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Once you reach Bilewater in Hollow Knight: Silksong, rightfully realize the area kinda sucks to be in, and grab a ride on the Bellway, you’d probably just want to leave and not come back. However, if you were curious enough, you may have found The Mist.
The entrance to this mysterious, foggy area filled to the brim with specters is directly to the left of the Bellway in Bilewater, and it’s not at all immediately clear how you even get anywhere. It’s dangerous, and you’re likely to be turned around.
It throws you back to the start whenever you fall, the ghastly women that screech at you can be an absolute pain to deal with, and no way seems like the clear way forward, but there’s a method to the madness.
I’ll be guiding you through this Mist, and the area that is unlocked by clearing the thing. This is all so you can start parrying any attack in your way, and so you can enter somewhere you maybe shouldn’t be in yet.
The Mist
As you enter, I unfortunately cannot give you clear-cut directions, as the layout of The Mist is randomized every time it’s entered. Luckily, your Cocoon will spawn right near the entrance every time, which is one of the few bits of charity this game gives.
That said, the way to find your exit is by locating some of the small, glowy butterflies in the area and playing your Needolin. This will make them float up, and after you stop playing, they will fly towards the correct exit.
The only issue here is getting peace from the Wraiths for long enough to actually play your music. For that reason, I’d recommend coming in here with Straight Knives, or another lovely ranged option, such as the Cogflies.
Bat away the wraiths if they’re in the way, make sure you do not fall, and get enough space to play your song. After a couple of correct exits, you’ll come across a straightaway to tell you that you’re on the right path, and after a few more, you should enter the Exhaust Organ.
Exhaust Organ
As you enter this new sub-area, you’ll be greeted by everyone’s favorite: the maggot-infested waters that Bilewater is ever-beloved for. You only have to put up with it for this first room, but there’s no way around it, so take a dive and head to the left.
Jumping to the middle and heading inside the building, you should immediately jump up the platforms, go to the left, jump up the wall, and slash the bench free from its webbing. Head to the right, and start timing your jumps with the loud rushes of steam from the pipes.
The pipes on the right follow a fairly linear route. You go up to the right once, then up and to the left, slide down to the left, and head further forward, break open the middle pipe, and play your Needolin for the scary tube if you want some bonus lore.
Head up the middle tube, slide down to the right, wall jump up the rather non-threatening tube, and make your pilgrimage up the final one. Grab some silk to your right, and run to the left if you’re ready to get into a fight.
Phantom
This woman is a showstopping longnail extraordinaire, frequently taking big stabs at your direction, and constantly putting her guard up to parry your attacks. While this usually means you should avoid hitting her with her guard up, I decided to do it intentionally.
Whenever she parries, you can almost always jump, move towards her current position, and dodge the parry entirely. This leaves her open for a bit and makes it easy to get a couple of cheap shots in on her. Just make sure you can keep up, and the first phase goes down easily.
The second phase begins with Phantom activating her massive laser blasts that vaporize half the arena, and somehow, this is her easiest attack. Just dash, avoid the big glowing pillars, and wait for the hitbox to be gone before punishing her for using a laggy move in neutral.
Dodge her needle toss, hit her in the middle of the arena, try not to get hit when she shuffles across the floorboards, and you’re golden. Just make sure to hit the easiest QTE of all time at the end, and you’ll come out of this encounter with the Parry unlocked.
Flea
Before we get out of here and head to the Underworks, there’s exactly one important thing you could miss in the entirety of the Exhaust Organ. From the boss arena, go right, fall down, go left, up and to the left, and jump the gap.
In this room with silk-strewn tubes, run right past the thread-wrapped cylinders and into a secret area, where you can drop down and head out the left door. Jump across these floating platforms, and be careful not to fall.
All the way to the left, you can jump across more of everyone’s favorite infested liquid, and save a Flea making very concerned noises. Now that the very important mission is out of the way, you can go use your well-earned Parry skill.
How to Parry
Parrying in this game is quite different from how you may expect, so I feel a basic rundown here is necessary. First of all, you can’t just parry whenever you want. Cross Stitch is a Silk Skill, and it takes four bars of Silk to use it, but the benefit is clear.
For a little over half a second, Hornet will get into parry stance when you use Cross Stitch. If she is hit at all during this stance, she will go into an animation of constantly slashing wherever it was she took damage, which is an important distinction here.
If you parry a projectile, you won’t take damage, but you will more than likely completely miss the enemy if the projectile was even slightly far from them. On the upside, though, Cross Stitch’s hitbox is quite big, so if you’re within a few feet of the enemy, it will absolutely hit.
Even better, after the parry has finished up, you will get a few frames of complete invulnerability. Given that the attack tends to place you directly on top of the enemy, this means you should make a habit of dashing away from the enemy after every successful parry, so you don’t take random damage.
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Author: 360 Technology Group