PlayPulse
PaperKeeper 4 hours ago

Choral Chambers Walkthrough

The Choral Chambers are the main, sprawling halls of the Citadel and play host to several choir bugs who roam and guard them. The Choral Chambers connect to a multitude of different areas in Act 2 of Hollow Knight: Silksong and have a brand new settlement to explore and build up - Songclave. Near the top is where you'll find your main objective in this act, and in addition to that, you will face the Cogwork Dancers boss, which offers a unique take on a classic boss fight with a timing-based twist.

How to Reach the Choral Chambers

Entering the chambers of the Citadel can be done through a few different routes, depending on how you progressed through Act 1 and into Act 2. The most straightforward way is by defeating the Last Judge in the Blasted Steps, bringing you through the Grand Gate of the Citadel. From here, you're likely to fall down the lift into the Underworks, where you'll be forced to climb up to the northwest section. However, you can also find a hidden weak wall in the Grand Gate's main room allowing you to bypass the Underworks if you wish.

Otherwise, another route can also be found by taking the path up through Sinner's Road and into a hidden area known as The Mist. Traversing this maze will lead you the Citadel's rear entrance through the Exhaust Organ, and by defeating the Phantom that guards it, you'll be able to take a lift up to the Choral Chambers' Grand Bellway station.

The objectives and Wishes that can be started or worked on in the Choral Chambers are:

Task Description Area Task Is Obtained Quest Type Reward Complete?
Bugs of PharloomDefeat the many creatures of Pharloom and fill out the Hunter's Journal. GreymoorLearn Quest N/A Bugs of Pharloom
Building Up SongclaveIf this place must provide shelter for every ragged bug who wanders in, we'll need supplies and currency. So if you're reading this, empty your pockets! Choral ChambersDonate Quest N/A Building Up Songclave
Fine PinsOur Settlement sits defenceless! No More! When the worst comes, we must stand ready. Bring us pins of the choirbugs, those blades still sharp and strong. Choral ChambersHunt Quest Rosary Necklace Fine Pins
The Wandering MerchantThe old merchant pilgrim, Jubliana, was seen wandering down in the Choral Chambers, but she never made it up here. Has some four fortune befallen her? Choral ChambersWayfarer Quest Rosary Necklace The Wandering Merchant
Great Taste of PharloomCollect rare delicacies of Pharloom. Choral ChambersGather Quest Pale Oil Great Taste of Pharloom

Jump to a section:

    • Exploring the Lower Chambers
    • Exploring the Western Chambers
    • Reaching Songclave
    • Cogwork Dancers Boss Fight
    • What's New in Lower Pharloom

Exploring the Lower Chambers

From the exit in the Underworks, continue to the left past the bench to a large vertical room with the bench sign, and jump downwards to the floor below.

At the bottom, you will find a path to the left that allows you to jump up to some platforms. However, if you keep moving left, you can find a weak floor. Strike it, and you'll find a tunnel passage leading back down to the Grand Gate's main atrium before the broken lift that lead down to the Underworks, letting you bypass that region if you need to. If you didn't earlier, be sure to climb up the weighted platforms to find the Spool Fragment at the top of this room.

Return to the right of the breakable flooring, and continue all the way up the shaft and look to the left to find some hanging Rosary Beads.

Head to the right to activate the switch. This allows you to ascend upwards from the bench room instead of taking the roundabout path in the future. Keep heading upwards from where you hit the switch to a room at the top.

Hit the switch on the left to find some Shell Shards, and then return to the previous room and climb up using the wall. Halfway up, you can find some more Rosary Beads.

Continue to the top and into the next room. To the left, you can find a Ventrica Station, locked behind a door. We can't access this yet, so continue to the right and interact with the citadel model. Spend the 70 Rosaries to obtain the Choral Chambers map, which will be extremely handy because of how large this area is.

It's easy to get lost in this massive region, but rest assured we'll be covering it all, starting with the western side before moving onto the eastern section ending at a boss fight along the top. You can view the routes we'll be taking in this area in the map image above, as well as entrances to other regions we'll stop by.

In the next room, continue heading right and hit the switch at the end. Drop down and defeat the drapemite which spawns in the tunnel. Defeat the second drapemite and then jump up to the platform above. Hit the next switch and jump up.

Continue to the right and into the next room, which is the first of the large sprawling halls. Before long, Lace will reappear and taunt Hornet, before scuttling back off. Your objective will update, and a large scream will ring out. This will awaken all the choir bugs in the Citadel, who now fill the empty halls we have passed through as well as the areas we have yet to explore.

These choir bugs fill most of Act 2's areas, so you will be seeing the same enemies over and over again. The first enemy is a choir bug with a long bell pole. These Envoys can be deflected with well-timed attacks, and they can charge at you if you are at a distance. These attacks can also be deflected, but are easier to jump over and pounce from above.

The second bug is a Reed, a flying enemy that has two types of attacks and a pin throw. If you hit it while it is blocking, it will perform a close-range melee with several swipes, so you need to run away and back off. It can also perform this on its own by holding the pin to its side.

The second attack is a pin strike forward, followed by several dashes. This attack lands in a straight line and can be jumped over or run under by dashing. You can also dash to the far side of an arena to dodge it.

Finally, if it holds the pin to the side of its head, it will throw it. These once again fly in a straight line and can be dodged by running to either side of them or jumping over them (or deflected by striking the projectile quickly).

To the right, you can find a room with an ice-white elevator that can't be accessed yet, as it needs a special key. This leads to an area called Whiteward, which we will visit a little later in Act 2.

Instead, climb upwards using the bells to pogo off of, or the wall on the far side. Halfway up, you will find another Reed enemy which awakens when you get close.

Continue further upwards using the hanging bells until you see a broken sheet of glass on the left. Hit it to destroy it and enter the next room.

In this room, you can proceed to the back of it and then jump up using the walls at the end. This leads to a small alcove with some Rosary Beads and a Rosary Necklace.

Exit the room and destroy the window on an enclosed balcony on the right this time. A gate just beyond is sealed, so instead continue upwards and defeat the Choir Pouncer, and upgraded version of a pilgrim you've faced before.

On the end of the hanging platform is another balcony to the left, but first, keep jumping upwards along the right wall. On the next central platform, you will fight another new choir bug. The Choristors have a pin that can perform attacks that remove two pips of health. This attack is denoted by the pin extending in front of or behind them. They can also perform swipes if you are near them. Finally, they can perform a spinning jump to close the gap. However, with this one, you can also push it off into the spikes.

Just above is another of the smaller flying Choir Bellbearers that will just throw bells at you. These can be deflected with well-timed attacks and are quite easy to kill, as you can pin them into a corner and attack from below -- just don't let them harass you for too long. Another of the larger Reed enemies will likely awaken at the same time.

Jump up once again and into the room with the bench sign, and inside you'll find a good spot to save your progress. From here you'll have the option to head further east, or return back to the western balcony, and there's interesting things in both directions. For this guide, we'll have you take the western path first.

Exploring the Western Choral Chambers (Citadel Spa)

To explore the western half of the chambers, return to the previous vertical room and drop down to the large hanging platform allowing you to jump left into an enclosed balcony.

In the next room, you'll come to a spike pit guarded by another familiar upgraded pilgrim, the Choir Flyer. Dodge its charging attacks to climb high, and look for a ledge on the left with a few bugs that include a Choir Hornhead who will also try and charge you from the ground, and guards strings of Rosaries. After defeating the pair, look for a spot up to the left to jump up towards, noting the ceiling panel is once again locked to you.

Enter the next room on the left and continue further to the left. Along this long bridge, a few Choristors will spawn by a fountain.

Once you reach another vertical room, keep heading left. Here you'll find a sign for a jail (not unlike the sign in The Marrow where you first met Grindle). If you keep taking this path, you'll find yourself on a long exterior walkway leading toward The Slab, guarded by two Choristors who will come to life.

The Slab's main entrance hall is desolate, but you can search the platforms up top to find a small hanging cage holding a Frayed Rosary String. If you already got captured and escaped from jail earlier, you can hit the left on the far left to open a door connecting back to the rest of the prison. If this is your first time here, you'll find the upper section locked to you until you can find a way to bypass the locked lift (or go locate a wardenfly to get thrown in prison).

Return back the way you came and drop down the hole next to the sign for the prison. You'll fall down a long narrow shaft, landing in a passageway leading in both directions. Take the left path first, and you'll be locked into a fight against the Citadel's minions.

None of these bugs are new until you reach the third wave and meet one of the Silk snatching automatons called a Clawmaiden. They will perform an attack that saps your Silk from you as they retreat out of striking range, conjuring a huge nail that it then throws at you. This can be tricky to dodge if you jump too early. Try to be aggressive in pursuing and use Tools if they stay out of reach of your swings, or they'll sap all of your Silk before too long.

They can also perform some melee swipes if you get close enough. Defeat the rest of the waves and hit the switch on the left. This opens up a path leading to some Rosary Beads and some more enemies further below.

You can also rest on a bench and return to this room to find the Green Prince if you saved him fromSinner's Road.

As you descend, move to the right and defeat the gathered enemies, which include an Envoy preaching to a flying Reed (who may be assisted in battle by another Clawmaiden). Just past them, you can drop into a darkened tunnel, where you'll find a silk spool to replenish your stock. A few Choristors guard with darkened passage, leading to a chest brimming with Rosary Beads to collect.

Return back the way you came and take the left path to descend lower. At the bottom, you can drop into a room that leads all the way back to the Ventrica Station we saw locked at the very beginning of the Choral Chambers. You can now activate it and use the switch to open the door.

To the left, you can also find a secret room with some more Rosary Beads.

Now make your way back up and back through the room where you had to face a gauntlet of Choir minions, taking the path to the right where you'll see a sign for steaming waters - the Citadel Spa. Inside, make your way up and to the right, where you'll likely hear the sounds of someone giggling past a sealed gate. To the left, you can find a row of showers that can be activated by hitting a lever above.

Jump up to the very top of the room at the end and hit the switch on the top path to activate more showers, while also breaking the wall next to it to reveal a secret room.

Attack the chain and then jump down to the bottom, falling through the floor, which has now opened up.

Pass through the vents, avoiding the gusts of air. At the very end of the vents, on the far right, fall down and defeat the bug (the upper left area here just leads to dead ends).

Climb up the next vent on the far right, using the alcoves to take cover from the gust of air as you head up the very long shaft.

Once you loop back around to the left, jump upwards and hit the switch to find yourself in a spa with Sherma!

There isn't much to do here other than talk to Sherma, but you can replenish both health and silk by resting in the waters (much like Kratt the Flea's personal spa). Attack the wall on the right and hit the switch to link back up with the main halls of the Choral Chambers.

Return to Sherma and hit the switch to open the door on the left side of the room. This leads back to the last set of shower rooms we entered near The Slab. Take this path, as we're not quite done with the western area.

Return to the room with the spikes on the floor -- to the right of the Slab entrance -- and jump upwards using the wall. On the first landing, a Choir Pouncer guards the entrance to an abandoned room full of forgotten terminals. One of them can still be interacted with, and for 40 Rosaries you can unlock small spools of Silk to replenish your own.

Exit and head upwards. Up here, the platforms disappear and reappear after a few seconds, requiring you to time your jumps right. Wait until the platforms retract and then jump and glide above them, dropping onto them when they reappear.

Enter the room on the right. Jump across the platforms that appear and disappear to find a Lost Flea in a cage at the end. Break it to free it.

Choral Chambers Lost Flea 1

Exit the room and then jump up further. On the next landing, you'll find another small room to the left. This room features a series of strange bells in the air, placed around a central pressure plate. This activates a memory puzzle where you have to hit the bells in the order they ring. Note that It is quite easy to hit two bells at once, so only perform up attacks to make your hits precise.

For help solving this, number the bells 1-7 from left to right and use the diagram above or the order below:

    • 1, 5, 4, 6
    • 3, 6, 5, 1, 7
    • 2, 4, 6, 3, 5, 1

Once completed, take the Cogheart Piece that spawns. This key item has no immediate use, but we'll eventually be able to find more and use it to unlock a special side quest.

Choral Chambers Cogheart Piece

Exit the room and jump upwards to the top of the room. Take the path on the left and defeat the Reed enemies harassing Grindle. Unfortunately, he's not much in the way of thanking his rescuers, and is more concerned with looking for treasure. Hornet will swiftly remind the thief that some spoils are off limits.

Leave the room and enter the path on the right. Jump down and into the next large choir room, where you'll be ambushed by a Bell Bearer and Reed.

Defeat the bugs and head to the left first to find some hanging Rosary Beads, and then continue to the right. This leads back to the main vertical room in the Coral Chambers, the one that now connects to the Spa.

Choral Chambers Secret Room 1

Dropping downward from where you enter, look along the right wall above some spikes and temporary platforms for a cracked section and strike it to reveal a secret duct. Inside, you can find a crank to hit until it triggers an air vent, but trying to ride it up will only end with a floor blocking you.

With the air vent active, return back to the previous room, and climb back up to the landing you first came through, and look again at the right wall for a second cracked wall. Enter this area of the duct, and you'll be able to use the air vent from below to float upward and dodge the fan blades along the walls.

At the very top of this narrow shaft, you'll arrive next to a poor Lost Flea to rescue.

Choral Chambers Lost Flea 2

Before traveling further upward, be sure to head down, and you'll find a lever guarded by a Choir Elder that connects the shaft back down to the bottom of the chambers where you first encountered Lace by the locked entrance to Whiteward.

To the right of the lever you hit, you can find a pathway leading past a large banner with a sign that looks like food. Enter, and you'll find an abandoned hallway leading to a kitchen, but the pathway up is blocked.

Instead, keep running to the right and opening doors by striking the levers. Continue right behind some drapes into a disgusting looking kitchen that's long been abandoned. Jump up and to the left.

Jump up to the path and you'll see something tantalizing just out of reach on a pedastal in the nearby dining room. Keep jumping up on the right to find a Silkeater in a web. You'll need to find another way into the Dining Hall, so head back the way you came to the previous vertical shaft room.

Keep climbing this tall room, using the alternating platforms and walls to climb up. Be ready to deal with a few small winged choir enemies who may try to harass you as you reach the top of the room.

There are two pathways up here at the top guarded by a Choir Flier. Take the left path first.

The long hall here features a roving band of Choir bugs you'll want to engage carefully. Once defeated, sprint all the way to the left, and you'll find a bench to rest at. Above you and near a waterfall, strange hooks can be seen that you can't access yet.

Exit the room with the bench back the way you came, and immediately climb upwards using the platforms while avoiding the spikes on both sides. At the top is a chest with some Rosary Beads.

Now return back to the last major vertical room, and this time jump across to the far right side. You'll be at the top of a small duct above where the Lost Flea was hidden, and can climb up to find another pathway to the right.

This large grand hallway eventually leads to a major boss, and its guarded by some very strong giant bugs. Since there's much more to explore first, drop down into the opening below at the start of this hall instead.

On the landing below, be sure to head left past some drapes into a secret pathway leading to some Rosary Beads dangling on strings you can collect (watch for ambushing Drapemites). Return upward and cross to the right side to head down.

Continue downwards and kill the Drapefly bug that spawns. This room is filled with closed doors (and annoyingly you can hear the hum of a Mask Shard close by), so continue all the way down until you reach the bottom.

Defeat the Hornhead and Pouncer, and then first jump down again to the side of the main platform. At the bottom, destroy the wall on the right below the bottom right sealed gate, just before the gap in the floor. Defeat the drapefly inside and grab the Rosary Necklace resting on a corpse.

Head back outside and drop through the gap in the floor.

This room is a large dining room that is seemingly empty. Hit the lever about halfway along to the right to open up a path down.

Continue to the right and hit the item in the glass case. A bug called Mergwin will appear from the drapes on the floor. Speaking to him will provide you with some additional lore on the Citadel.

If you speak to Mergwin again, he will offer you the Great Taste of Pharloom Wish, which asks you to collect five delicacies from the various regions in the game. Many of these items are fairly involved tasks that we'll cover as we visit other regions in Act 2. Accept and continue back to the left. Collect them all, and he'll part with the item in the case, which happens to Pale Oil that Pinmaster Plinney can use in Bellhart to increase the damage of your needle!

This time, go all the way to the left, hit the switch, and drop down, unlocking a path to the kitchen we explored earlier. Since you already claimed the Silkeater here, exit the kitchens by going left.

Defeat the choir bug and jump down. To the right, you can find some bugs and Rosary Beads to collect.

Continue down to the bottom, avoiding the spikes and pit and enter the room on the right. This leads back to the main vertical room in the Choral Chambers. We've done quite a lot -- but we still have the whole western side of the chambers to visit!

Exploring the Eastern Chambers (Establishing Songclave)

At this point you should be back in one of the main vertical shaft rooms -- the one where you encountered Lace that also holds the locked entrance to Whiteward. Return to the very top of this room and go through the opening on the right to reach the Bench Room. This time, we'll be continuing to the right.

Hit the switch in this room and drop down into a duct passageway. Kill the bug on the left and continue all the way to the end of the corridor.

Jump down and head to the right. At the end, jump down, avoiding the gusts of hot steam. This will drop you into the hall below. Run all the way to the left to where several Choir bugs will be resurrected by silk strands that you'll need to defeat.

Hit the switch, and the door will open, leading you back into the main vertical hall we were in previously.

With the lower chambers cleared, we can now proceed towards Songclave in the far top corner of the Choral Chambers. Continue along the large corridor we just fell into and run all the way to the right. Here you will start to see glimpses of the Cogwork Core that keeps the Citadel running.

Jump up and defeat the mechanical bugs known as Cogwork Crawlers. Most of the ones here will ignore you unless you get in their way. Then, proceed to the right to find three more Choir Bugs. These include a Choir Flier, Envoy, and Hornhead .All three of these you have seen variants of, or the exact choir bug before, and tools can make short work of them by hitting several of them at once.

Head into the next room and jump down. To the right, you can find a strange sign leading to a new room. This has a lore note and poster for a very dramatic looking bug. Sadly, the door is locked on this side.

Continue further down to the bottom of this large vertical room, and head into the room on the right with a Bellway sign.

This is the Grand Bellway and the main connecting point between the Act 1 and Act 2 areas. In this same room, you can also find a bench and a Ventrica Station to connect you to the Act 2 areas. This is worth activating as it is the quickest and only route back to a Bellway in Act 2. There will be a couple things worth checking on back in lower Pharloom, but after we've explored the rest of this region.

Back outside the Bellway, jump up the wall to the left and into the room on the left. Jump down and avoid the spikes. In the next corridor, one of the Choristor Bugs will appear among the corpses, and you can find a web with a Silkeater in it on the far right.

Exit and jump upwards. Continue up the large vertical room, defeating the choir bugs on the way. Don't rush the climb, and take the time to lure each adversary to somewhat stable ground so you can either push them off or set traps with your Tools.

This goes double for the Choir Elder that will just jump and slam down constantly, but you can hit them as they recover.

Towards the top of the room, you can find a sheet of glass on the right with a sign showing three pins. You can attack the glass and head into the next room, but there is nothing that can be accessed in here yet. Up above, you might notice the faint glimmer of an item: yet another Pale Oil that Pinmaster Plinney seeks!

Instead, continue jumping up and into the next room. Attack the switch on the right to move the circular wheel and allow you to scale upwards. To the left is a spool of silk you can collect.

Scale the walls that have opened above you when you hit the switch.

You're almost at the top of the chambers now. Continue jumping upwards and defeat the choir bugs that spawn. The room on the left has a device that can be activated with Rosary Beads to gain a spool of Silk, but this isn't really worth the cost unless you've been dying a lot and are worried about losing your stockpile.

Instead, continue upwards and into the room on the right.

Avoid the gusts of steam and proceed to the end of the corridor. Hit the switch to enter the next long corridor, where someone seems to be giving a long-winded sermon down below. Here you will find another of the Drapeflies lurking along the ceiling, and another switch to hit.

In the next room, you can climb up to activate the Ventrica Station, which should be unlocked whenever you have the Beads.

To the right, you will see a large building known as The First Shrine, which you can enter. Attack the threads that bind the bell in place, then activate it to reveal a bench to rest at.

Once outside, a mysterious bug called the Caretaker will appear, and he will mention that all the weary and lost souls will be coming to the shrine.

Before you do anything else, head to the right and take the item from the body. This is the White Key, which is used to unlock Whiteward. However, because part of the region can only be unlocked with a special ability, we'll hold off exploring it for just a bit.

White Key

Now you can either head back inside the shrine to rest, or take the Ventrica somewhere and come back. When you do, the pilgrims the Caretake spoke of will have arrived, transforming the area outside the shrine into the makeshift settlement of Songclave.

In Songclave, a bench will now spawn outside next to a pilgrim to talk to. Additionally, you can interact with the Wish Board to unlock three additional Wishes:

Task Description Area Task Is Obtained Quest Type Reward Complete?
Building Up SongclaveIf this place must provide shelter for every ragged bug who wanders in, we'll need supplies and currency. So if you're reading this, empty your pockets! Choral ChambersDonate Quest N/A Building Up Songclave
Fine PinsOur Settlement sits defenceless! No More! When the worst comes, we must stand ready. Bring us pins of the choirbugs, those blades still sharp and strong. Choral ChambersHunt Quest Rosary Necklace Fine Pins
The Wandering MerchantThe old merchant pilgrim, Jubliana, was seen wandering down in the Choral Chambers, but she never made it up here. Has some four fortune befallen her? Choral ChambersWayfarer Quest Rosary Necklace The Wandering Merchant

This is a prime opportunity to quickly take on the last quest posted to find a Wandering Merchant. You can use the Ventrica Station to travel back down to the Grand Bellway, and then head back west toward the vertical room where you met Lace and found the Whiteward entrance.

Look for a balcony up on the left side of the vertical room above the ground floor. At the end of the trail, you will find Jubilana hiding from some attackers in the background. Defeat the assailants, and she will jump out from hiding, speak with her, and tell her of the safe settlement of Songclave, and they will head there, completing the Wish.

Jubilana has a juicy trove of trinkets and baubles for you to spend the many Rosaries you may have accumulated navigating through the Choral Chambers:

ItemCostDescription
Ascendant's Grip350 Rosaries "A gleaming find for you climbing types. With this in your claw you'll be able to stick to walls for as long as you like!"
Mask Shard750 Rosaries "Part of an ancient mask, or a fractured shard of someone's visage? With the full thing, you'd be better able to protect your shell."
Simple Key650 Rosaries "Simply forged, and simply styled. Designed to open all sorts of different locks, if they be basic enough."
Spool Extender720 Rosaries "Stretch a spool out nice and long with this fine-wrought tool. The perfect purchase if you're planning to hoard a lot of Silk for yourself!"
Rosary String80 Rosaries (repeatable) "How about we get your loose beads all strung up safe? I'll pinch a few for their braiding, but that's surely worth it for peace of mind."

It's likely worth getting the Mask Shard sooner rather than later, and the Ascendant's Grip can be a great utility tool if you don't like having to constantly wall-jump in place when planning your next move. The Spool Extender is also a useful tool for getting the most of your skills and binds. As for the Simple Key, you can either hang onto it, or go back and free the Green Prince in Sinner's Road if you haven't already.

With everything done here, jump up towards the Ventrica Station and enter the room on the left.

In this room, you can find a much larger enemy called a Grand Reed. These larger bugs have a lot of health and can be incredibly dangerous in groups. All the attacks can be dodged by jumping above them or running away and then dashing in as they recover. Their main attack consists of jabbing outward with their weapon, but they can also assume a defensive posture, and if struck, will jab out twice instead of a single time.

The Grand Reeds also have the ability to employ their own Thread Storm, so consider taking ranged offensive Tools to pepper them while they are stuck using close-range moves that leave them vulnerable.

The only other attack is a jump where they will fly around in the air for a moment and slam onto the ground, which is easy to dodge with a dash under, at which point you can turn and slash back at them.

While formidable, try to learn their attacks and counters so that defeating them becomes second nature. Once you've become good at taking them out, you can quickly farm several of them to amass a lot of Rosary Beads in a short amount of time.

Kill the first and second ones and then jump over the gap. The path down leads to a lever which will link back to the room before Songclave.

Defeat the third Grand Reed and continue to the next room to find a boss fight against the Cogwork Dancers.

Cogwork Dancers Boss Fight

    • Recommended Crest: Reaper, Wanderer
    • Recommended Skills: Thread Storm
    • Recommended Tools: Sting Shard/Flea Brew, Magnetite Dice, Fractured Mask

The Cogwork Dancers are a deceptively simple fight, in that they don't have that many moves, but the challenge comes in successfully dodging their timing-based attacks. Running like a clock, they move in sync with beats or ticks, and for the first few phases, they move in unison almost all the time.

Both of them will move and indicate their direction of movement via a beam of light. For example, if one shows a beam of light moving right and one shows a beam of light moving down straight, then they will move to the point where the beam of light ends and perform a two-handed slash in that direction.

If they move right, they attack right. If they move down, they attack both sides of their bodies. If they move up, they attack both sides of their bodies. After a few movements, they will begin to move diagonally as well as horizontally or vertically.

It is important that you get familiar with how close you can stand to them to avoid this attack and if you get pinned in a corner, you can either jump up using the wall or fall to avoid this attack. Generally, you can move away from them about a step or two and then move back to land two or three hits, depending on where the dancers are heading next.

Any movement that ends with them moving from the air to the ground will create a large sweeping attack that's deceptively long range compared to their aerial swipes. It's often best to stay on the side of caution and jump over or away from any landing attacks!

This pattern basically repeats throughout the whole first phase of the fight. You just need to keep jumping and attacking.

The only other main attack is phase one is a duo attack. When they shine a circular beam in the centre of the screen, both of them will hug each other and perform several hits within that radius. This is the time to move out of that ring and to the side of the arena.

However, once they finish, you can use your skills or tools to land quite a few hits as they float in the centre of the screen, before resuming their movements. The Thread Storm Skill is quite useful at hitting both targets at once.

Since their duo attack takes awhile to complete and doesn't move from the center of the arena, this is also a great time to Bind and heal when needed, since their other movements are hard to anticipate and time your heals to.

Finally, at times, they can summon a collection of beams that cover the screen. After around a second, the Dancers will dash along the paths of these beams, forcing you to jump, stand, or glide during one of the open spaces where the beams don't touch. The beam positions are completely random. Remember to make use of your Drifter's Cloak to float as long as possible before falling down.

Occasionally, in phase one, one of the dancers will perform a twirl in place, taking them out of sync briefly. This will only happen once or twice during phase one, but it is something to be aware of, as it can throw you off.

Beyond that, there is nothing else to phase one, so keep attacking and dodging hits until the Dancers get stunned briefly.

The only combination of movements that can put you in a tricky spot is when one of the dancers is moving horizontally, and the other is moving diagonally in the opposite direction, as you will almost always get hit by one. You can try to run in the direction of travel of the dancer, moving diagonally and jump over the one moving horizontally, but it requires really quick reactions.

Once you get to phase two, the dancers will speed up. Nothing actually changes about the fight, but their pattern of attacks will become much quicker. This means you can only land one or two hits in between each of their attacks.

In addition to that, if you attack right after the screen-clearing beam attack, they will occasionally do it a second time.

The final phase ramps all this up even further, and their attacks become even faster. They will also become out of sync, requiring you to manage both of them operating on different beat/tick movements.

However, the best method of dealing with this is to actually just focus on attacking one dancer and leave the other one to move as it pleases.

This fight is the definition of practice makes perfect. It is all about nailing your jumps and dodges and not getting to greedy, constantly keeping one eye on what the dancers are doing and where they are moving to.

Once phase three is complete, a single dancer will perform on its own, and you will need to avoid its attacks, although it will attack entirely out of time/beat.

Simply repeat everything you have learned and avoid the attacks until it dies.

Cogwork Dancers Defeated

With the Cogwork Dancers defeated, you can inspect the elevator. The voices will tell you that they need to hear the songs of the Architect, Conductors, and Vaultkeepers to allow you to ascend to the heart of the Citadel. These form the next three main objectives and take you to the remaining areas of the Citadel:

    • The Whispering Vaults, where the Vaultkeepers' Melody lies
    • The High Halls, where the Conductors' Melody lies
    • The Upper Cogwork Core, where the Architects' Melody lies

You'll soon find that two of the three regions can't be traversed until you've found another upgrade, so finding a way to the Whispering Vaults will need to be your first main objective. Luckily, defeating the dancers has opened up the path you'll want to take.

Choral Chambers

Backtracking to Lower Pharloom

This covers the entirety of the Choral Chambers - by far the largest area in Act 2. Now head back to Songclave, and Sherma will appear, too! Use the Ventrica Station to travel to the Grand Bellway, and then summon the Bell Beast to revisit the regions under the Citadel.

Upon returning to Bone Bottom, be sure to rest at the bench. There's a high chance at this point, you'll be interrupted by a raging Skull Tyrant (assuming you killed one for the Bone Bottom Wishboard earlier). While it's technically a miniboss, it's not tied to any actual quest this time.

Even in the larger arena of Bone Bottom, it can still stomp about, jumping up and down or leaping toward you to cause boulders from high up to fall down. Lob tools like the Pompillo at it, or leave Sting Shards in its path when it tries to charge you. There's plenty of room to dodge over and strike as it passes, and it doesn't have any tricks that its predecessor in The Marrow didn't already display. Defeat it to restore peace to the settlement, though unfortunately there's no reward waiting for you.

Skull Tyrant 2 Defeated

Once Bone Bottom is back to relatively normal, you'll have to rest elsewhere before Flick can fix up the bench and Wish Board once more to be utilized. There will be one more Wish on the board when you do - An Icon of Hope, which asks for a fair amount of Shell Shards to be donated so that Flick can build a beautiful symbol to give the pilgrims a flicker of hope.

This is a good time to quickly take the lift up above Bone Bottom to Mosshome, and speak to the Moss Druid in her lair. Only she holds one of the main ingredients needed for the Great Taste of Pharloom - Mossberry Stew! Keep this with you, and you can either deposit it with Mergwin the next time you're in the Choral Chambers, or just wait to deliver all the ingredients at once.

Next, head back up to Bellhart, and you'll find new Wishes has been posted on the board:

    • Savage Beastfly - Another rematch with a fearsome miniboss (assuming you defeated the one in Hunter's March), this quest will have you journey to the site of the Fourth Chorus arena in Far Fields to fight another Savage Beastfly.

Not only will you have limited platforms due to the lava, but you'll also have to contend with fiery minions, too. Defeat him, and you should earn a Mask Shard - likely enough to gain a new health point!

    • My Missing Brother. The courier you saved, Tipp, is worried about their missing brother, Pill.

Luckily, Pill isn't too far away, and was last seen in Greymoor. You can pick up the trail above the Halfway Home, and find that the trail leads up and into Sinner's Road.

Follow the trail up through the main vertical room (and consider unlocking the cell holding the Green Prince if you haven't already) and off to the right where the large pool of muckmaggot water is, and you'll find Pill being harassed by two enemies on one of the higher ledges. Once he's safe, he'll return to Bellhart.

On the way back, be sure to stop in at the Halfway Home. By now, you should have logged enough enemies in your Hunter's Journal to complete Nuu's wish for the Bugs of Pharloom. There's plenty more to log, but for now you'll be rewarded with an extra Tool Pouch to expand the amount of ammo your offensive tools can hold!

Greymoor Tool Pouch

You can speak to the brothers after this to take on Courier Deliveries. These delivery quests are essentially mini side-quests you can undertake to earn a smattering of Rosary Beads by delivering supplies to certain settlements. However, you can only take so much damage along the way before the supplies break apart.

Initial Deliveries Reward
Bone Bottom Supplies150 Rosaries
Pilgrim's Rest Supplies180 Rosaries
Courier's RasherGreat Taste of Pharloom Requirement
Queen's Egg
(After completing any other Delivery)
Increases Styx's Silkeater Supply

Among the tasks you can choose from is another of the ingredients needed for The Great Taste of Pharloom. Unfortunately, you'll need to deliver it directly to Mergwin himself under a very strict time limit AND you can only be damaged a few time along the way. You can see our guide for a recommended route to take here, and we highly recommend clearing the path to Mergwin first WITHOUT resting a bench to minimize enemy engagement along the way.

Now that you're all caught up on new events below, it's time to return to the Choral Chambers where you beat the Cogwork Dancers, and descend down into the Lower Cogwork Core.

Choral Chambers and Backtracking Checklist
Wishes Completed
Bugs of PharloomBuilding Up Songclave
Fine PinsThe Wandering Merchant
An Icon of HopeSavage Beastfly
My Missing Brother---
Tools Collected
Ascendant's GripSpool Extender
Bosses Defeated
Cogwork Dancers DefeatedSkull Tyrant 2 Defeated
Savage Beastfly 2 Defeated---
Lost Fleas Found
Choral Chambers Lost Flea 1Choral Chambers Lost Flea 2
Mask Shards Obtained
Choral Chambers Mask Shard 1Bellhart Mask Shard 1
Key Items
Choral Chambers Cogheart PieceWhite Key
Choral Chambers Simple KeyGreymoor Tool Pouch

Up Next: Lower Cogwork Core Walkthrough

PreviousUnderworks WalkthroughNextLower Cogwork Core Walkthrough

Top Guide Sections

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

Was this guide helpful?

Leave feedback

In This Guide

Hollow Knight: SilksongTeam Cherry
Initial Release: Sep 4, 2025
+3
Learn more
Go to comments

Source: https://www.ign.com/wikis/hollow-knight-silksong/Choral_Chambers_Walkthrough · updated 8 months ago

1 views

#Silksong#
PaperKeeper

0 posts · 0 followers

View profile

Comments0

No comments yet — be the first to reply.

More posts about Hollow Knight: Silksong

GentleNook_hq 4 hours ago
Underworks Walkthrough

The Underworks is one of the first main area of Act 2 in Hollow Knight: Silksong, and is likely the first big region you'll begin to explore if you've taken the main route to the Citadel. Found far below the Grand Gate, the Underworks is a torture chamber disguised as …

#Silksong#
QuietFox_hq 4 hours ago
Grand Gate Walkthrough

The Grand Gate serves as a hub connecting several areas of Act 2, with the main path towards the Blasted Steps. There isn't much to this area initially, but it does serve as a key landmark in Pharloom, and there are some areas you can explore here that lead into additi…

#Silksong#
NeonTinker_tv 4 hours ago
The Slab Walkthrough

So you’ve found yourself in bug jail AKA the Slab in Hollow Knight: Silksong. While you might be able to accidentally discover this area in your travels, the more likely scenario is you got kidnapped by a big ugly fly with a cage on its back. Getting out of here is no …

#Silksong##HollowKnight#
HollowQuill 4 hours ago
The Mist Walkthrough

Hornet's journey through Hollow Knight: Silksong can carry you in one of two directions as you make your way upward through Pharloom and toward the Citadel. While most will find the path to the northwest through the Blasted Steps the main route, there is an optional ro…

#Silksong#