Saving Bellhart in Silksong: My Cling Grip Route T
Hollow Knight: Silksong’s Haunted Bellhart guide reveals The Threadspun Town route, Cling Grip upgrade, and boss strategy to cleanse the cursed town.
When I first stepped into the Haunted Bellhart in Hollow Knight: Silksong, the town felt like a music box dropped down a stairwell—beautiful, broken, and still humming with something that wanted me gone. The bugs hung in midair, the streets had lost their names, and every bell seemed to ring from the wrong side of a wall. This is the opening of The Threadspun Town, a secondary quest that turns a dead little settlement into a rescue mission. In 2026, the route still holds: you need Moorwing down, Shellwood crossed, Sister Splinter beaten, Cling Grip earned, and Widow silenced before Bellhart can breathe again.
Finding the Haunted Bellhart
My entry point was simple once Moorwing was dead. From his boss room, I headed left and let the corridor spit me into Bellhart. The place was a ghost of a town, and I could not save it yet. I needed tools. Shellwood sits directly to Bellhart’s left, and the elevator there became my spine for the next few runs. I unlocked the rest bench at the top early, and that one bench changed the whole quest from a punishment into a route. If you skip it, every boss attempt feels like re-reading a book from the first page.
Defeating Sister Splinter for the Cling Grip
I pressed right and upward, using the lift, then followed the room to its far edge. A platform sat just out of reach—the kind of tease Silksong loves. I took the left path, downward-slashed across the flowers, and used the Drifter’s Cloak for the second batch. That cloak comes from the Seamstress’ quest in Far Fields, and without it the flower hops are a stutter-step of failure. Sister Splinter waited in the next room. She is tricky, but not unfair: I stayed patient, punished her recoveries, and moved on. Past her room, the Cling Grip was waiting. That upgrade is the quest’s hinge. With it, Bellhart’s corruption becomes climbable instead of merely visible.
The Cling Grip made vertical travel feel like I was a seamstress pulling a single bright thread through a canvas that kept trying to close itself. Walls stopped being walls. They became ladders with opinions.
Exploring Bellhart’s Source of Corruption
Back at the unreachable wall, I popped up with Cling Grip and used my needle to burst the bells. The next area introduced the bell-headed fiends—small, aggressive, and fond of leaping at my face. My rhythm was two swipes, one dodge back, then finish. A larger bell enemy patrolled up and down; I sliced its underside whenever it exposed itself and climbed on. A smaller one dropped from below, so I kept my eyes down as much as up. I crossed the gap, dodged the falling bells, and freed the flea. That flea matters for the Lost Flea quest, so I did not leave him hanging.
Then I returned to the start and went down instead of up. Drifter’s Cloak carried me over the spike bed, and my needle opened the barrier. This is where the route becomes a table of small decisions:
Checkpoint
What I needed
Why it mattered
Shellwood bench
Rest bench unlocked
Made Sister Splinter and Widow runs tolerable
Sister Splinter’s room
Patience and downward slashes
Unlocked the path to Cling Grip
Cling Grip wall
Cling Grip
Opened the corruption source and vertical routes
Bell barrier
Needle
Let me break through to the lower paths
Flea gap
Careful dodging
Saved a Lost Flea
Widow route
Cling Grip + Drifter’s Cloak
Built a clean boss run
Creating a Path to Widow
Descending into the depths, I found more large bells patrolling. Cling Grip let me slide down the walls gently, avoiding their patrol lines. I took a detour into the left wall and used it to eliminate the one above. Following the path down and right, I avoided spikes, killed a couple of small bell enemies, and scaled the wall with Cling Grip. An alcove held rosaries, which I grabbed before doubling back. I scaled up again, checked the left gap, and busted through. Falling bells demanded attention from below, so I watched the floor as much as the ceiling. I jumped the gap for now and broke open the wall.
That next area is the real gift. It makes the run to Widow manageable. I crossed the platforms, handled or avoided the enemies waiting there, and kept away from the spike pits. Busting through to the next screen dropped me back at the