What should I do first in Act 3 of Hollow Knight: Silksong? You have already promoted the rising Falroom and Citadel and defeated the malicious Grand Mother Silk in the cradle above. However, Team Cherry couldn’t leave it there, so after the end credits roll, Silkson’s third act awaits you. There is no shortage of quests, content and world-end interests.
in Part 34 of the ever-evolving silk song walkthroughexplains the task of prioritizing the moment when you start Act 3 in Silksong. From the first step to getting off the cradle to improve your fast travel abilities and upgrading your weapons to some of the toughest bosses in the game.
Do you need a walkthrough in another area of the game? Check out Hollow Knight: Silksong Walkthrough Hub!
Start the walkthrough step for ACT 3:
- Go down the cradle to reach Songclave.
- Unlock the first shrine benchlica again.
- Defeat the Bell Eater and unlock the Beastling Call.
- Save Pinmaster Pliny in Shellwood.
- Talk to Mooshka from Fleatopia.
- Get high scores in all three flea games.
- Talk to the snail shaman in the Moss Cave.

1. Depart the cradle to reach Songclave.
After defeating Grand Mother Silk, first loading saves, the Hornet awakens from the unconscious at the bottom of the cradle. Bind to heal her and drop her left side. Walk along the ground here – a hole will open under your feet for you to fall.


Go to the right of the tunnel and lower the final hole. At this point, the Hornet will make a bad turn for a while, as he did at the start of the game at Moss Cave. Drop the hole in front of you – there’s no way to soften your landing here, as the weakened state of the Hornet collapses to the ground rather than landing on your feet.
Walking left, you will see that you are now at the top of Cogwork core where you have completed the pillar puzzle to get the architect’s melody. Head left, drop down, then follow the path towards the next room.


Carefully drop the shaft to avoid rotating saws. To the right of the part way down there are several fragile wooden posts. Open it, drop adjacent narrow shafts and timing the drop to avoid steam holes below.
Follow the path until the ground is beneath you, and you will fall into the arena. This is a fairly quick arena battle and is designed to showcase new blank variants of the enemy. This will be scattered throughout Act 3. These grayscale variants increase your health, increase your normal attack patterns with several wide-ranging blank attacks, and create most effective attacks around you.

There are only two waves in this arena battle. Once you’ve beaten both waves, drop down through the center of the floor and float as you collapse to avoid spikes. In the next room there is another nasty turn – walking forward until the ground is beneath you, the hornet collapses.


When Hornet woke up, she returned to Songclave and spoke to Shelma – he graduated to become a caretaker of the settlement. Tired of her dialogue and find out where the former caretaker was stolen. Because you need to find him and his family and find a way to undo the damage caused to Falroom from the traps from the caretaker set.
2. Unlock the first shrine bench rica.

Place it on the bench on the left of Songclave and head to the nearby first shrine Ventrica station (if necessary). The benchlica is walled from you by a fallen tile ble and you cannot pass through it, so you will not go far. It’s worth blocking right now as this is the only bench lica station that is blocked like this.
From Songclave, take the left left exit and drop down through a large spinning circle in the room past the hallway. From there, drop down to the bottom of the main shaft of the choir room and enter the Grand Bellway on the left. For now, skip the Bellway itself and use the benchlica to move to the first shrine.
This allows you to place you on the other side of the fallen tile ble and attack and destroy the wall from this side.


3. Defeat the Bell Eater and unlock the Beastling Call.

Using the first shrine, Ventrica, we return to the Grand Bellway, this time we will be interacting with the Bellway itself. Unfortunately, Belbeasts appear to be replaced by a new nightmare creature called the Bel Eater. It appears, makes a roar, then goes back underground, leaving a hole where you can follow it.
You will interact with the hole and enter the tunnel. You don’t need to travel far before the boss battle begins.

The Bell Eater uses the same style as the Bell Beast, removing the large circular bells and bounces around the arena. But physiologically, it is very different from your old friends. Bell Eater fights using both “ends” of both. The front end will spin the saw around it or spit a red gobbet at you, while the back end will fire an explosive ball of goo, which is more dangerous and difficult to avoid.
Because of the way Bellator cordons with a long body from the side of the arena, you cannot climb onto the wall to avoid attacks. You must use double jumps and air dashes to avoid attacks in limited space, then continue to apply pressure to either end of the creature. There’s no need to concentrate on either one – they’re both the same creatures with the same health pool.
I found it worth setting the bolt container tool to its stake variant. I threw it into the ground whenever I saw dust on the floor or ceiling to indicate that a Bell Eater was about to appear. Make this a tool-rich battle, as Bell Eater doesn’t give you a real long period to attack it with your needle.



When you hit the final blow against Bell Eater, it disappears and then it disappears and then comes out again before your friend reappears and brings it back to the ground. The Belbeast comes out again and trills on you. Follow the prompts to play Needlin While you have it The upward movement key discovers a brand new ability thanks to the new baby of Bel Beast: Beast Ring Call.
I highly recommend you constantly use the call of the beast through Act 3. As long as you stand on solid enough ground, you can play your Needlin anywhere in Pharloom, and whisk you into the last bellway you used. It’s an incredible time savings and adorable to launch.


4. Save Shellwood’s Pinmaster Pliny.
Now that the Belbeast can move through the Bellway again, use it to move into the Greymore and exit through the top shelf. Walk to the left of the next room and you’ll go to Garmond and Zaza, where you’ll be busy fighting against the enemies of Greymore, who have been soaked in the blank. Once they died, they exhausted Garmond’s dialogue and learned a little more about what was going on since the grand mother was defeated.


Then proceed west and follow the path leading to Bel Heart. Once you reach the flat area on the edge of Greymoor, you will find that if Shakra duels, she is there again. Use up her dialogue and hear more about her role in protecting Bell Heart.
Next, enter Bellhart itself. Please feel free to contact us with all NPCs here. In particular, visit Pinmaster Plinney’s Bellhome. You cannot enter it. On the outside door is a note that lets you say Plinney went out to pay his respects in Shellwood.

Go left onto Shellwood. Head across the ground for the first four rooms, then take the top shelf and reach a small derivative chamber where once found the enemy of the greedy pilgrim.
In this area, you will find the Plinney Cower while under attack by several blank pilgrim enemies. We send these pilgrims carefully and systematically along with the following pilgrims. Don’t underestimate them in this new blank state – they are very powerful. Take your time and use the tools to make your work easier.



If they’re all defeated, drain Plinney’s dialogue and let him return after Bel Heart’s Hurst. You will soon need his Pin Master skill for another weapon upgrade!
5. Talk to Mooshka from Fleatopia.

Now go to the nearest Bellway (sorry about this) corrupt duct. Go left and drop down to the next exit on the right – an open shortcut. From here you can take a more simple path, follow the path below, and to the edge of the bottom corridor, reaching Fleet Pia.
When you arrive at Fleatopia, talk to Fleamaster Mooshka. He is rather charming and resonating, with a world outlook that appears to be about to end. Tired of his dialogue and promise ecstasy of wishes for the end.

Now you need a rather unexpected healthy turn. The fleas have decided to celebrate the end of the world by hosting an epic festival here in Fleet Pia. They are too sweet, these fleas.
6. Get high scores in all three flea games.
You can leave whenever you like and return to Fleet Pia, but I highly recommend you stay here until you have fully completed the ecstasy of the end wish. To do this, you can get a high score in all three flea mini-games. Talk to Mooseka and compete with flea juggles. Talk to vog and try out flea and dodge. Then talk to Kratt and play flea bounce.
You can always view a high score by inspecting the board on the right side of the bog. Getting a high score is not trivial – these mini-games are pretty difficult!

Flea bounce is probably the easiest of the three games. You need to keep it in the air for as long as possible by simply sucking pogos from the heads of various fleas of the Hornet flying around. A few tricks to store in your back pocket: Use Clawline to move left or right when you need it. Also, some emblems make pogo easier than others, so if you’re struggling with that, feel free to switch.

Nomi Dodge is a Vog game. The goal is to stay in the platform or in the air without falling to the ground. Meanwhile, a large number of chives fly and try to knock them down. The key to this game is not to panic. Stay still until you need to move. Platforms are sometimes destroyed and other platforms are created, so you need to buy floating time. Also, if you are attacked by a flea, it is not the end of the world.

Flea juggle is the most difficult of the three games. You need to attack upwards and “juggle” all the fleas that appear in the waves. The key to this is not to jump. Because doing so will ruin your timing. Things start easily, but once three chisels are juggled at once, you may need to immediately To attack the next flea, attack one flea, then dash to the side.
If you can’t reach the flea in time, you can attack the side – this will send you upwards just as the fleas attack. Try to avoid sprint attacks as the animation is slow. If you need to attack sideways, dash, then stop moving and attack.
Keep it up and eventually you’ll have all three high scores. After that, you can talk to Mooseka to finish the festival and he can blow up a big chisel piñata filled with tons of rosary, so it’s all worth the effort. and The last pale oil you can get in Silkson.


You know what to do now! Beastling returns to Bellway and travels to Bellhart to get its final weapon upgrade. It costs 680 rosary, but there’s plenty after that piñata. Even if you need to do a little bit of farming on your rosary, it’s definitely worth it. Its final weapon upgrade makes Act 3 extremely easy.

7. Talk to the snail shaman in the Moss Cave.


Now it’s time to go back to the main tasks. It travels much faster to the bottom of the bone. Watch out for snitch bugs that steal around the village – if they add accusations to you, they will steal your rosary.
Head left and enter the area where you first spotted the Chapel Maid. We drop a hole here, pass the door to the left and enter the ruined chapel – and finally open.

Inside, there are caretakers, bellbarites, and chapel maids – ultimately revealed as their true snail shamans. Talk to them and your next quest will be revealed. You should use the big old diving bells found at the deepest point of the deepest dock and descend to Earth as much as possible to find the cause of the blanks permeating the Falroom.

Hopefully this will help you hold the curtain. We’ll talk about this next major task and how to complete it in part 34 of the Silk Song Walkthrough. Here we tackle the terrifying deep by at the bottom of the Falroom.
(TagStoTranslate) Hollow Knight: Silksong (T) Action Adventure (T) Indie (T) Nintendo Switch (T) PC (T) Platformer (T) Team Cherry