Hollow Knight: Silksong Bellway Stations: My 12-Station Fast-Travel Adventure
Hollow Knight: Silksong Bellway stations guide reveals all 12 fast-travel stops, their uses, and how to unlock them.
Iâll be honest: the first time I set foot in Pharloom, I got lost so many times that my compass tool filed a restraining order against me. Hollow Knight: Silksong is a gorgeous, sprawling, occasionally infuriating masterpiece, and if you skip the compass, youâre basically asking to wander in circles until the heat death of the universe. But then I met the Bell Beast in the Marrow, punched her in the face until she respected me, and boom â instant fast-travel buddy. Now I can zip around like a caffeinated flea. Hereâs my totally biased, first-person, occasionally sweary guide to all 12 Bellway stations, so you can unlock that tasty achievement and stop being lost as a goose.
The Bellway Stations at a Glance
Station
Vibe
Usefulness
Bone Bottom
Home sweet home
Essential
The Marrow
First date with Bell Beast
Least useful
Deep Docks
Industrial chaos
Very handy
Far Fields
Secretly huge
Great
Greymoor
Halfway Home
Quest central
Bellhart
Second hub
Amazing
Shellwood
Pogo paradise
Central
Blasted Steps
Act 3 glow-up
Fantastic
The Slab
Prison break
Niche but needed
Grand Bellway
Citadel chaos
Most used
Bilewater
Nope juice
Painful
Putrified Ducts
Flea heaven
Endgame
Bone Bottom
This is your first real station after defeating the Bell Beast, and it links straight to the main hub. I came back here so often that the Bell Beast probably started charging me rent. If youâre doing early quests, stocking up, or just need a breather from getting stabbed by every bug in existence, Bone Bottom is your couch.
The Marrow
This is the first station you can actually use, since you fight the Bell Beast here. If you beat the Massive Moss Charger in the original Hollow Knight, this boss is a piece of cake. But honestly? The Marrow station is about as useful as a chocolate teapot. Thereâs not much to do here, so donât make it your vacation home.
Deep Docks
Found early in the area, this station is brilliant for heading up through Hunterâs March or exploring the Deep Docks. And let me tell you, Deep Docks is way bigger than I thought. I kept finding new corners like a raccoon in a trash can. If youâre a completionist, this station will save your sanity.
Far Fields
Far Fields looks like a small early area, but it opens up a lot later on. The station sits in the main vertical column through the centre, giving you great access to Greymoor and the eastern Deep Docks. I used this one so much I started calling it my second home.
Greymoor
Youâll find this one near Halfway Home in Greymoor. Itâs perfect for quests like Crawbug Clearing or heading up to Sinnerâs Road. To find it, head west through Halfway Home, past the tall building, down the cliff, then double back on yourself. Thereâs a hidden entrance to the ratâs nest below, right near the station. I found it by accident and screamed. Good times.
Bellhart
Bellhart is the second main hub, and after you beat the Widow and restore it, you get shops and a wishboard. The Bellway here has a secret entrance to the far right that leads into the Bellhart tunnels, where you can find silver bells and an NPC youâll revisit later. Itâs a game changer, plain and simple.
Shellwood
Shellwoodâs station is central and leads to many biomes. Use it for Blasted Steps, bosses like Sister Splinter, or going down into the Wormways. Youâll find it up a large vertical platforming area far to the west, where you can hone your pogoing skills. My pogoing skills are still trash, but at least I had fast travel.
Blasted Steps
I originally thought this station was redundant, useful only for running back to the Last Judge boss fight. Oh, how wrong I was. It becomes fantastic in Act 3, and itâs great for The Sands of Karak and The Grand Gate. Youâll run past it every time you deliver the Courierâs Rasher, which makes you miss fast travel like an ex you regret dumping.
The Slab
To reach The Slab, get caught by one of those enemies carrying a large cage in Sinnerâs Road or the top of Deep Docks. The Bellway is near the bottom after you clear the main area and get your items back. Itâs great for returning once you find the third Key, and for accessing Mount Fay and the western Citadel. Prison was never so convenient.
Grand Bellway
Ah, The Grand Bellway. This is almost certainly the station youâll use the most. The Citadel is ridiculously huge, with sub-areas and its own Ventrica stations. The Bellway is right next to a bench and a Ventrica fast-travel point. It also has shortcuts to the Whispering Vaults, the Underworks, and Bilewaterâs Exhaust Organ. Itâs the Grand Central of Pharloom.
Bilewater
Bilewater is arguably the most irritating place in all of Silksong. As soon as I found the Bellway, I left. Unfortunately, I had to come back, but finding the Bell Beast made me sigh with relief. This station isnât super useful beyond heading into Bilewater or the Mist area, which is a real pain in the neck.
Putrified Ducts
The final station requires the Faydown Cloak and everything else youâve collected. Youâll probably be near the endgame. Access it by heading up from Bilewater and beating Groal the Great, or east from the Memorium area of the Citadel. Eventually, this area becomes home to the Flea Caravan, so you can refill your Flea Brew as many times as you want. Cheers, fleas.
Final Thoughts
Unlocking all 12 Bellway stations is not just about convenience; itâs about survival. Pharloom is massive, and without fast travel, youâll be walking uphill both ways in the rain. Keep your compass handy, beat the Bell Beast, and enjoy the ride. And if you see me wandering around the Marrow, point me toward the nearest bench. Iâm probably lost again. 
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