You’re standing in the City of Tears, the rain is pouring down outside the windows, and you see that simple manhole cover. You’ve got a Simple Key. You use it. Suddenly, you’re dropping into a damp, echoing pit of filth. This is the Royal Waterways Hollow Knight players often remember as their first "I hate this place" moment. It’s gross. It’s loud. The squelching noises alone are enough to make you want to mute the game. But honestly? It’s one of the most mechanically dense areas in Hallownest, and skipping it isn't really an option if you want to actually finish the game.
The Royal Waterways sits right beneath the capital, acting as the plumbing and waste management system for a kingdom that’s long since gone to rot. It’s a transition zone. It connects the City of Tears to the Fungal Wastes, the Ancient Basin, and eventually, the Isma's Grove area. Most people end up here because they're looking for a way to progress when the main paths in the City are blocked, or they’re hunting for the "Dung Defender," who is arguably the only upbeat person in this entire miserable sewer.
Getting Lost in the Pipes
Navigating the Royal Waterways is a nightmare if you don't have the map. Cornifer is hiding here, as usual, and you can hear his humming echoing through the pipes, but finding him involves a lot of swimming through questionable liquids. The layout is a tangled mess of horizontal tunnels and vertical shafts. You’ll spend half your time wondering if you’ve already been in this specific puddle of sludge.
The atmosphere is heavy. Team Cherry did an incredible job making this place feel claustrophobic. The background noise is a constant loop of dripping water, distant pipes clanking, and the horrifying skitter-crunch of Hwitstlings and Flukefey. It feels lived-in. Or, more accurately, died-in.
Those Damn Flukemarms
We have to talk about the Flukes. They are, objectively, the most unsettling enemies in the game. They don't just attack you; they make these wet, gurgling noises that stay with you long after you turn off the console. The Flukemon—those upright-walking bags of teeth—split in half when you "kill" them. Then the top half flies at you while the bottom half keeps running. It’s a panicked scramble every time.
Then there’s the Flukemarm. She’s an optional boss, hidden behind a breakable wall, and she is basically a giant, pulsating mother-lode of larvae. It’s a DPS race. If you don't kill the Flukefey she spits out fast enough, you get overwhelmed in seconds. Most players come back later with the Abyss Shriek spell or a powered-up nail just to end the fight as quickly as possible. It’s not that she’s "hard" in the traditional sense; she’s just overwhelming and, frankly, hard to look at.
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The Hero in the Heap
If the Flukes represent the decay of the waterways, the Dung Defender represents its heart. Ogrim, as he was known back in the day, was one of the Five Great Knights of Hallownest. Now? He’s a guy throwing balls of dung in a basement. But he’s so happy about it. His boss fight is a breath of fresh air—well, figuratively—because it’s rhythmic and fair.
The Dung Defender fight is a gatekeeper. Beating him gives you the Defender's Crest charm and, more importantly, access to the pump that drains the acid nearby. This is how you reach Isma’s Grove. Without Isma’s Tear, you can't swim in acid, which means huge chunks of the map remain locked off.
Why Isma Matters
Isma was another of the Five Great Knights. Finding her "grave" in the lush, overgrown corner of the waterways is a rare moment of beauty in an otherwise brown and grey zone. When you pick up Isma's Tear, your character basically becomes immune to the burning green pools scattered throughout the world. It changes the game. Suddenly, the Fog Canyon isn't a deathtrap. The Queen’s Gardens become accessible. The Royal Waterways Hollow Knight experience is the bridge between being a weak explorer and being a mobile, acid-proof god.
The Secret Layers
Most casual players hit the Dung Defender, get the Tear, and bail. They leave as fast as they can. But there’s a whole other layer to this place. If you have the Desolate Dive or Descending Dark spell, there’s a specific floor you can break through that leads down into the "Junk Pit."
This is where the Godmaster DLC starts.
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You’ll find a massive, golden sarcophagus chained up. Use a Simple Key, and out pops the Godseeker. This is the entry point for the Pantheons. It’s wild that Team Cherry tucked the most difficult, end-game boss rush content inside a literal trash heap. It fits the lore, though. The Godseekers are looking for the "God of Gods" among the refuse of a fallen kingdom.
- The Eternal Ordeal: There’s also a hidden wall in the Hall of Gods area (found within the Junk Pit) that leads to a secret tribute to Zote the Mighty. It’s a gauntlet of endless Zote clones. It serves no purpose other than bragging rights and a menu theme change, but it’s a perfect example of the game’s hidden depth.
- The Tuk Interaction: There’s an NPC named Tuk who sells you Rancid Eggs. If you’re playing on Steel Soul mode, Tuk is actually dead, replaced by a Shade. It’s a tiny detail that most people miss, but it shows how the world changes based on your game mode.
Survival Tips for the Sludge
Don't go in there without a plan. You'll get frustrated.
First, bring the Thorns of Agony or Quick Focus. The enemies in the Waterways are fast and often move in unpredictable arcs. If you’re struggling with the Flukemon, remember that they are weak to spells. A well-placed Vengeful Spirit can clear out a split enemy before the two halves have a chance to corner you.
Second, listen to the audio cues. The "Hwitstlings" (the ones that hide in the pipes) make a very specific whistling sound before they lung. If you’re playing with the sound off, you’re going to die. A lot.
Third, and this is the big one: don't worry about the "dark" areas unless you have the Lumafly Lantern. There are sections of the Waterways that are pitch black. You can technically stumble through them, but you’ll likely fall into a pit of spikes or into a room full of Great Flukemoms. Just buy the lantern from Sly in Dirtmouth. It’s worth the geo.
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Lore Implications
Why is the Dung Defender here? He’s guarding something. He’s guarding the path to the Queen’s Gardens and the White Lady. He stayed at his post even after everyone else left or went mad. There’s a profound sadness to the Royal Waterways Hollow Knight lore. It’s a place of forgotten heroes and biological experiments gone wrong.
The Flukes aren't natural. They seem to be a parasitic infestation that took over the plumbing. When you see the pipes and the massive machinery, you realize just how advanced Hallownest was before the Infection. They had running water. They had waste management. Now, it’s just a breeding ground for monsters.
Practical Steps for Your Next Run
If you’re currently stuck in the Waterways or planning your next trek through the pipes, follow this specific order to minimize the headache.
- Enter via the City of Tears manhole. Make sure you have the Lantern.
- Find Cornifer immediately. He’s located to the left of the main entrance, past a few platforms. If you miss him, you’ll have to buy the map in Dirtmouth later, which is annoying.
- Head straight for the Dung Defender. His arena is toward the right side of the map. He’s a fun fight, and beating him unlocks the shortcut to the Ancient Basin and the acid pump.
- Drain the acid. Hit the switch behind the Dung Defender’s room.
- Get Isma's Tear. This is non-negotiable. You need it to finish the game. It’s in the far right "Grove" area.
- Find the Junk Pit. If you’re looking for the Godhome DLC, it’s behind a breakable ceiling/wall area near the Flukemarm’s lair.
The Royal Waterways isn't supposed to be pleasant. It’s supposed to be a grueling, dirty slog that rewards you with some of the best upgrades in the game. Take a deep breath, ignore the smell, and keep your nail sharp. Once you have the Tear and the Map, you can leave the sewers behind and never look back—unless, of course, you’re brave enough for the Pantheons.