How do you arrive at the slab at Hollow Knight Silksong? Pharlooom is a vast maze that exudes equal joy and fear. On the other hand, you usually need to use certain skills to access new territory in classic Metroidvania fashion. It also features one of the coolest sequences in the game.
Slave is a hollow knight silk song equivalent to Slama, and I think she threw the Hornet into a derelict prison after she was arrested for something so great, and killed all those bugs. If you regularly consult with Hollow Night Silk Song Maps, Slab may have a peek at a considerable amount of ways to the game, but as we hinted, if you know where to look, you can get there relatively quickly. Below we will explain in detail how to reach the slab in one of the best Metroidvania games and how to make a dramatic jailbreak.
Hollow Night Silk Song Slab location
To reach the slab of Hollow Knight Silksong, follow the top-level path of the deep dock and head east towards Far Fields. To reach it, you will need to unlock the persistent grip skills. Heading towards a new section, you will encounter new enemies. It’s a giant fly with a cage on its back. Let me capture you in a cage and it will transport you to the slab. Congratulations, you are in prison now.
How to escape from the slab of Hollow Night Silk Song
After awakening in a slab and escapes from the cage, the cloak and needleless Hornet has to navigate the prison for her confiscated belongings. The slab has three types of locked doors, each requiring one of the keys of lazy dol, heresy, or apostasy. The first two will be found on the first visit, but later you will need to proceed to Bill Water to find the Hollow Night Silk Song Aportate Key. Do not search for a slab map location. Not accessible yet.
For now, head towards the bottom of your current area and take the door to the left. You will soon find yourself locked up at the door of lazy do. Don’t worry, simply climb the left wall and kick the ceiling to reveal the path ahead. Keep an eye out for floor traps when you move. The first trap is telegraphed almost immediately by a dead bug. But the second trap is a few steps ahead, so don’t be cheeky.
Next, head to the next section. Do not explore the right side of the T section. Once you get to the top, only the Mbuspawn and trap will be found. Instead, head left under the congregation of guards where you can see them admire your gear. Take the door to the left and you will find yourself outside. It’s quite chilly here so don’t leave it for too long. Otherwise you’ll start losing your mask to Frostbite.
Slide down the exterior walls of the slab until you reach a doorway that is accessible to the right. You will soon encounter some residents before you are in the prison aspect, but for now you will need to focus on avoiding them past them. There is no needle or damage. Move the cloakless corpse to the right of the room before dropping down.
At the bottom of this next section, you’ll hit a rare Grandle with no intention of helping you get away. Once the sly fox is glowing enough, he will run away and have no choice but to head left. Please note, there are two floor traps in this first passage so sprint to avoid hitting. At the end of the aisle you will see the chain with a glowing light, and press it to pick up the lazy dol key. This will create two enemies you guessed it, you should run away. Return to where you spoke to Grindle and use the door key to unlock the path ahead.
This is where things start to open up a bit. In the next section, scale the left wall to the top of the area and kick out support to complete the loop. Instead of rising, drop down to the right and you’ll see a bench sign. You can zoom into this room and find both a Grandle and a place to rest your aching bones. Now, fall to the bottom of the area and head towards the room on the right.
Now is the time for your bug to be creative by killing. Run to the troublesome door and unlock it. Sprinting across the room triggers three traps that produce large, spinning shrikens that travel along the U-shaped tracks. Once you reach the door on the right, the area is trapped and begins to meet. Feeding on bugs that appear in these trap paths and causing them, they will deal with the threat.
The door on the right will be unlocked. Hopefully, parkour skills will be required as they are needed for the next part of Hornet’s escape.
Now that you’re back outside, you need to be really skilled in clinging grips. In this section, be careful to scale aspects of the slab so you don’t hit any thorny objects you might encounter along the way.
The most difficult part of this climb is passing through three pressure pads that produce Schliken traps that rove vertically when pressed. The first two pads can pass too much fanfare, but inevitably trigger a third pad. Once you do it, it will bounce back quickly and dash to the exterior walls, allowing you to continue without hindering its ascending. Once you reach the top of the area, you will jump out into the frozen tundra.
This next section uses a frost bite clock. The good news is that warm beacons are stationed to give you a momentary reprieve from the cold. For now, stick to the lowest possible level. Go left and sprint past the floor trap trigger between the first and second fire. Not only is there one at the central level, but just below it, so you need to go through either method.
Go left and jump over several platforms before reaching the third fire. Here, the road to the left is blocked by the door, so you need to double back yourself slightly. Climb the opening to the right of the fire. Now there are two routes. It is the middle layer or the top layer.
Take the middle layer, you will need to sprint past two traps, so be careful about them. Meanwhile, the top class will have the prison guards jump on them. Either way, you can head left again, continue the path to the end and fall into the fourth final fire above the opening of the section.
Before you get off, move to the right of the opening and kick the lever to open the door that you previously blocked your pass.
As you descend the opening, you will soon find salvation. Another bench sign. Drop it and head to where you can find the remaining area. Now run to the right, slide down the tunnel shaft and continue along the aisle until you appear directly above the bug congregation. When you urge them to “attack.” Enjoy the sequence that follows. Hornet gets her gear back.
Of course, security guards won’t let you go that easy, so be prepared to fight. This encounter features skinny fly with hooked needles (Guardfly), fat, armored fly (Wordenfly), and drone drone (scabfly). The order you face them is as follows:
- 1x Guardfly
- 1x Worden Fly
- 1x Guardfly and 2x Scabfly
- 4x scabfly
- 1x Guardfly and 1x Wardenfly
Once you clear the encounter, the last enemy will drop the Heresy key. Grab it and leave a section through the door on the right. Rest on the bench before proceeding through the heresy door.
Now that I’m back to where I was originally imprisoned, I’ll have to go through the holes I made after kicking my support earlier. It should end with the heresy lock next to the closed shaft door. Bust the key, open it, crack it, and drop it. Push the lever to open another double doorway and go left. It will ultimately happen with the Bellway sign, indicating that you are almost free.
Follow the path and go left and right. Kill scabfly and break the door. Rinse and repeat with the last two enemies. Ignore the apostasy door and continue the descent. Instead of falling towards your beloved Belbeast immediately, bring the sign to the right to secure the bench.
Now, you’ll get out of the slab by coughing 50 rosaries for the Beetleway, jumping on the Belbeast and leaving the Dodge.
And that’s how you can go in and out of the slab of Hollow Night Silk Song. Thankfully, you didn’t have to deal with the Hollow Night Silk Song boss in this part of the game, but you can load it into a shard of the Hollow Night Silk Song Mask, unlock the Hollow Night Silk Song Crest, then move on.