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As I neared the end of Hollow Knight: Silksong, I found myself chasing the last of the three melodies needed to reach The Cradle. And of course, it was the Conductor's Melody that stood between me and the finale. Getting there meant surviving the High Halls and one of the most brutal enemy wave arenas I've ever faced—harder, in my opinion, than most dedicated boss fights in the game. So here's how I did it.

Hornet grappling through the High Halls

Accessing the High Halls

You reach the High Halls through the Choral Chambers. Exit out the top left side of the map, but don't bother unless you have the Clawline (grappling hook) ability. Trust me, you literally cannot explore this area without it. And if you want all the secrets, I'd also wait until you have the Faydown Cloak (double jump). I learned that the hard way.

Map of the High Halls entrance

High Halls Walkthrough + Secrets

After climbing the grappling hooks, you enter an area with a cascading stream running downward. Your goal is to go against the current. Stay out of the water by grappling and avoid enemies. The first foe is a sword-wielding bug called a Maestro with three little minions circling him. Jump attack between their gaps and leap over the minions he throws.

Next, you enter a room where you can either rise up via a rotating grapple or float down while popping into each room. The bottom room has a shard cluster—nothing special—so head up. You'll meet a floating enemy called a Minister. These are deadly and can deal two masks of damage if you get caught in their flurry. Use ranged tools if you have them, or aggro them, wait for their attack to end, then pogo a few times and repeat.

At the top, there's an exit that needs double jump. If you have it, check it out—it's a rough platforming sequence where you fight two Ministers while grappling up. Survive and you'll get a Spool Fragment. After that, drop back and head right to ascend further upstream. Fight another Maestro, but when two Ministers pop up, ignore them and gun for the exit on the right.

This takes you to an area where you can go up or down. Up leads to a chest full of Rosaries, so poke around quickly. Then carefully use your Drifter's Cloak to float down through gaps in the spikes below. Latch onto grapples and hang there to reveal gaps and gradually find a path down. You'll come to a room on the left—head inside.

Inside, there's a workbench where you can craft the Cogfly Tool if you have Craftmetal. This spawns little minions of your own in battle. It has a high shard cost but is very effective. After that, drop down the running waterfall and jump through to reveal a secret path. It has a shard cluster, but an enemy spawns in a tight space, so skip it if your health is low.

Head back out to the left and keep floating down. Avoid the enemy outside if you didn't kill them—they won't follow. Once you navigate the spikes, go into the left room to find a Frayed Rosary String in a giant baby stroller. Then head back out and down to find a Ventrica Station (unlock for 80 Rosaries) and a bench. You can also buy a map for 70 Rosaries.

The only unexplored area is the far end of the hall to your left. There's a shortcut back to the Choral Chamber, and further along is the battle arena from hell that stands between you and the Conductor's Melody. Good luck.

The dreaded battle arena

Preparing for the Conductor's Battle Arena

You could go in blind, but you'll have a bad time unless you prepare. None of this is essential, but it helps massively. Here's the Crest and Tool setup I used:

Slot Tool Why
Crest Crest of the Reaper Passively collect silk more consistently → heal more often
Red Weavelight Synergy with Reaper for silk generation
Blue Warding Bell Safety net when you can't heal
Yellow Scuttlebrace Extra maneuverability (interchangeable)
Yellow Ascendant's Grip Key for final phase—hang on walls indefinitely
Yellow Threefold Pin Great for crowd control each wave
Yellow Cogfly Passive damage from safety toward the end

The Ascendant's Grip is crucial. The mini-bosses can't hit you when you're hanging on the wall, giving you time to regroup and harpoon to safety.

How to Get the Conductor's Melody (Wave by Wave)

Okay, let's walk through this hell one wave at a time.

Wave 1: Envoy + two Reeds

Take out the flying enemies first by continuously pogoing in the air, then kill the Envoy between charge attacks. You can clear this without touching the ground.

First wave

Wave 2: Two Choristors

Their thread attack hits for two masks. Pogo when safe, but if they wind up for a stronger attack, dash across the room.

Choristor enemies

Wave 3: Reed, Bellbearer, Clawmaiden

Prioritize the Clawmaiden—it steals your silk and healing. Heal or use a silk skill immediately to avoid waste. Watch for bouncing bells from the Bellbearer.

Wave 4: Two Ministers

You know these from the High Halls, but now you have a solid floor. Take your time, carve openings, and don't pogo too much—they're more dangerous in the air. When one dies, a Clawmaiden appears. Use your silk and kill it fast.

Minister fight

Wave 5: Two Maestro minions

Focus one and clear it fast while watching for Cogfly attacks from the other side. Then the leftover is easy.

Mini-Boss 1: Choir Clapper

This hulking beast has four attacks: a slam that creates a light bubble AOE, a slam that creates a pulsing ground wave, a standard slam, and a jumping slam. The standard slam is most dangerous—harpoon or sprint away immediately. Use walls to avoid the bubble, hop toward them for the ground pulse and get a few hits, and when they jump, dash below and hit from behind. Practice makes perfect.

Choir Clapper mini-boss

Wave 6: Two Reeds + one Bellbearer

Nothing new. Take the Bellbearer out first to avoid stray bells.

Wave 7: Two Bellbearers + one Reed

Same strategy. A Clawmaiden will pop in—kill it as fast as it appears.

Wave 8: Bellbearer + two Ministers

Take out the Bellbearer fast, then the Ministers are trivial on the ground.

Bellbearer and Ministers

Wave 9: Reed + Maestro

Use your Threefold Pin to kill the Reed fast, then deal with the Cogfly enemy.

Final Phase: Two mini check game prices

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