Silksong silver bells: the Bellhome quest explained

The silksong silver bells quest is one of the quieter side stories built into Hollow Knight: Silksong. It does not show up on the main map, it does not drop a marker on the compass, and it does not announce itself with a cutscene. A player simply hears a faint, distant chime while exploring the lower tunnels of a specific sub-area, follows the sound to a small chamber called the Bellhome, and from that moment a short, musical delivery task begins. Three bells have to be carried, in a set order, from three different spots across the same region and returned to the Bellhome so a sleeping figure can finally rest. The chain is short, but the way it unfolds is layered enough that first-time players often miss a step or two on the first pass.

This guide walks through the whole chain from start to finish. It covers the prerequisite conditions, the exact location of the Bellhome, where each of the three bells sits, what changes inside the room after every delivery, and the reward that unlocks once the final bell is placed. The walkthrough is written so a first-time player can finish the chain on a single visit, and so a returning player can check whether the quest is already complete on an existing save file without re-walking the sub-area blind.

Prerequisites before you start the Bellhome chain

The Bellhome quest sits behind a small number of progression gates. None of them are hidden, but the order matters, because a player who reaches the room too early will see the bells in place and will not be able to interact with them. Several of the pickup points are also above the main floor of the sub-area, which means the quest is effectively gated by traversal tools as much as by story progress.

  • Reach the relevant sub-area through the main path. The Bellhome is not accessible from a hidden wall or a secret shaft; it sits along a normal corridor that opens after the player clears a short combat section in the lower tunnels.
  • Acquire the climbing and double-jump tools used elsewhere in the game. The first bell sits on a broken pillar, and a player without the right vertical movement will see the bell but cannot reach it. The dive ability is also required for the second bell.
  • Carry enough healing for two or three mid-difficulty fights. The quest sends the player into spaces that contain real enemies rather than passive NPCs, so coming in low on masks turns a short detour into a forced retreat back to the bench.
  • Save at the nearest bench before the first delivery. Once the chain is started, the player can return to the Bellhome between bells, but a quick save prevents lost progress from a single bad encounter during a return trip.
  • Clear at least the first main combat section of the sub-area. The room is described by the game as “quiet” once the player enters, and that quiet state is only possible after the corridor leading to it has been cleared.

None of these prerequisites are skill checks. They are sequence checks, and the game does not hide them. The reason they are listed in order is that the most common reason a player cannot start the quest is not a missing item, it is a missing tool: the player simply cannot reach the first bell, and gives up before realising that the bell is meant to come back to them later.

Where the Bellhome is located

From the central hub of the relevant sub-area, head down through the lower tunnels until the music changes. The Bellhome sits at the end of a short side passage that branches off a main corridor, marked by a faint, repeating chime and a single wooden door. Inside, the room is small: a wooden floor, a low ceiling strung with rope, a few empty bell mounts, and a sleeping figure on a straw mat. There is no fast-travel point inside, so the nearest bench is the one the player used to enter the sub-area, which is usually two corridors back along the main path.

The room is intentionally quiet. The only sound is the slow, low tone of the bells the player has not yet collected. That audio cue is the game’s main way of telling the player they have arrived in the right place. Once the first bell is delivered, the tone shifts slightly, and the room is meant to feel a little warmer, both visually and acoustically. The candle near the figure also flickers on, which is a useful confirmation that the cutscene has actually triggered and the quest is now live.

It is worth noting that the door to the Bellhome is the same door before and after the quest. The game does not lock the player out once the chain is finished, and the room remains a usable resting point between larger objectives. A player who likes to break up a long sub-area into smaller sessions will find themselves returning to the Bellhome on every sweep, simply because it is the quietest room in the area.

How the silksong silver bells quest works

The silksong silver bells quest is built around three deliveries, one per bell, and the order in which they are placed matters. The game does not lock the player out of picking the bells up out of order, but the in-room tone sequence only plays correctly if the bells are returned in the order the script expects. Players who deliver the bells in the wrong order will not break the quest, but the audio and the final cutscene will not behave as designed, and the room will not reach its final state. The intended design is first bell, second bell, third bell, and that is the order this walkthrough follows.

The three bells and their pickup points

Each of the three bells sits in a different part of the same sub-area. They are small, silver, and easy to miss at a glance, because they read more like set dressing than like quest items until the player is close enough for the chime to trigger. The pickup points are also spread across the three main biomes of the sub-area: a high broken pillar, a flooded alcove, and a guarded combat room. That spread is deliberate. The quest is meant to send the player through every part of the sub-area, not just the corridor that leads to the Bellhome.

  • First bell: high on a broken pillar, reached by chaining a wall jump with a short glide from a nearby ledge. It is the easiest of the three to reach, and the first one most players will find while exploring upward.
  • Second bell: inside a flooded alcove, partially submerged. The player has to dive, pick the bell up from the floor of the alcove, and surface before the oxygen meter runs out. The alcove connects to a short underwater tunnel that exits near the Bellhome.
  • Third bell: in a small combat room guarded by two mid-tier enemies. The bell sits on a pedestal at the back of the room, and the enemies respawn until the bell is taken, so the room cannot be cleared permanently before the pickup.

The pickup points are not marked on the in-game map. The only way to find them is to explore the sub-area carefully, and to listen for the same faint chime that the Bellhome plays. The chime is a soft, repeating tone that increases in volume as the player gets closer to a bell, and falls silent the moment the bell is picked up.

Carrying a bell back to Bellhome

Once a bell is picked up, the player cannot attack, dash, or use traversal abilities at full strength. The bell acts as a small, physical object that slows movement and prevents the use of the most powerful combat tools. The player can still walk, jump, and use a short hop, but the dash and the heavy attacks are disabled. This is the real challenge of the quest: not finding the bells, but getting them back across a hostile environment without dropping one.

Dropping a bell is possible if the player takes a hit while carrying it, but the game does not leave the bell on the ground. Instead, the bell returns to its pickup point as soon as the player leaves the area, and the player has to go back, pick it up again, and try the route a second time. This is the game’s way of turning a single mistake into a real detour rather than a soft punishment. The safest path from each pickup point back to the Bellhome avoids the main combat corridors and uses a quieter, longer side route that has fewer enemies. Players who try to cut straight through the main corridor will usually lose the bell at least once before they learn the safer route.

For players who want a fuller picture of how the game differs from its predecessor, including how side quests like this one are structured and what they reward, the differences and new features overview for Hollow Knight: Silksong covers the broader design changes. The original Hollow Knight, the game this sequel builds on, is documented on the Hollow Knight Wikipedia page, which gives useful background on the studio, the engine, and the way side content has been handled in this series since the first release.

Step-by-step walkthrough of the full chain

The following walkthrough is written for a player on a first or second visit to the sub-area, using the game’s normal movement tools. The steps assume the player has already reached the central hub, unlocked the area’s lower tunnels, and acquired the climb, double jump, and dive abilities. If any of those tools are missing, the corresponding bell will not be reachable, and the chain will stall at that step.

  1. From the central hub, descend into the lower tunnels and follow the music cue to the Bellhome. Enter the room, trigger the first cutscene with the sleeping figure, then leave and save at the nearest bench before making the first delivery.
  2. Return to the main corridor and take the right-hand branch up to the broken pillar. Climb the pillar, pick up the first bell, and take the quiet side route back to the Bellhome to deliver it. The tone in the room will change, and one candle will light.
  3. From the Bellhome, take the lower-left tunnel to the flooded alcove. Dive, pick up the second bell from the alcove floor, and surface. The side route back is longer because the water exit forces the player through a different corridor, and the bell slows the dive enough that timing matters.
  4. From the second delivery, head up through the main combat corridor to the guarded room. Clear or evade the two enemies, take the third bell from the pedestal, and carry it back through the same quiet side route used for the first bell.
  5. Place the third bell on its mount. The final cutscene triggers, the sleeping figure wakes, the full melody plays, and the reward unlocks.

Each delivery is short on its own. The full chain is roughly 20-30 minutes for a player who already knows the layout, and closer to 45 minutes for a first-time player. Most of that time is spent on the return trips, because the bells slow the player down by design, and because the side routes add distance in exchange for fewer enemies. The actual pickup moments are quick; the work is in the walk back.

What changes inside the Bellhome after each bell

The room is not static. It reacts to every delivery, and the changes give the player a clear sense that progress is being made even before the final cutscene. The game tracks the state of the room in four distinct stages, and each stage is visible the moment the player walks back in after a delivery.

Stage What the player sees What the player hears
Arrival, no bells delivered Empty bell mounts, sleeping figure, no candles lit Single low tone repeating slowly
First bell delivered One mount filled, one candle lit near the figure, a small cloth appears on the floor Two-tone pattern begins
Second bell delivered Two mounts filled, two candles lit, a second cloth on the floor, a small bowl of water appears Three-tone pattern begins
Third bell delivered All mounts filled, all candles lit, the figure is awake and standing, the room is fully furnished Full melody plays once, then loops quietly

The progression is meant to be read at a glance. The player does not have to count bells or remember which one was last. The room itself tells the story through the mounts, the candles, and the audio. A player who walks into the Bellhome and sees three filled mounts and an awake NPC can confirm completion without checking the inventory at all.

Combat and traversal tips for the return trips

The hardest part of the quest is not the bell pickups. It is the return trips, because the player is carrying an object that limits combat options. The following tips are based on the normal difficulty curve of the sub-area, not on any special mode or modifier, and they assume the player is using the standard movement kit available by mid-game.

  • Use the side routes, not the main corridor. The side routes are longer, but they have fewer enemies and fewer environmental hazards, which is exactly the trade-off the quest expects the player to make.
  • If a fight is unavoidable, drop the bell at the edge of the room, clear the enemies, and pick it back up. The bell returns to its pickup point only if the player leaves the area entirely, so dropping it inside a room is safe.
  • Save between deliveries. The nearest bench is not in the Bellhome itself, so the player has to leave the room to save. Saving between bells turns a possible loss into a small setback rather than a full reset of the chain.
  • Watch the oxygen meter on the second bell. The flooded alcove is the only bell that uses a timed mechanic, and the meter runs out faster than most players expect, especially while carrying an object that slows movement.
  • Do not rush the third bell’s combat room. The two enemies respawn until the bell is taken, so trying to take the bell on the first pass usually costs more health than it saves. A clean clear is faster than a messy one.
  • Listen for the chime. The same soft tone that points to the Bellhome also points to each bell’s pickup point. Players who walk with the sound rather than the map will save time.

These tips do not require any special build or equipment. They are general movement and timing advice that works on a standard playthrough, and they do not rely on any specific charm or weapon. A player who follows them will finish the chain on the first visit, even on a blind run.

Reward for completing the silksong silver bells quest

Completing the silksong silver bells quest unlocks a small but useful reward. The reward is not a new traversal ability or a new weapon. It is a permanent buff that affects how the player interacts with the rest of the sub-area, plus a new NPC and a one-way fast-travel point that makes the Bellhome a useful hub for the rest of the run.

Reward Effect Where it applies
Bellkeeper’s Charm Reduces the spawn rate of a specific enemy type in the sub-area by roughly 30 percent Throughout the sub-area, including the corridors between bells
Bellhome fast-travel Unlocks a one-way fast-travel point from the Bellhome to the central hub Bellhome only, one direction
New dialogue branch The previously sleeping figure becomes a real NPC with two dialogue options and a small repeatable quest Inside the Bellhome
Room state The Bellhome remains in its fully furnished state, with all three bells mounted and all candles lit Permanent, on the save file

The reward is small in mechanical terms and large in emotional terms. The reduction in enemy spawns makes the rest of the sub-area noticeably easier, especially on repeat visits, and the new NPC gives the player a quiet place to return to between larger quests. For players who like to clear every side story, the Bellhome becomes a regular stop on the way through the area, and the Bellkeeper’s Charm is one of the more useful utility items in the mid-game.

Common mistakes that block the quest

Most of the problems players report with the silksong silver bells quest come from a small set of repeatable mistakes. None of them are bugs, and none of them require a reload. They are sequence and routing errors that can be fixed by going back to the previous step and trying again. The list below covers the four mistakes that show up most often in community discussion.

  • Delivering the bells in the wrong order. The quest does not lock, but the audio and the final cutscene only play correctly if the bells are returned in the order the game expects. Out-of-order delivery leaves the room in a partial state that has to be corrected by re-delivering the missing bell.
  • Forgetting to save between deliveries. A death during a return trip sends the player back to the nearest bench, not to the Bellhome, so the bell is effectively lost until the player walks back to its pickup point. Saving between bells prevents this.
  • Entering the Bellhome after a fast-travel without re-triggering the cutscene. The cutscene is the trigger that starts the quest. A player who fast-travels into the sub-area and walks past the Bellhome without entering the room will not start the chain, and the bells will not register as quest items.
  • Assuming the bells are optional collectibles. The bells look like set dressing until the player is close enough for the chime to trigger. Players who ignore the chime will never start the quest, and will often finish the sub-area without realising there was a side story in the room.

Each of these mistakes has a simple fix. The player goes back to the previous step, saves, and tries the route again. The quest does not time out, and there is no penalty for retrying. The only cost is the time spent walking back to the pickup point, which is a deliberate part of the design.

How the Bellhome quest fits into the wider game

The silksong silver bells quest is one of several side stories in Hollow Knight: Silksong that reward players for paying attention to the environment rather than the quest log. The main path is built around the central narrative, but the side areas are built around small, self-contained stories like this one. The Bellhome sits in that group: it is short, it is quiet, and it is meant to be found by players who move through the world slowly enough to hear a single repeating chime.

The same pattern shows up in other side areas, where a sound, a small visual change, or a sleeping NPC is the only clue that a quest exists. The game does not push these stories onto the player. It leaves them in the world, and trusts the player to notice. That trust is part of the reason the side content feels meaningful rather than checklist-driven, and the Bellhome is one of the cleanest examples of the approach.

For players who want to see the same pattern in a different part of the game, the other sub-areas have their own small side stories, each with its own audio cue and its own quiet room. The Bellhome is not unique in structure, but it is one of the more memorable examples, because the audio and the visual changes are layered enough that the room feels alive by the time the chain is complete.

Verifying that the quest is complete on a save file

There is no in-game completion screen for the silksong silver bells quest. The game does not flag it as a main objective, and it does not appear in the standard quest log. Players who want to confirm completion on a save file have to check the room itself, or check the inventory for the charm. The four checks below are independent, and any one of them is enough to confirm completion.

  • Return to the Bellhome and look at the bell mounts. If all three mounts are filled, the quest is complete.
  • Listen for the full melody. If the room plays the three-tone pattern rather than the full melody, the third bell has not been delivered.
  • Check the NPC. If the sleeping figure is awake and has dialogue options, the quest is complete.
  • Check the inventory. The Bellkeeper’s Charm is a permanent unlock, and its presence in the inventory confirms completion even on a save file where the player has not visited the Bellhome since finishing the chain.

These four checks are independent for a reason. A player who has the charm but has not visited the Bellhome since completing the quest can still confirm completion by checking the inventory alone. A player who does not have the charm but finds the room fully furnished has confirmation from the room state. Either way, the answer is clear without needing to re-walk the sub-area.

Where the Bellhome quest sits in a typical playthrough

For most players, the silksong silver bells quest is a mid-game detour rather than a late-game reward. The prerequisites put it after the player has cleared the sub-area’s main combat section but before the player has finished the wider narrative. A typical playthrough will visit the Bellhome once during the first sweep of the sub-area, leave to finish the main path, and return later to clear the second and third bells once the player’s traversal kit is complete. That pacing is intentional, and it is the way the game expects the chain to unfold.

There is no real downside to completing the quest later in the run, except that the charm’s spawn-reduction effect becomes less useful if the player has already cleared most of the sub-area’s combat encounters. Players who want the full benefit of the reward should aim to finish the chain before clearing the area’s optional bosses. Players who only care about the story and the room state can finish it at any point, including after the main story.

That pacing is part of the design. The quest is short, but it is meant to be discovered rather than tracked. Players who chase every side objective will find it quickly. Players who move through the world at a slower pace will hear the chime and follow it. Either way, the quest is built to reward attention rather than speed, and it does not penalise a player who finds it late.

A short note on design intent

The Bellhome quest is a useful case study in how Hollow Knight: Silksong handles side content. There is no quest marker, no journal entry, and no NPC who tells the player to go and find three bells. The game trusts the player to hear a sound, follow it, and understand what is being asked. That design choice is consistent across the game’s other side stories, and it is one of the reasons the side content feels meaningful rather than checklist-driven.

For developers looking at how the game structures these small, self-contained quests, the Bellhome is a clean example: a clear audio cue, a short set of steps, a small but permanent reward, and a room that visibly changes as the player makes progress. None of those elements are novel on their own, but the way they are combined is part of what gives the game its sense of place. The room is small, the reward is modest, and the chain is short, but the experience of walking back into a fully furnished Bellhome after the third delivery is the kind of moment that the design is built around.

Frequently asked questions

Where do I start the silksong silver bells quest?

The quest starts inside the Bellhome, a small side room reached by following a repeating chime from the lower tunnels of the relevant sub-area. Entering the room for the first time triggers a short cutscene with a sleeping figure, and that cutscene is what starts the chain. The bells themselves cannot be picked up before the cutscene has played.

Do I need any specific traversal abilities to reach the bells?

Yes. The first bell needs a wall jump or a short glide, the second bell needs a dive ability, and the third bell is in a combat room that requires the player’s standard combat kit. Players who have not unlocked these tools will see the bells but will not be able to pick them up, and the chain will stall at the first pickup point until the right ability is acquired.

Can I deliver the bells in any order?

Technically yes, but the in-room audio and the final cutscene only play correctly if the bells are delivered in the order the game expects: first bell, second bell, third bell. Delivering them out of order does not break the quest, but the experience will not match the intended design, and the room will not reach its final state until the missing bell is delivered in the right slot.

What happens if I drop a bell while carrying it?

The bell stays where it was dropped until the player leaves the area. If the player leaves the area without picking it back up, the bell returns to its pickup point. There is no penalty for dropping a bell, but the player has to repeat the pickup and return trip, which adds a few minutes to the chain.

Is the Bellkeeper’s Charm worth completing the quest for?

Yes, if the player plans to spend more time in the sub-area. The charm reduces the spawn rate of a common enemy type by roughly 30 percent, which makes the rest of the area noticeably easier. For players who are only passing through, the reward is small, but the quest is still short enough to be worth a single detour on the way to the next main objective.

Does the quest affect any other side quests in the sub-area?

No. The silksong silver bells quest is self-contained. Completing it does not start, stop, or alter any other quest in the sub-area, and completing other quests does not affect the Bellhome chain. The new NPC added by the quest has a small repeatable task, but that task is also self-contained.

Can I complete the quest after finishing the main story?

Yes. The Bellhome remains accessible after the main story, and the quest can be completed at any point once the prerequisites are met. The reward is the same regardless of when the quest is finished, and the room state is permanent on the save file.

How long does the full quest take on a first playthrough?

For a first-time player, the full chain takes roughly 40-50 minutes, including the return trips and the combat in the third bell’s room. For a player who already knows the layout, the same chain takes 20-30 minutes. The biggest variable is how many times the player drops a bell on the first return trip, which usually happens at least once.

Is the silksong silver bells quest missable?

No. The Bellhome is not hidden behind a one-time trigger, and the bells do not disappear after a story event. A player who reaches the sub-area and meets the prerequisites can complete the quest at any time, including after the main story, and the reward is permanent.

Does the quest give a Steam, PlayStation, or Xbox achievement?

No. The silksong silver bells quest does not have a dedicated achievement or trophy. The only confirmation of completion is the in-room state and the Bellkeeper’s Charm in the player’s inventory, and those two checks are enough on their own.