Are you trying to find a way through the Hollow Knight: Silksong worms? If you have been following our instructions so far, you have already seen some worms when you went down to the Wanderer’s chapel. This time we are studying most of the above Wormways to reach the next main region of the game.
Follow the following steps A quick and basic transition to wormsDuring which I will also indicate key discoveries, such as Shakra’s location for the Wormway map and another flea flea!
Do you want instruction for another area of the game? Check our Hollow Knight: Silksong Walkthrough Hub!
Wormways Walthrough Steps:
- Take the lower elevator to the worms.
- Climbing the rollers of the worms.
- Save a hidden flea.
- Buy a map of Wormways from Shakra.
- Get a dead mistake.
- Reach the entrance to Shellwood.
1. Take the bottom lift of the bones to the worms.
Where we have recently finished, you just beat the wild beast in the chapel of the beast, deeply on the march of Hunter. Now you have to go back to the bottom of the bone. The fastest way is to go through the abbreviation, which you opened back to deep docks, and then the exploit of Deep Docks Bellway to travel quickly to the bottom of the bone.
The next step is to enter the worms again, but now that we have skill of quick, the path to the entrance is faster than before. Take the lower lift upstairs and go off the screen.
On the road, jump to the upper left shelf, then jump to the frames. From there, you can jump straight to the left to the entrance to the worms. If you didn’t kill Guardian Craggler on the ceiling at this point, you can do it (or just run next to him, I’m not your boss).
In the next room, go through the door that you unlocked with a uncomplicated key to enter the worms.
2. Climb the rollers of worms.
After entering the worms, go to the right and jump over the hole you had previously descended when you reached the wanderer chapel. Use your eyes in the air to quickly go through the worms and go to the screen.
Here you can go left to see what is there, but it is only an empty sandstone with the door currently above you. Instead, go to the right and follow the path in front of you, avoiding worms and tiny thunders that will solve and charge themselves. Just jump over these little guys and move, it’s not worth killing them.
Tip: Remember to cure worms!
When you reach the right edge, you will have to climb the wall between the rides of the worm. Then head left and stop under the second gap above you. Two Gromlings will appear on both sides and charge; Jump over them and head left to the next descending worm. Again, you have to carefully climb the wall between the rides of the worm.
Follow the path to the right, to the next room.
3. Save the hidden flea.
The room in which you are now is a vertical connector. Fate to his bottom (sending a pilgrims’ wing), and you will find a shortcut that leads back to the beginning of the worms. Browse the lever, but make sure you don’t really go down because you have to repeat the whole step 2 to come back.
Then jump back to the level of the shaft ground, and then attack the right wall to reveal the secret passage.
This passage leads to a tiny room where the flea is caught in the shot of Akna. Kill Aknid and other enemies in the room and the freedom of a flea. Flash if you want.
4
Exit from the secret passage and climb up the vertical shaft room until you can reach the next way out on the right. Climb to falling apart platforms and go to the higher of two left -handed paths to find Shakra.
Shakra will tell you a bit about her mission to find her master, then you can buy a map of Wormwys from her for 70 rosaries.
5. Get a dead mistake.
When you have the Wormway map, jump on the upper right shelf opposite the place where you found Shakra. Avoid a few more falling worms, and then climb after the passage in which the last worm ends – but don’t go to the top yet. There is a left path right under the mountain; Follow him and you will find an object on the corpse of a pilgrim, guarded by two more ambushes.
After avoiding or killing worms, make this item to get a dead mistake. It is a tool of a yellow gap (just like a compass) that allows you to keep the rosaries after death, instead of dropping them all.
6. Reach the entrance to Shellwood.
Go back and climb to the top of the latter passage of the worm. Skin on the spikes and ran next to the other worms to get out of the screen and reach the outside world again. For now, say goodbye to the worms! You will come back later.
Below is the platform section, in which the fall probably means a very long road down to the bottom of the bone. So take things snail-paced and carefully.
Go through the shelves and hanging cages as far as possible. Near the right wall at the top you will find a hole on the upper floor where you can climb. Go to the next room and you will be able to pay 60 rosaries to unlock the bench (which I would advise if you have rosaries to lose).
This is the entrance to Shellwood. There were several different ways to enter this novel region, but Wormways offers us a quick path to the initial bench, from which our saving world can be carried out. In the next part, rest and get ready for completely novel enemies.
It’s all for this chapter. Good job for going through worms! Join us Part 9 of our Silksong Walthrough To learn the best path through the strange and risky land of Shellwood.