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    How I Returned to Act 1 and Unlocked Early Bellways in Silksong

    Stuck in Hollow Knight: Silksong's Underworks? Return to Act 1 via the Choral Chambers, then unlock early Bellways for fast travel.

    After I defeated the Last Judge and the Grand Gates finally creaked open, I expected to leave Act 1 behind cleanly. Instead, the floor collapsed into the Underworks, the elevator groaned and snapped, and I was stuck with no obvious way back. If you left unfinished quests in Act 1, don’t panic—returning is possible, but it’s a bit of a hike.

    Can You Return to Act 1?

    Yes, but not by climbing. The elevator that takes you down to the Underworks breaks immediately, and Wall Climb cannot carry you back to the surface. To physically return to the Act 1 areas of Silksong, you need to climb up through the Underworks until you reach the Choral Chambers.

    From the Choral Chambers, smash the breakable wall and follow the tunnels filled with spinning blades. This path eventually drops you back into the Grand Gate area. Once there, drop to the bottom and head left to reach the Blasted Steps.

    If you did not activate any Bellways in Act 2, this long walk is your only return route—the elevator stays broken. Honestly, the elevator giving up felt a little personal after that boss fight.

    Here is the shortest foot route I’ve used:

    Climb from the Underworks to the Choral Chambers.

    Break the hidden wall near the chambers.

    Follow the spinning-blade tunnels to the Grand Gate area.

    Drop down and move left toward the Blasted Steps.

    🔔 Unlocking Early Bellways in Act 2

    The walk back is doable, but it gets tedious as you push deeper into the Citadel. Fortunately, two Bellways sit very close to the opening section of Act 2. One is in The Slab, and the other is in The Grand Bellway. Both are easy to reach, but they serve slightly different purposes.

    The Grand Bellway

    After falling into the Underworks, go through the tunnels and climb to the Choral Chambers. Hit the lever to open a path below that leads to another room on the right. Cross that room, and you’ll enter a large hallway with floating platforms and hanging bells you can pogo across.

    I recommend this as your first Bellway because The Grand Bellway also contains a Ventrica Tube. That makes it an excellent midway point that connects both fast travel methods in Silksong. Unlocking it early saves you from repeating the whole Underworks climb later.

    The Slab Bellway

    The Slab Bellway is located to the left of the Choral Chambers. Reaching it follows much of the same route as the Grand Bellway. From the Choral Chambers, take the path on the top left and keep going in a straight line. Then cross the large ornate bridge to arrive at The Slab.

    This one is straightforward and a decent second unlock, but it doesn’t offer the same Ventrica Tube convenience as the Grand Bellway.

    Which Bellway Should You Grab First?

    Bellway
    Location
    Best For

    The Grand Bellway
    Close to Choral Chambers
    First unlock; has a Ventrica Tube

    The Slab
    Left of Choral Chambers
    Quick second fast travel point

    Fast travel in Silksong has two layers: Bellways let you ring yourself between major locations, while Ventrica Tubes work as tram-like connectors. Having both in one spot is rare early on, so The Grand Bellway is the more efficient first stop.

    As of 2026, this remains the most reliable route I’ve found. If you clean up Act 1 quests before activating any Bellways, you’ll be stuck with the long Underworks walk. Let’s be real—nobody wants to retrace that entire spinning-blade tunnel twice. So grab the Grand Bellway early, ride the Ventrica Tube when you can, and keep those old Act 1 quests from haunting you.

    Nailing down this route early makes Act 2 far less painful, but you can only put the strategy to work if you have the game in hand. Whether you're picking up Hollow Knight: Silksong for the first time or grabbing a copy for a friend so you can finally talk through Bellway routes together, it's worth making sure you're not overpaying. If you want to save a little real-world Geo before your next playthrough, you can [compare prices here]( and land on the best deal without the usual storefront hunt.

    Once the purchase is handled, the only thing left is the fun part: ringing those Bellways, gliding through Ventrica Tubes, and never crawling back through the Underworks again. With the Grand Bellway unlocked and your fast travel network taking shape, Act 2 stops being a chore and becomes the sprawling adventure it was always meant to be.

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