Silksong Sinners Road Bench: How to Fix That Broken Seat

Silksong Sinners Road Bench: How to Fix That Broken Seat

You finally made it. After trekking through the vertical labyrinth of Greymoor and dodging those aggressive Muckroaches that hit like a truck, you see the sign. The bench icon. It’s the universal symbol for "take a breath." You track it down, pay your hard-earned Rosaries to Shakra, and prepare to rest.

Then it happens.

Nothing. The bench is jammed. It's broken. It's a cruel joke played by Team Cherry that has left more than a few players screaming at their monitors. Honestly, the Silksong Sinners Road bench might be one of the most polarizing checkpoints in Pharloom because it isn't just a place to sit—it’s a puzzle, a parkour challenge, and a test of your patience all rolled into one.

Finding Shakra and the Jammed Bench

Sinner’s Road is basically Silksong’s answer to Deepnest, but with more pollution and fewer spiders. It’s located north of Greymoor, and if you're trying to reach the Citadel via the "back door," you're going to spend a lot of time here.

To even see the bench, you have to find Shakra first. She's tucked away in the upper-left section of the region. You’ll know you’re close when you see the wooden sign pointing toward a side exit. You use your Drifter’s Cloak to pogo off a swinging spiked wheel—classic Silksong—and land on a ledge where Shakra is waiting.

She'll sell you the map for the area, which you definitely need. Then you look at the bench. It costs 40 Rosaries (some players report 60 or 80 depending on certain world states or patches) just to "unlock" the room. But when Hornet tries to sit, the gears grind and nothing happens.

It’s stuck.

How to Fix the Silksong Sinners Road Bench

Don't just stand there hitting the bench with your needle. It won't help. The mechanism is jammed by overgrowth and debris in a completely different room.

The Hidden Path

Look at the wall directly above Shakra. If you have the Cling Grip skill, you can scale it easily. At the very top-left corner of this small room, the rock texture looks a bit... off.

Hit it.

The wall crumbles to reveal a hidden passage. This leads to a gauntlet that has become the bane of many early-game runs. You’re going to face a series of swinging spiked wheels over a lake of "maggot water" (that murky, poisonous stuff that drains your Silk).

The Cogs and the Vines

The goal is to reach the far right side of this secret upper chamber. You'll need to:

  1. Pogo across at least two swinging traps.
  2. Use the Drifter’s Cloak to maintain airtime.
  3. Avoid the Roachcatcher firing bolas at you from the ceiling.

Once you reach the end of the platforming section, you'll see a mess of thick tree branches and vines tangled in a giant set of metal cogs. Give them a few good slashes. The cogs will start spinning, a satisfying "thunk" echoes through the cavern, and the bench is finally functional.

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The Shortcut Back

Don't backtrack through the spikes if you don't have to. There’s a wall you can climb to the left of the cogs that leads to a blockade. Break it, and you’ll drop right back down near the entrance of the Shakra room.

Now you can finally rest.

Why Does Everyone Hate This Area?

Actually, hate might be a strong word, but the frustration is real. Sinner's Road is a "difficulty spike" zone. The enemies here, specifically the Muckroaches, deal two points of damage. If you haven't upgraded your Shell or sorted out your Silk management, two hits mean you're headed back to the last actual working bench, which is usually all the way back at the Halfway Home in Greymoor.

That runback is brutal.

The community is split. On one hand, you have the "git gud" crowd who loves that even the checkpoints are part of the challenge. On the other hand, players on GameFAQs and Reddit have called it "sadistic" and "lazy hard." It’s a bold move by the developers. It forces you to master the movement mechanics before you're allowed the safety of a save point.

Essential Gear for Sinner’s Road

If you’re struggling with the Silksong Sinners Road bench quest, you might be under-equipped. Here is what makes this place manageable:

  • Barbed Bracelet: Helps with the constant Muckroach swarms.
  • Tacks: You get these by completing the "Roach Guts" wish for Crull and Benjin nearby. They do great chip damage to ground enemies.
  • Drifter's Cloak: Mandatory. If you try to do the cog puzzle without the glide, you’re going to have a bad time.

Beyond the Bench: The Road to The Mist

Once you’ve fixed the bench, Sinner’s Road actually opens up. There is another hidden wall in the room where you fight the Roachkeeper (the guy who drops the Simple Key). Breaking the top-left wall there leads to a completely different sub-area called The Mist.

This is where the lore gets heavy.

Some players, like those in the deep-lore subreddits, believe Sinner’s Road was a path for those deemed "unworthy" to enter the Citadel. They were essentially put to work in the "Underworks," which explains all the broken machinery and the polluted water. It’s a stark contrast to the golden, silk-filled spires you see later in the game.

Actionable Insights for Your Run

  • Don't pay for the bench until you're ready. If you're low on Rosaries, prioritize the map from Shakra first.
  • Master the pogo. The swinging wheels in the cog room have a specific rhythm. Don't rush. Wait for the wheel to be at its lowest point before you jump.
  • Use the Simple Key. There is a "Green Prince" locked in a cell near the bench signboard. Freeing him doesn't just feel good; it progresses a questline that yields better rewards later.
  • Kill the two Muckroaches in the bottom right. This triggers a room shift that leads to an encounter with Styx, a very useful NPC who provides more context for the region.

Rest up. You're going to need it for what comes next in Bilewater. Reach the eastern shaft after you're done with the bench, and keep your needle ready.