Hollow Knight: How do you arrive at High Halls in Silksong? Comprehensive Hollow Knight: If you’ve followed Silkson Walkthroughs up to now, you’ve actually had the ability to reach High Hall for years. All you need to reach the high hole is the ability of Clawline Harpoon. This allows you to return to Underworks at the beginning of Act 2.
But despite the relatively short time, there is a reason we have left the high hall late, despite what we spend time exploring it. in Part 29 of Silkson Walkthroughshow you how to reach the High Hall and all the steps along the ideal path of progression through its shining, spiked corridor. Along the way, we will show you all the interesting tools and collectibles, and show you how to conquer the challenging final arena battle to get the final part of the 3x melody.
Do you need a walkthrough in another area of the game? Check out Hollow Knight: Silksong Walkthrough Hub!
High Hall Walkthrough Steps:
- A perfect Shakura’s final wish.
- Head through the choir room to the High Hall.
- Collect the spool fragments on top of the tower.
- Create a cogfly tool.
- Get the poem sal cylinder.
- Disables all clawmaiden spawns.
- I’ll take a break on the bench and buy a high hole map.
- Get the Rosary Cannon.
- Complete the High Hall Gauntlet.
- Get the conductor’s melody from Ballador.

1. Complete Shakura’s final wish.
This step is completely optional, but I would recommend it before visiting the nearest Wishwall and stepping into the high hall where you will be accepting Shakura’s final Wish Quest. This quest appears on every wishwall the moment she meets Shakura in every region she appears in. And if it continued along with this walkthrough, we already did it at the time of our final meeting at the Sands in Carrack.

Sadly, in this quest you will need to be soaked in Bilewater. The good news is that the quest is very short. Head towards Bilewater Bellaway and proceed straight up until you reach Bilehaven. Then, if you need more guidance, follow the trails Shakura left behind along the way and head east.

Once you reach the large room at the edge of the hallway, you will see a new road open at the top corner. Follow the path and follow the path to a much quieter area. There you can find Shakura and her mentor, whom she has been looking for all this time.

Evacuate Shakura’s dialogue and play your Needlin as she sings to complete her quest and receive her reward – Shakura’s own slowing. It’s a fun and useful weapon tool, but that’s not why you completed this quest before High Hall. That’s because Shakura comes to our aid during the final test of High Hall. I’ll explain it later.

2. Head through the choir room to the High Hall.

Now move to the fast shrine benchrica and cross the long corridor to the west to pogo on the enemy of the Grand Lead (we don’t have time!). Past the Cogwork Dancers Arena, you may stir the ruins of one of the dancers and find the Green Prince (released from his cell in the Sinner’s Path). If he is there, feel free to contact him. But it’s completely optional.
Continue until you reach the very west and rest on the bench there. The backtrack then slightly backtracks – just above you will have a claw line hook. Hook it on and then follow the mini jump/crawling puzzle to reach the top. Some hooks are on the runway, so just stick to them and they can pull you up and reach the next one.


At the top there is a silk spool that will destroy you on the left if necessary, and a high hall entrance on the right.
3. Collect the spool fragments on top of the tower.
The first room in the High Hall is a simple sloped corridor where you need to jump and fight the best path to the right. Along the way, you will be able to encounter some new high hole enemies, Maestros. Whenever possible, ignore cogflies and focus on killing the maestro quickly.
Continue until you reach the next room, which is a long shaft. You can first drop to ground level and investigate the small room on the left into some shell debris, but then go up the shaft by latching into the rotating wheel of the connected crawline hook point. On top of that, another new enemy, the minister, must be killed.



There is an exit on the right at the top, but for now I ignore it and jump further up to the top exit. Here is another shaft to climb, using more wheels with crawline hook points. The difficulty of this section is that several more ministers will attack you while you are on the wheel. It is best to grab their attention and pull them down to the ground to take them out. Otherwise, you can either pogo from your head or use Silk attacks to kill them as quickly as possible.
At the top is the spool fragment to collect. Once collected, return it to the previous shaft and take the exit on the right.
4. Create a cogfly tool.

The room next to High Hall is another sloping corridor that resembles the first room. You will find more maestros and pastors to fight as you make a path towards the top right exit. If the game immediately throws two ministers at you, be careful together. They are pretty strong. Consider jumping on a larger platform and killing them there.
Once you reach the next room, place the wheels above on top and find a chest full of rosary. Then again drop down under the wheel and glide further along the left side next to the spike. Latch it into the Clawline hook and hang it there for a while – unlock the passage under you through the spike.



Continue skiing further along the spike’s obstacle course, using more clawline hooks and opening the path as you go. Once you reach the bottom, kill the minister there, then take the exit on the left.
This room is not very important to the left. There you can interact with the tables there to build a Cogfly tool.
This is one of the most useful tools in Silkson, my estimation. This is a companion to the autonomous little cogfly that can live forever until it is killed. It searches for nearby enemies and repeatedly bumps into them. It doesn’t do much damage, but is especially useful against flying enemies.

As an aside, you can also lower the holes in the floor of your Cogfly room. At the bottom, you can swim right through the waterfall and reveal a small, small compartment with shell fragments (and giant drapemite). Once that’s done, go back and leave the room again.
5. Get the poem sal cylinder.


Drop down on the shelf below and then go even lower than the spike. Along the way there is a prominent area of fragile walls protruding from the left. Cling to the wall, break it open and enter this room on the left.
Inside there is a rather simple waterway tunnel intersection. It falls to the bottom and heads to the left. There you can break down the wall and return the shortcut to the larger shaft early in the high hole. However, rather than passing through the shortcut, if you climb up just before reaching the exit, you will be able to follow the path back to the right.


At the end of the pass there is an item on the floor, where you can plunder the poem sal cylinder. Don’t forget to pass this to the Vaultkeeper Cardinius in a whisper at some point! In the meantime, you can take the right exit that you used to enter this room and unload the nearest hole and exit the exit.
6. Disable all Clawmaiden spawns.



Continue navigating the spikes downwards until you finally reach solid ground. There are two exits here. One is on the left and the other is below. First take the left path.
At the end of this dark room is a large cart. Hop on it and plunder the frayed rosary string upwards. Then jump down and attack the cart once (from the right side) so that it bounces slightly off the wall. Doing this opens up enough gaps. left Cart’s.
Now, from the left, attack the cart and move to the right. Arrange your cart directly underneath the two water leaks coming from the ceiling on the right side of the room. Next, climb onto the cart and double jump between the leaks to reach the secret chamber above.


This next door is filled with pieces of nasty Citadel Silk that repeatedly depletes your silk to recharge a large, remote needle attack. All you need to do is press another cart towards the end of the hallway and ignore them completely (aside from avoiding needle attacks).
Near the edge of the hallway there is a part of the fragile ceiling. Arrange your carts under the ceiling, open them, break them, and jump to the shelf above. At the end of this upper path past some circular saws, you will find a large chunk of silk thread. Attack threads and destroy them – to do so Forever Disable all chromadic spawns not only in this room, but throughout the citadel. What a wonderful little secret room!
7. I’ll take a break on the bench and buy a high hole map.
Take your cart and return to the first room and go right. Remove the hole below and drop to ground level in the next room.



Take the exit to the right at the Ventrica sign and finally you can rest on the bench there. Beyond that, you can use the 80 rosaries to unlock the bench lica station in the high hole, and lock the 70 rosaries on the Citadel model to unlock the high hole map.
8. Get the Rosary Cannon.


Leave the Ventrica Room and walk along the floor until you reach the lever. Press the lever to open the shortcut and return to the upper corridor of the choir room.
Then jump to the shelf above you and you will find an ornate locked door. Open and type using the last simple key.
Head along the interior of the room. Past the Rosary necklace crafter, there is a fragile ceiling section above you. Break it and jump up there, then follow the path that passes by a circular saw. A huge drapemite attacks you, over the steam vent. After death, head to the left of the shelf and climb up towards the room filled with rosary and chests (more rosary fillings).



Once you have collected all the rosaries you can request, press the lever on the left to open the shortcut, but don’t take it yet. Instead, drop the method that came in and this time it drops all the way down (but turn left when you’re near the bottom to avoid the steam vent).
Open the wall by your side, past the steam vents, there is a small room with strange tubular gimmicks hanging from the ceiling. Attack and destroy it, collect items and get the Rosary Cannon.


I’m honestly not a fan of running out of rosary for attacks, but it’s undeniably fun. Anyway, you can backtrack the room with all the chests and return shortcuts from this area to the main part of the high hall.
9. Complete the High Hall Gauntlet.
If you dealt damage in the previous step, it’s a good time to rest on the bench again as you’re now about to face a real test of the high hole. 11 levels Battle of Arena. Yes, you read it correctly. 11 stages.
Thankfully, since you’ve completed Shakra’s Last Wish Quest in advance, she will show up to help you in the second or third stage, making things much easier. Another thing we have in our advantage is that we have destroyed the silk thread that governs all the Cromaden spawns. Therefore, no additional cromadden appears between this gauntlet.

Otherwise, this is a rather simple (long and punishing) arena fight. The 11 stages are as follows:
- 1x Chorista, 1x Lead, 1x Usage
- 2x Chorista
- 1x Choir Bellbearer, 1x Reed
- 2x Minister
- 2x Maestro
- 1x Choir Clapper
- 1x Choir Velvearer, 2x Reed
- Double Choir Velvearer, 1x Corista
- 1x Choir Velvearer, Double Minister
- 1x Maestro, 1x Lead
- 2x Choir Clapper
Most of these phases are very simple. The choral chamber enemies – chorista, lead, envoy, bell tower – are easy to defeat by now. Maestros and Ministers have come forward a bit, but they are not awfully aggressive fighter either, so I want to spend the time at these stages safely plowing down silk for healing.
Curveball is the clapper of the choir. It has been subject to many wide-ranging and effective attacks, allowing you to hit the mace with incredible speed. Phase 6 is simply facing one clapper and isn’t too bad. To avoid most of his attacks, you can dash, attack, dash out and jump over the line of AOE attacks if necessary.



In the final phase, two choir clappers are dropped onto their heads. There is a cheese way that can be hung on one of the top edge of one of the walls using the ascendant grip tool (which can be purchased from Jubilana on Songclave), and Shakra can kill them over time.
However, I don’t particularly like cheese struts, so I recommend using flint slate to burst one of the clappers as quickly as possible, turning them into a one-on-one fight. SharpDart is also handy here, as it is scattered across the arena with tucks. i believe in you!
10. Get the conductor’s melody from Ballador.

After the fight, if you like, you can talk again with Shakura. Then head left and you will find another room in the High Hall. This room is the house of the conductor Barador, a mysterious and sick figure, behind the curtains at the end of the aisle. Talk to him, tired of his dialogue, then play your Needlin as if urging you to finally get the conductor’s melody.

That’s everything in the High Hall and now there are all three parts of the three melody! But embrace your horse – there are a few more places to visit before we climb the cradle at the top of Falroom. Join part 30 of our Silk Song walkthrough as we climb into memory.
(TagStoTranslate) Hollow Knight: Silksong (T) Action Adventure (T) Indie (T) Nintendo Switch (T) PC (T) Platformer (T) Team Cherry