or simply avoid). From here, you will need to pogo to the left, climb the left and right walls, and claws on the black orb on the right. Doing all this will take you to the top right corner. Here you can find the most weaving entrance.



Play Needlin and enter the weavenest Absolom. Head right above the spikes and drop a large pit. At the bottom, follow the road on the top left. This will cause you to fall into even smaller tunnels.
Go left and then find the table with rune scrolls upwards. You can inspect it and get a Hunter’s diary entry for involving entanglements that have permeated the choking falroom.


Then drop down and head right (don’t worry as the drop at the bottom left will only lead to spikes). At the end of the path on the right, if you descend all the way to the bottom of the pit, there is a Weaver Monument that can be inspected to gain the ability to final movement: the silk will soar.

You will need to use your new abilities to quickly escape upwards. That is, you will have your LT to soar to the top of the pit, then follow the path to the left, soaring over a narrow shaft of silk, and on top of the thick grapes that have stopped them from rising.
After that, stand on the grapes and silk, soar again, and once you reach the ceiling, jump to the right and float, then reach the path past the spikes. Continue this path to the edge and plunder any items on the ground of your Farsight items. This is a unique item that can be installed on Bell Home to communicate the current completion rate of the entire game.


That’s done, you can head left and play Needlin at the door and leave the most absolute absolute.

7. Let the deep bye escape.


Now, for the difficult part: let the deep bye escape. With your new Silk stage capabilities, it is possible now – but it doesn’t make it easy.
Float to the left edge of the crack and reach the bench again and rest if necessary. Then head left and return to the bottom of the tortuous shaft of the fallen spike, with the silk rising up to the top. Isn’t it convenient?
Return the room in the darkness of Gargant (remember the low path to avoid the second one!), then go back across the room until you reach the starting point where the diving bell lands. The bell itself is now gone, but the background turns from magma to orange, so you know you’re in the right place.


From here, the silk rises upwards, reaching the top shelf and then left to left through the fragile wall at the edge of the room. This is followed by a parkour section that is expanded towards the left, but once the light shaft reaches the edge shelf that hits from above, break the wall to the left and pass.
Float between the spikes in the next room, then float the left side again on the lower shelf. Here there is another fragile wall to destroy. With both these walls broken, there is a shortcut to a room of crude darkness from top to top.



Please drop down below. You can see the lore on the left that would otherwise be accessible. Next, go back to where you broke the first wall next to the light shaft. Stands directly under the light shaft and silk and soars upwards. The next room has a bench on the left and rests before soaring again in the center of the room.


What follows is perhaps Silkson’s second most challenging parkour section (you haven’t found the most difficult yet). I won’t spell out all the operations for you, but it will last for a while, and you should keep an eye on it to explode the walls, floors, and even spiked rocks.






It’s very tricky and requires quite a bit of durability. This parkour section. Also, towards the end (just after destroying the large rocks on the ceiling via two explosive rocks), the pressure of time is applied by the rapidly rising lava. Back at Far Fields, it turns out that Skull Cavern is ready for this. Don’t get frustrated if you try this climb and die. It is intended to be the equivalent of Abyss’ tough boss fight.
Finally, you need to pogo from the top of the skull floating in the air to get taller. Also, be prepared for this as you may need to direct your nails directly at certain points. Once at the top, stand at the source of orange light on the floor, as the silk rises upwards to escape the Bis.
You can then raise the left shaft again and dance the silk, then climb the last toilet to the left (now on a deep dock), and the lever to the ceiling. The lever unlocks a way to return to the main part of the deep dock.



It’s about digging deep bys in this section of our walkthrough and letting it go with your new silk surge ability. It continues with part 36 of the Silksong walkthrough. Here we begin collecting the old minds needed for the next task.
(TagStoTranslate) Hollow Knight: Silksong (T) Action Adventure (T) Indie (T) Nintendo Switch (T) PC (T) Platformer (T) Team Cherry