I’ll 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, you’re 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 — instant fast-travel buddy. Now I can zip around like a caffeinated flea. Here’s 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 you’re 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. There’s not much to do here, so don’t make it your vacation home.
Deep Docks

Found early in the area, this station is brilliant for heading up through Hunter’s 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 you’re 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

You’ll find this one near Halfway Home in Greymoor. It’s perfect for quests like Crawbug Clearing or heading up to Sinner’s Road. To find it, head west through Halfway Home, past the tall building, down the cliff, then double back on yourself. There’s a hidden entrance to the rat’s 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 you’ll revisit later. It’s a game changer, plain and simple.
Shellwood

Shellwood’s station is central and leads to many biomes. Use it for Blasted Steps, bosses like Sister Splinter, or going down into the Wormways. You’ll 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 it’s great for The Sands of Karak and The Grand Gate. You’ll run past it every time you deliver the Courier’s 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 Sinner’s Road or the top of Deep Docks. The Bellway is near the bottom after you clear the main area and get your items back. It’s 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 you’ll 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 Bilewater’s Exhaust Organ. It’s 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 isn’t 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 you’ve
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