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UmberSage42 4 hours ago

Bellhart Walkthrough

Bellhart is a strange locale in Hollow Knight: Silksong. When you first arrive, it is haunted, filled with bugs frozen in the air. You can't do much here either, besides open the bellway, before passing through to Shellwood, which you will need to have done before continuing further, as the source of the haunting cannot be reached until then.

How to Reach Bellhart


While it's simple enough to find Bellhart by traveling west from Greymoor (or east from Shellwood if you climbed through the Wormways above Moss Grotto), getting to the heart of the matter will require something extra. You'll need to reach the tops of Shellwood and defeat Sister Splinter to claim the Cling Grip ability, allowing you to climb and jump off walls. With this ability in hand, you can find a wall to climb that border Shellwood and Bellhart east of where you fought the Sister Splinter, and here you'll be able to break down barriers to re-enter the region from above.

In Bellhart, you'll find not only a settlement in thrall, but the location of the last of the five grand bells that need to be rung before the gate to the Citadel will open. This page will contain details on how to defeat the one responsible for this haunting, the Widow, and how to claim the Needolin ability she holds. You'll also get more information on what quests can be undertaken once Bellhart is free, and new areas you can explore using both the Cling Grip and Needolin.

The Wishes and objectives that can be started or completed here and other areas after freeing Bellhart are:

Task Description Area Task Is Obtained Quest Type Reward Complete?
Rite of the PollipCollect Pollip Hearts from the purple flowers of Shellwood. ShellwoodGather Quest Pollip Pouch Tool Rite of the Pollip
Silver BellsCollect Silver Bells in the bellvein tunnels above and below Bellhart. Bellhart Gather Quest Rosary Necklace Silver Bells
Crawbug ClearingHunt Crawbugs in Greymoor and collect their Ragpelt. Bellhart Hunt Quest Crafting Kit Crawbug Clearing
My Missing CourierSearch for traces of the courier, Tipp, and track his location. Tipp was last seen in lower Shellwood. Bellhart Wayfarer Quest Vendor Shop My Missing Courier
Pinmaster's OilRetrieve Pale Oil from the Citadel. Bellhart Wayfarer Quest Needle Upgrade Pinmaster's Oil
Restoration of BellhartDonate rosaries to aid the rebuilding of Bellhart. Bellhart Donate Quest N/A Restoration of Bellhart
The Terrible TyrantHunt a Skull Tyrant of the Marrow. Bone Bottom Hunt Quest Heavy Rosary Necklace The Terrible Tyrant

Jump to a section:

    • Exploring the Tunnels
    • Widow Boss Fight
    • Bellhart Restored
    • Unlocking New Areas With the Cling Grip and Needolin
      • Backtracking in The Marrow
      • Backtracking in Hunter's March
      • Backtracking in Far Fields
    • Choosing the Next Region

Exploring the Tunnels

From the entrance via the top of Shellwood, which is the only way you can access the main tunnels of Bellhart, you will continue through the tunnels and come across one of several bell-wearing bugs called Furm. These are small bugs that leap towards you with shielded heads, and take four hits to kill.

You can easily run away from them and attack them several times as they recover from a leap. You can also deflect their leaps with an attack of your own.

At the end of the corridor, you can find a large Winged Furm. These simply fly up and down, but can only be damaged from the lower half. Wait for them to fly up and then attack as they are level with you. They will be stunned, fall back down slightly and then you can hit them again as they fly up.

Now, jump up the wall to find a higher level platform. Another of the small Furm will spawn. Defeat it and jump across the gap. Here you can find another Lost Flea. Attack it to free Bellhart's one and only Lost Flea.

Bellhart Lost Flea

Jump back down, and this time head downwards and glide where you killed the large bug. You want to glide because there are some spikes at the bottom. Attack the wall down here to open up more of the tunnel.

Jump down and kill the next bug. Destroy the next wall on your right to find some Rosary Beads.

Head back left and then wait for the Winged Furm to fly downwards. As it flies down, jump and glide down. Land in the alcove and then attack the Winged Furm as it flies back up. Do the same for the next large Winged Furm below.

Jump down to the right and glide to the next tunnel, avoiding the spikes. Kill the next Furm that spawns in front of you. If you keep heading right, you can climb up the wall on the right to find some more Rosary Beads, and then take the loop back left to the vertical area the large Winged Furms floated up and down.

On the far left alcove, you can attack the next wall to destroy it. Continue to the left even further and destroy the next wall, avoiding the bells hanging from the ceiling, which will drop on you. This leads to a large pit leading down to a boss fight.

Before falling down, jump over the gap going left and head up and left and break the wall on the far left to open a new area of Shellwood. This route unlocks a shortcut back to the central Shellwood Bench which can provide a much needed runback path if you have trouble on the upcoming back central Shellwood Bench. Just beware of a few Splinters/Splinterhorns that can pop up from the ground.

At the far left side at the end of the spike pits in this connecting tunnel, you will see lots of flower blooms lower on the ground that you can land right on the edge of. Break the wall to reveal the last Pollip Heart inside. You can see it's location above on the map.

Pollip Heart 6

You can now quickly return to Greyroot and give the Pollip Hearts to them. In return, they will give you the Pollip Pouch Tool.

Rite of the PollipPollip Pouch

Return to Bellhart and jump through the gap in the floor. Jump down through the next gap in the floor within the corridor and interact with the bug weaving Silk in the background.

She will recognize Hornet, saying she is a child of the Weaver and Wyrm, vowing to kill her for her "mother".

Widow Boss Fight

    • Recommended Tools: Threefold Pin/Flea Brew, Warding Bell/Fractured Mask
    • Recommended Skill: Silk Spear
    • Recommended Crest: Any

The Widow is an elusive and fast-moving enemy that blends harassment in the form of projectile bells with sneaky up close slash attacks that you'll need to be on guard for. The first several phases of the Widow fight are not too bad, but her final phase can be overwhelming with the amount of projectiles and tight-quarters combat. Above all else, you'll need to learn how to strike quickly and be ready for anything.

Widow can largely be damaged the most during her weaving attack, where she sends strands from the ceiling vertically and diagonally pulling bells downward that you must dodge -- the strings are your clue as they show the exact path of the bells, just move away from their impact zone and remember that the bells bounce once.

While she's spinning this attack, you can hug her close and get two-to-three attacks in. Sometimes, you may have to rely on luck: if the threads she's pulling aren't close to her, you'll have plenty of time to get in close and slash away. If it looks like the bells are going to hit close to her, try hitting once or twice before dodging away. The less reckless you are, the more prepared you'll be for the second half of the fight.

Another attack involves her diagonally dashing from the air down, then across the level. If she appears in the air, dash under her, then jump upward. If she's close, you can try to swipe down as she passes beneath you for a returned blow, but you'll have to time it so it doesn't bounce off her arcing slashes. If you jump early, use your Drifter's Cloak to hold in the air, then air-dash over as she passes, and throw out tools like the Threefold Pin at her backside before she can jump away.

A final attack type she has is calling bells from the bottom of the level, which she telegraphs be racing along pulling up a host of threads (which you can bounce off her with a downward strike as she does. After a moment of rumbling, jump into the air on the far side in the direction she came from as bell shards cover the floor. Use your Drifter's Cloak to float to the corner she came from, as they'll be the first shards to fall away. This attack is the best time to heal up in midair once you get to the room's edge.

Towards the end of her first phase, she'll begin to summon several strand columns in a row covering half the arena, baiting you to come attack her before the bells rain down. Charge her if she's outside the strands, but otherwise don't take the bait, and instead stay at range and pepper her with projectile tools while she's still.

Once you've dealt enough damage, she'll seemingly be defeated, only to reappear even angrier. After this, she summons far more bells, and does a repeated crawling dash attack. You need to get in 30 more hits. We recommend the method below!

In Widow's final, hauntingly long and brutal phase, after she disappears and returns even more evil, you can hug the right wall and not get hit by any projectile.

The only attack that can hit you while you stand here is her rush attack. Wait for that, and learn to recognize its unique starting sound and pose, and then jump over it, still hugging the wall, and strike down when she runs beneath you. It will take 30 more regular hits, so this is SLOW going, but safe!

Otherwise, you'll need to ready to counter her speed with speedy attacks of your own. Her bells fly faster now, can come from extreme angles and even appear in several columns spaced out that you'll need to be mindful of -- even as she tries to claw at you during this!

Whichever method you prefer, being cautious is key. Never rush toward her if you aren't confident you can evade the incoming bells. The second she drops into her charge stance, jump up and slash down, as the hit can land before she starts slashing -- and if it does, you'll bounce away rather than taking damage.

Note that she won't pull up shards from the ground anymore, so your best chance to Bind in an emergency now is when she drops columns of evenly spaced bells from above. Jump into the air between the columns and Bind so she'll pass under you if she tries to charge at the same time.

Be sure to also maximize your offensive Tool usage if you can't reach her through the cascading bells, so you can keep piling up damage even at range. When she finally falls, you'll be prompted to Bind her power much like you've done at the Weaver Altars. This one will take a bit more coaxing, so keep hitting that Bind button to destroy the Widow, and claim her Needolin power.

Widow DefeatedNeedolin

After defeating Widow, you will unlock Needolin. This is an ability that lets you play a tune with your needle by expending a small amount of Silk over time, and can open the strange Weaver doors you may have seen, as well as revealing new lore by playing it in front of certain statues, enemies, friends, or sites where restless spirits roam, and cause other changes in the environment.

You'll be able to try out the Needolin's power in a dream sequence Hornet experiences, much like when you claimed your first Silk Heart. In this sequence, climb the platforms and use the wall climb to reach the top of the small challenge that appears after obtaining Needolin. You can use Needolin to interact with any doors.

Once you complete this section, a small scene will play, and you can hit the switch to ring the final bell. Head to the right and step on the platform to return to the base of Bellhart.

Bellhart Restored

Now that you have defeated Widow, Bellhart has come alive, and the bugs have been set free.

Bellhart may not exactly be flourishing, but it's in better shape than Bone Bottom, and a few extra amenities to look into. Like Bone Bottom, you can use a new Wish Board in the center of the town, which has three new Wishes.

Task Description Quest Type Reward Complete?
Silver BellsCollect Silver Bells in the bellvein tunnels above and below Bellhart. Gather Quest Rosary Necklace Silver Bells
Crawbug ClearingHunt Crawbugs in Greymoor and collect their Ragpelt. Hunt Quest Crafting Kit Crawbug Clearing
My Missing CourierSearch for traces of the courier, Tipp, and track his location. Tipp was last seen in lower Shellwood. Wayfarer Quest Vendor Shop My Missing Courier

All of these quests can (and should) be completed before heading to the Blasted Steps.

There is also a new vendor to talk to once you complete the My Missing Courier Wish, who has some items and Tools to buy. The Frey's inventory (both before and after you find her missing Courier) is as follows:

Item Material Cost Description
Initial Stock
Memory Locket 330 Rosary Beads An exquisite item, containing a cherished memory. I have an excellent memory myself, but I'm sure you can make good use of it.
Rosary Necklace 140 Rosary Beads Loose Rosaries will escape your pockets at the worst of times, and I'm a deft claw at stringing them tight! I can string you a whole necklace safe and stylish.
Courier Returned Stock
Multibinder 880 Rosary Beads I rarely sell objects as intriguing as this. Supposed to improve a bug's natural ability to heal! Can't say I've felt its effects myself, but then I keep more healthy than most.
Spool Fragment 270 Rosary Beads For a spool bearing no Silk, it's surprisingly heavy. Do you think perhaps it could be a gift left behind by the old creeping ones?
Shard Bundle 50 Rosary Beads Travellers should always keep spare shards close by. We Bellharters were once praised for our fine claw-work. An art lost on most modern pligrims... excepting yourself I'm sure.

Now that you've gained a few Crests, getting the Memory Locket is a good bet if you want to start adding more Tools to them. Once you've found the Courier, you should also consider grabbing another Spool Fragment -- but you can always save your Rosaries and wait before getting the first half somewhere else before coming back to buy the second half here. The Multibinder allows you to heal four health points instead of three, but takes longer to do so, so you may want to save your Rosaries for other items first.

Finding the Missing Courier

A pretty straightforward quest, if you know where to look, you need only follow the courier's trail straight west from Bellhart, through the bottom floor of Shellwood, and all the way out to the chasm leading down to Moss Grotto.

Stick to the left wall, and you'll find Tipp the Courier on the ledge being harassed by some bugs.

You should also check the upper portions of the town to find a few other important services:

    • The first hanging Bellhome is where the Relic Seeker called Scrounge has set up her historical hoard. Scrounge loves Relics of all shapes, and will pay quite generously for any Bone Scrolls, Choral Commandments, Weaver Effigies, and Rune Harps you may come across in your travels. You likely have quite a few already, which will give you a good amount of Rosaries to buy Frey's wares.
    • Further up, the second hanging Bellhome is where Pinmaster Plinney resides. This bug is an expert at restoring weapons and bringing out their full potential. As thanks for your liberation of Bellhart, Plinney will offer to sharpen Hornet's needle (which you should absolutely take him up on), increasing its overall damage regardless of which Crest you equip. Speak to him again to start the Pinmaster's Oil Wish, tasking you to find Pale Oil elsewhere to upgrade your Needle more times!
    • If you leap to the right from the Pinmaster's Bellhome, you can also find Shakra has found herself a perch above the Bellway entrance, and will sell you maps of Bellhart if you didn't buy them in Shellwood.

Note that if you play your cards right, Hornet herself can earn a home here in Bellhart, but it will require you being diligent in helping the town out with their Wishes, so be sure to visit often!

You can start this progression by upgrading your Needle, selling Relics to Scrounge, and talking to Pavo. When you leave Bellhart and return soon after, a new Wish, the Restoration of Bellhart will appear as a Donate Quest, allowing you to build up the town toward that eventual goal!

BellhartUnlocking New Areas With the Cling Grip and Needolin

Now that you have both the Needolin and Cling Grip abilities, a lot of secrets have opened up in previously explored areas that you should definitely take the time to check out before moving onward toward the Citadel.

Backtracking in The Marrow

Go To Map
Pharloom Map

First up, it's time to return back to The Marrow area directly below Bellhart.

It's worth noting that you can now jump up through the shafts below the Bellway where the Bell Hermit is in Bellhart, which has a maze-like series of passages leading down to The Marrow as a sort of shortcut, leading to the room just above the entrance to Hunter's March.

If you climb further down to the Jail room where you first met Grindle, you'll find the place has been oddly redecorated.

It's now home to a traveling pair of ladybugs, and the one named Loddie will offer a game of skill in exchange for 25 Rosaries: If you can hit the ladybug's shell 15 times with a Straight Pin without missing 3 times, you'll win a Tool Pouch!

The Marrow Tool Pouch

From the Marrow's Bellway, head to the right, and then upwards to the large room that once held a Lost Flea. There's a small room off to the right here where moaning can be heard from above.

Climb the walls using Cling Grip to find new Pilgrim Elder mourning a dead body. It will try to perform butt drops as it leaps over you, so dodge to the side and then attack. Once you defeat the Elder's other Pilgrim friends, one of the bodies can be looted for a Memory Locket.

The Marrow Memory Locket

Be sure to stop by Bone Bottom and pick up The Terrible Tyrant Wish from their board. It will have you on a hunt for a mini-boss located within the Marrow. As it happens, you'll find this creature in a new area, just after riding the moving platform west of the entrance to the Deep Docks, and using your Cling Grip to jump up a small shaft.

Finally, head all the way east to the large lava-filled room leading to the Deep Docks. If you head upward to the top of the room and move to the right, you'll find a large rock you can now wall-jump up using your Cling Grip, and then jump right across the platforms into the Deep Docks.

You'll need to fight off a gauntlet with a mix of dock workers and Beastflies, and on the other side you can obtain a new Mask Shard as your prize!

Deep Docks Mask Shard

Backtracking in Hunter's March

While not as extravagant as some of the other regions, there's at least one new area to see in the Hunter's March region east of The Marrow.

Once you come to the long vertical room that led to the Chapel of the Beast, climb all the way upward and use your Cling Grip to reach the top floor that has a room to the left. In here you'll be up against a formidable fight that includes both a giant Skarrgard and a flying Spear Skarr. Focus fire on the flier first and evade the larger foe until you can take him out separately.

Your reward will be a large string of Rosaries stashed in the corner of the room, which will total around 400 Rosary Beads!

Backtracking in Far Fields

Go To Map
Pharloom Map

With your new abilities, there are two major things to collect if you return to the region. The first can be found inside the Far Fields Bellway itself!

Drop down into the bells with the Bell Beast, and walk right under the ledge on the far right. It opens into a secret area with a blocked wind tunnel. Destroy the rock blocking the wind, and be careful not to get hit by the explosion!

With that out of the way, take the wind up and scale the walls the rest of the way. Watch out for the Vicious Caranid up at the top as you move right across the two platforms. When you're on the third, go down, avoiding the spikes lining the walls.

Down below, be sure to destroy the rock blocking the wind tunnel so you can go back up later. Now, continue on right and slay the two Caranid. Open the path in the floor that leads back down to the Seamstress' area.

You're going to be faced with a winding path of red flower pogo spots, air vents, and almost everything lined with red thorns. If you took a seat elsewhere and are emerging in the room, you can ignore the first two Caranid and take the vent up and to the right. As you go over the thorn hill the Vicious Caranid may kill itself on the spikes while chasing you. We found the most success gliding and pogoing on the second red bud then gliding over to the air vent.

Drop over to the right side and continue gliding to the next air vent on the far right. At the top of this next one you'll get a short break on platform with another vent and a distracted Skarr Scout.

You can walk right past the scout or use it to farm some silk. The the vent up when you're ready and you can land on another platform. This one has a docile enemy that'll mostly avoid you, but again, is great for farming thread. The next part is quite challenging.

Destroy the rock blocking the floating vent when you're ready and get out of the way of the blast. Ride the current up and, if you've got it, use Thread Storm (or other attacks) to eliminate the Vicious Caranid floating around the area. From here, it's recommended using the aforementioned basic enemies to farm silk if needed to heal before the next part.

With the Vicious Caranid out of the way, use the vent to glide up, then use the red buds to pogo over the spikes (it's ok if you skip the second and glide over, whatever works for you!), then drift down, carefully go straight down and try not to swerve or you may hit the spiked walls. At the bottom you'll see another red bud for pogoing. Use it to go up and left to the clear space on the wall. We found we could safely jump two short jump on that wall.

Then, after the two jumps on the left, go across to the short space on the right and use it to bounce over to the left side of the passage and glide down. You don't need to touch the wall on the far left side even if it's clear!

Float down carefully and use the lower side of the left wall to guide when you start moving further left. You'll see a bald spot in the thorns, indicating it's time to move. This ensure you'll make it to the vent further left.

This next spot feels like the last hurdle till you can drop your shoulders. Glide to the vent and carefully use the wall to jump higher up, essentially doing the same thing you did before. In my run, I found I could safely do two short hops on this lower left wall, and one short jump on the higher right wall.

Any more than one shallow jump on the higher right wall risks hitting the ceiling spikes. Take it slow. You can do it! If you feel like you're getting close but are having issues with the last part, consider using the pseudo save spot mentioned above for a few more chances. From here, glide over and down to another sealed vent. Hit it then hide in the short alcove on the right to dodge the blast.

You're almost there! Take the vent up into a new room. There are no red spikes here. Go right and climb the step up. Hit the spools if you need silk.

Use the walls to jump up and around, and you'll finally have reached the second Lost Flea in Far Fields! Congratulations! Approach it to give it courage to fly away. If only Hornet could leave an area so easily.

Far Fields Lost Flea 2

The best way to leave this area is to head upward. Be careful as there's a raging beetle known as a Rhinogrund at the end of the path! Your only goal should be to dodge it and hit the lever to open the doorm and not try to fight it in this enclosed space (you'll get a rematch later). This will let it out and release you back to the Pilgrim's Rest area.

Next, head to the far southeast corner of the Far Fields, past the Seamstress where you collected the Flexile Spines. At the very edge across a lava lake is one of the Weavenests that can only be opened by playing the Needolin.

Inside, rest at the Bench and move along the passage to find strange docile Weaver automatons called Servitor Ignims that light the path. You'll find that stepping along the floor causes the panels to temporarily light up with chimes. Try using your Swift Step and run across (from left to right), which will trigger a pedestal to appear holding a new Tool, the Silkspeed Anklets.

Silkspeed Anklets

This Tool allows you to siphon Silk to sprint at high speeds to increase your mobility, and are actually a key to unlocking the rest of this small Weavenest. Trying to re-run from left to right won't fully raise the lights, and in fact you'll need just one more boost to make it all work.

Return to the bench, and equip both the Silkspeed Anklets and Flea Brew. Imbibe some of the brew to increase your base speed, and then sprint with the anklets to fly across the floor plates. At top speed, you'll unlock a second secret to with Weavenest, opening a floor grate to drop down.

Explore this lower hall and head left, and you'll be met with a large lore inscription detailing a map of paths leading out of Pharloom. Just beyond it, you'll find a Rune Harp to sell to Scrounge back in Bellhart.

Far Fields Rune Harp

Choosing the Next Region

The next several areas that are now open to you are lengthy enough to deserve more details, which we'll cover in the next few sections. If you'd like to see our recommended order, you can view the links below:

    • With the Needolin Ability, you can now open the large sealed door in Moss Grotto where your adventure began to explore the Weavenest Atla, which hides a variety of secrets worth obtaining as soon as possible.
    • If you haven't already, now is the perfect time to explore the full breadth of the Wormways above Moss Grotto. Certain sections require unlocking using a Simple Key (the first is sold in Bone Bottom, but you can also find a second in Sinner's Road). While optional, this area also holds some important secrets, a new quest, and access to a new Crest.
    • The main path forward will take you above Shellwood and into the Blasted Steps. It is here that you will find the Grand Gate to the Citadel, though you'll have to prove yourself to pass through the mighty sealed door.
    • Alternatively, a secondary and optional path can also be found high above Greymoor using the Cling Grip. A pathway can be found leading above the Halfway Home and into Sinner's Road (the new parts of Greymoor will also be covered here). It's through this region that you can find a hidden road Hornet can use to also gain access to The Citadel -- if you can find your way through the fog-covered maze of The Mist.


At this point, certain areas in the Deep Docks, Greymoor, and Bilewater may now sometimes feature a large Wardenfly enemy holding a big cage. If you allow it to capture you using the cage, you'll be transported to a prison known as The Slab. While you can reach it normally in Act 2, it's not a bad idea to get caught intentionally to explore it, just be ready for a unique and challenging prison escape scenario!

Note that you can take whichever path you'd like to reach the Citadel and begin Act 2, though you may find that once in the Citadel, you won't be able to return back below to Pharloom for a short time afterward.

Bellhart and Backtracking Checklist
Wishes Completed
Rite of the PollipSilver BellsCrawbug ClearingMy Missing Courier
Pinmaster's OilRestoration of BellhartThe Terrible Tyrant---
Tools Collected
MultibinderSilkspeed Anklets
Lost Fleas Found
Bellhart Lost FleaFar Fields Lost Flea 2
Bosses Defeated
Widow DefeatedSkull Tyrant Defeated
Tool Pouches and Crafting Kit Upgrades
Crawbug Clearing Crafting KitThe Marrow Tool Pouch
Memory Lockets
Bellhart Memory Locket 1The Marrow Memory Locket
Ancestral Art AbilitiesSpool FragmentsMask ShardsRelics
NeedolinBellhart Spool FragmentDeep Docks Mask ShardFar Fields Rune Harp

Up Next: Weavenest Atla Walkthrough

PreviousShellwood WalkthroughNextWeavenest Atla Walkthrough

Top Guide Sections

  • Differences and New Features
  • Essential Tips and Tricks
  • Walkthrough
  • Boss Guides and Boss Order

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Source: https://www.ign.com/wikis/hollow-knight-silksong/Bellhart_Walkthrough · updated 9 months ago

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