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  Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill
Napisano od: nordic921 - 09-23-2026, 04:13 AM - Forum: My Forum - Bez odgovora

In 2026, I am still trapped in a love/hate relationship with Hollow Knight: Silksong. I waited seven years for this sequel. I sharpened my needle, practiced my pogo, and convinced myself I would be ready. Then Pharloom looked at me, laughed, and threw a flying bug at my face. I adore Hollow Knight, but I know my skill gap. I never mastered those nightmarish pogo platforming sequences. I was relieved the hardest content was optional. Silksong, however, has me neck-deep in a first playthrough that feels like a gorgeous, punishing dance. The recent patch has nerfed two bosses, Moorwing and Sister Splinter, and I have opinions. I think those nerfs are largely inessential.

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The Patch Notes Heard Round Pharloom

Team Cherry released a lengthy set of patch notes. Most changes are beneficial. They tune the game closer to what Team Cherry initially envisioned. Among them, two bosses received slight nerfs. Cue the community splitting like a Splinterbark under a charged slash. In any difficult game, especially one with Soulslike DNA, everyone has a take. The 112% Hollow Knight veterans say skill issue. The rest of us say please stop throwing three flying enemies into a tiny room. I am somewhere in the middle. I respect the challenge. I also respect my blood pressure.

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Why Moorwing Did Not Need a Nerf

Moorwing is a wholly optional boss. You are not locked into an arena with it. If you do not want to fight it, you can simply walk away. That alone makes a nerf feel strange. Optional bosses are where developers can put the spicy stuff. They are the ghost peppers of game design. You do not have to eat them. If you do, you accept the burn.

Here is my evidence, presented with the confidence of someone who has been dive-bombed by a giant moth:

You can skip Moorwing. Progressing the Flea Caravan wish or quest can skip the fight. Moorwing does return later near the Greymoor Bellway, but that is a choice, not a cage.

You can cheese Moorwing. Ascend to the top of the area and downward-attack from a ledge. The beast cannot circumvent it. It is not elegant. It is effective. In Silksong, effective is a love language.

You can summon Garmond and Zaza. You can request aid against Moorwing. In my experience, they did not appear after I requested them when I had transitioned Moorwing to the Bellway-adjacent area and pursued the Flea quest. That was annoying, but it does not change the intent. Help exists.

So why nerf an optional boss that can be skipped, cheesed, or tag-teamed? I do not see it. If Moorwing was a mandatory gate, sure, tune it. But it is not. It is a test you can ignore. Nerfing it feels like removing a pepper from a dish nobody was forced to order.

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Sister Splinter and the Splinterbark Problem

Sister Splinter is a different story. I found the only real obstacle in that fight to be the Splinterbarks. That is a pattern for me. I dislike many bosses that revolve around ads. Flying enemies are egregiously grating pests. They hover just outside your reach, they punish your jumps, and they make you feel like you are swatting at a wasp while a larger wasp throws furniture at you.

I am dying on the hill that flying enemies are pests. I am also dying on the hill that gank gauntlets lean too heavily on the first game's Colosseums. They are overtuned and excessive. Silksong's rosary economy is brutally impoverishing, though this patch mitigates that somewhat. Thank goodness. I was starting to think I needed a second job in Pharloom.

If anything had to be nerfed, I would prefer gauntlets had fewer waves. I would prefer fodder enemies did not take several hits to kill. They take two to three hits to kill me, including insidious contact damage. I despise contact damage in any 2D game. It is the cheapest form of disrespect. You do not even need to be attacked. You just need to exist near a bug. Congratulations, you have lost a mask.

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What I Would Nerf Instead

Problem
My Nerf Wish
Reason

Gauntlet waves
Fewer waves
Endurance is not the same as difficulty

Fodder enemies
Die in fewer hits
Trash mobs should not feel like bosses

Contact damage
Reduce or remove
It punishes proximity, not mistakes

Rosary economy
Already touched
I like buying things without selling a kidney

Flying enemies
A stern talking-to
They know what they did

I do not expect these nerfs to strike Silksong's gameplay. I genuinely respect Team Cherry for having a certain level of challenge in mind. Some design choices, however, feel made to impede or frustrate me beyond anything else. There is a fine line between a hard game and a game that is hard because it keeps kicking you in the shins while you tie your shoes.

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The Second Patch and the Endless Discourse

Interestingly, the patch notes declare that Team Cherry is already working on a second patch. That suggests more nerfs and/or buffs are coming. Each subsequent patch will divide the playerbase again. Some will call it redundant. Some will call it appreciated. Some will call it a betrayal of the vision. Some will call it Tuesday. In 2026, the discourse is still going. Silksong is not ruined. It is polarizing. It is difficult. It is beautiful. It is also occasionally a migraine with a soundtrack.

My love/hate relationship with Silksong is not going anywhere. I will keep playing. I will keep dying. I will keep muttering about Splinterbarks under my breath. But if I had to choose, I would leave Moorwing and Sister Splinter alone. Nerf the gauntlets. Nerf the contact damage. Nerf the feeling that every room is a personal insult. Let the optional bosses stay sharp. Let me walk away if I want to. And let me complain about it either way, because that is the true endgame.

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If you are still on the fence about picking up Silksong, or you are eyeing a few metroidvanias to tide you over while the second patch cooks, it helps to know what you are actually paying before you commit. Prices swing wildly between storefronts, regional eShops, and key resellers, and the difference between a full-price impulse buy and a discounted pickup is often a few clicks. I have started running everything through a game price comparison site like DealNest before checkout, mostly because my backlog is already a monument to good intentions and I would rather spend the savings on a game I will actually finish.

It is also a small mercy when a title you were unsure about drops below the threshold where the frustration stops mattering. A hard game at full price feels like a gamble. The same hard game at a discount feels like a challenge you chose. Either way, check the numbers before you hand over your rosaries.

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  Sinner's Road Survival Guide: I Got Bullied by Bugs and Found Styx
Napisano od: nordic921 - 09-23-2026, 03:02 AM - Forum: My Forum - Bez odgovora

Ah, Sinner's Road. In 2026, I still wake up in a cold sweat thinking about its water. This optional slice of upper Greymoor is Hollow Knight: Silksong's way of asking, 'Do you enjoy being miserable, or do you just tolerate it?' It is also an alternate route to Act Two, which means you can absolutely skip it. But where is the fun in that? Come with me, and let us get you from Greymoor to Bilewater without feeding every leech in the neighborhood.

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What You Need Before You Suffer

Sinner's Road does not want you to be happy. It wants you to fall into leech water, lose your silk, and rethink your life choices. So pack like you mean it.

Tool
Why I Bring It

Cling Grip
Wall jumps and clinging are non-negotiable. Sinner's Road laughs at heroes who cannot hold on.

Faydown Cloak
The crucial tool for full exploration. Without it, you are just a tourist with a needle.

Clawline
Helpful for traversal, especially when the floor is lava, except the lava is leeches.

Drifter's Cloak
Shows up later for one very specific glide into a spike pit. Bring it if you have it.

Between you and me, if you are missing the Faydown Cloak, turn around. This area will still be here when you are stronger, and your controller does not deserve that kind of abuse.

Reaching Sinner's Road

First, hitch a ride to Greymoor on the Bellway. Once you arrive, exit the station and head into Greymoor. Scale the wall to your right, then exit at the top floor. Keep heading right until you reach a switch for an elevator. Jump on it, then ride it to the top.

Exit the elevator, then jump on top and head to the platforms on the right. Pogo off the floating balloon or use the Faydown Cloak, making your way to a series of platforms that go up. Follow the path up to the right, wall jumping until you find an entrance. Step inside, and welcome to the worst spa day of your life. ?️

Exploring The Depths

Inside the first room of Sinner's Road, you will meet the area's most fearsome enemies: Muckroaches. They are aggressive, fast, and have a nasty grab attack. My best advice is to jump over them when they do their grapple, telegraphed by a roar, then slice them up. The Muckroaches have the emotional intelligence of a slammed door, so do not try to reason with them.

Before you leave, take note of the Green Prince locked in the cage. More on him later.

Make your way to the next room on the right, where you have a few options. I advise heading up first, so make your way up using wall jumps. Mind the floating enemy who chucks throwing stars at you. It is possible to swipe these right back at him, but otherwise dodging and jumping up to attack from below works great.

Make your way to the left, then jump up into the alcove. Inside, you will find a gap with a swinging spike ball. Double jump or pogo over, where you will find a bench and Shakra. Buy the map from her, then follow a good bench-fixing guide. Take a rest, then return outside. Shakra is the only reasonable adult in this nightmare, so appreciate her.

Return to where you fought the throwing star enemy, then head to the open door on the right. Try not to fall into the water here, as it is full of leeches that will consume your silk, making it impossible to use skills or heal. The leeches are tiny pickpockets with a grudge.

Make your way across, which is easier if you have come equipped with the proper traversal tools. Note the locked door at the far end, then proceed up, using the cages and spiked balls to pogo up.

Once you reach the top left platform, take a running leap to the right, then double jump and glide over. Enter the tent, where you can accept a quest to obtain ten Muckroach guts. The reward is a new offensive tool known as Tacks, which are quite handy. Return outside, then head back to the farthest left platform. Drop into the pathway, then unlock the door by hitting the switch underneath. This leads you back out to the main shaft.

Find Styx

Head all the way up, using the pogo and your double jump, then head into the top area. Open the path on the right, then head up. Make your way across the platforms, avoiding the big chain-wielding enemies and Muckroaches below.

Enter into the next area on the far right, which is a large vertical room that has rooms at the top and bottom. Let us go up first.

Kill the buzzing swordsman, then maneuver your way through a cramped corridor of spikes. Wall-jump along the safe locations, then duck into the path on your left. Follow that up, then engage with the mini-boss. He is strong but slow, so simply jumping over him and slicing him from behind works wonders. He will drop a small key, which you should hang on to for a moment.

Make your way back down, then all the way to the door on the bottom right. Leap across the gaps, finding your way to one that descends into a spike pit. Glide down with the Drifter's Cloak, taking note of two Muckroaches guarding an intriguing area. Take them out, then speak to the entity that appears. This is Styx, and he will grant you rewards over the course of the game as you come back. Finally, someone in this place who does not want to eat me. ?

Escape Into Bilewater

Now, it is time to make your way back to the area where the Green Prince was locked in a cage. Open the cage, then head directly to the right on the bottom path.

This is a perilous room, so be careful of both Muckroaches and flying swordsmen. Once you reach the end of the room, take the path down, then drop into the chamber below. At the bottom, you will find the Barbed Bracelet. This item will increase your damage output, but also increase damage taken. Once you have gotten that, you are ready to escape.

Return to the large vertical room, then find the middle exit. You will have to drop through a broken cage, but once you reach this, you will be able to exit into Bilewater and escape Sinner's Road. Congratulations, you survived. I am not saying I cried, but the bench and I had a moment.

Final Sinner's Road Tips

Do not panic in leech water. Panic costs silk. Silk costs healing. Healing costs dignity.

Pogo everything. Cages, spike balls, floating balloons, your own bad decisions. If it exists, bounce off it.

Buy the map from Shakra. Getting lost here is like being lost in a haunted filing cabinet.

Save the Green Prince for later. He is not going anywhere, and neither are the Muckroaches.

Grab Tacks and Barbed Bracelet. One makes you throw sharp things. The other makes everything sharper, including your own incoming damage.

And that is Sinner's Road in 2026: still rude, still damp, still full of bugs that want to wear your shell as a hat. Pack your Cling Grip, bring your Faydown Cloak, and remember: if you can survive this, you can survive anything Silksong throws at you next. Probably. Maybe. ...Okay, definitely not, but at least you will have Styx.

Surviving a place like Sinner's Road is as much about patience as it is about reflexes, and the same mindset applies when you are hunting for a good bargain. Whether you are stockpiling gaming gear, accessories, or just looking for something to soften the sting of a long session, it helps to have a spot that cuts through the clutter instead of wasting your time. That is exactly the approach DealNest takes, gathering worthwhile offers in one place so you can spend less time scrolling and more time actually playing.

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  How I Finally Reached Act 3 in Hollow Knight: Silksong
Napisano od: nordic921 - 09-22-2026, 10:47 PM - Forum: My Forum - Bez odgovora

I thought I was finished. I had beaten Grand Mother Silk, watched her power bind, and saw Pharloom wrapped in a nest of tangled threads. Beautiful, poetic, and apparently not the ending. In 2026, Hollow Knight: Silksong still hides a whole third act behind a quest that barely announces itself: Silk and Soul. I spent a week chasing rumors, backtracking, and killing bosses I thought I would never see again. Here is what actually worked for me.

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Prerequisites for the Quest

The first thing I had to accept was that Silksong was not going to hand me Act 3. I needed to go to Bone Bottom, Bellhart, and the Songclave and complete every single quest available. Yes, every restoration quest too. Restoring each area unlocked new quests, and those had to be finished as well. The rewards were worth it, but the real prize was the trigger.

I also completed the world quests around Pharloom. That meant The Pollip Quest in Shellwood, Broodfeast in the Putrified Ducts, The Great Taste of Pharloom, and a few others. The Courier Rasher quest line was a particular test of patience. ?

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Relocating the Fleas

Next, I had to move the fleas to a more suitable location. For that, I needed the Putrified Ducts and the long stretch of flat land to the far east, where the lake sits. I strongly recommend arriving from Bilewater and killing Groal the Great. That route let me collect the Seeker's Soul in a little hut right after the boss, which saved me a later trip.

Finding fleas is the tedious part. There are 30 in total, but only 20 need to be discovered to move the caravan. Some fleas only appear in Act 3, so do not panic if you are short. If you are stuck, an NPC in the Putrified Ducts will sell you the missing flea locations.

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Settle Down In Your Bellhome

Once Bone Bottom, Bellhart, and Songclave were clear of quests, I returned to Bellhart and spoke to Pavo. He gave me the Key to my own Home. Before decorating, I went up to the Memorium area in the Citadel, grabbed the Materium, and freed the giant flea there. Installing the Materium in the bellhome felt like a proper milestone. And no, you do not need to buy any refurbishment items from the Bellhart shop.

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Cleaning Up

These were the tasks I completed before the Silk and Soul quest appeared. I recommend doing them whether they are strictly required or not:

Grab a Simple Key from Bone Bottom, Songclave, or the Sands of Karak. Use it on the Green Prince's cage in Sinner's Road.

Find all three cogheart pieces around the Citadel. Restore the sentinel, then take him down in the High Halls area.

Explore Weavenest Atla and speak to Eva.

Explore as much of the map as possible, buy all maps from Shakra, and finish the Trail's End quest.

After that, I spoke to the Caretaker in Songclave, and the Silk and Soul quest finally appeared.

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Constructing the Trap

The quest asks for 4 important items. Order does not matter, and you may already have one. However, the Maiden and the Hermit will not give you their parts until the quest is active.

Item
Location
Notes

Seeker's Soul
Putrified Ducts, via Bilewater
Beat Groal the Great, then enter the hut

Maiden's Soul
Far right of Bone Bottom, above Moss Grotto
Speak with her

Hermit's Soul
Bellway Station in Bellhart
Hidden wall below platforms, right side

Snare Setter
Weavenest Atla
Through Needolin door, hidden ceiling room

The Seeker's Soul

If you came up through Bilewater, you already have it. If not, Bilewater is a tricky area that demands your upgrades. I headed up via the Sinner's Road entrance or through the Exhaust Organ. Tall chambers, nasty jumps, and large vomiting bugs later, I reached Groal the Great.

The fight is waves of enemies atop an infested lake. Groal spawns after the waves. I hit him from below and switched sides when he used his suction move. A fully upgraded needle plus Cogflies and Sharpdart made the difference. Afterward, the little house held the Seeker's Soul.

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The Maiden's Soul

The maiden is the one you might remember from the beginning. She is far to the right of Bone Bottom, just above the Moss Grotto. I spoke with her, and she offered her soul to help trap Grand Mother Silk.

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The Hermit's Soul

This one was simpler. I went to the Bellway Station in Bellhart. To the far right of the room, below the platforms, there is a hidden entrance through the wall. I delved down into the tunnels and found the Hermit in his pipe. He also offered his soul.

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The Snare Setter

The final piece is in Weavenest Atla. I went back to the Moss Grotto, through the Needolin door, and down the light platform. In the middle chamber, I jumped up the right wall and continued left into the top passageway. In the small room just before the spool fragment, I jumped up through the ceiling and found the room with the Snare Setter.

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Laying The Trap

With all four items, I returned to Songclave and spoke to the Quest Giver. He asked me to meet him in the Cradle, right before the Grand Mother Silk fight. Yes, that means fighting her again. Since I had already beaten her, it was not too bad, but if you struggle, take your time and use your best tools.

Finally, I defeated her. Instead of binding her power, I played my Needolin to trigger the trap. A brand-new cutscene played, and Act 3 opened up. I will not spoil the rest. In 2026, this remains one of the best hidden turns in Silksong. Enjoy, and good luck. You are going to need it.

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Silksong's best moments often come from the quiet thrill of discovery—stumbling into a hidden room, piecing together a questline, or realizing a boss has a second phase you weren't prepared for. That same satisfaction can extend beyond the screen when you find a great deal on a game you've been eyeing, especially in a year as packed as 2026.

If you're looking to expand your library without stretching your wallet, it helps to have a reliable resource. I've found that checking where to buy cheap games on DealNest is a straightforward way to compare prices and catch discounts on titles like Silksong and other indies worth your time.

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  Silksong: How I Opened That Ornate Clamp (And Why You Can Chill)
Napisano od: nordic921 - 09-22-2026, 09:53 PM - Forum: My Forum - Bez odgovora

Hello, fellow bug with a needle and a questionable sense of direction. I am here to tell you about the time I found an old diving bell in Deep Docks, read the words 'Its door is shut tight by an ornate clamp,' and proceeded to lose my mind for a solid hour. If you are searching for how to open the ornate clamp in Silksong, congratulations: you are not alone, and the answer is way less dramatic than the creepy bell suggests. In 2026, with the game fully out and Act 3 no longer a rumor whispered in taverns, I can confirm the truth. The ornate clamp does not open because you hit it harder, shoot it, or stare at it with Hornet's intimidating mask. It opens only when you have the Diving Bell Key, and that key is tied to the secret Act 3. So if you are still poking around Deep Docks in the early acts, put the clamp on your 'later' list and go explore something else. The bell is not a boss room. It is a transit stop.

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Wait, What Is This Weird Clamp? ?

You find the old diving bell in the deeper part of the Deep Docks. When Hornet inspects it, the game tells you: 'An old diving bell. Its door is shut tight by an ornate clamp.' That is it. No prompt, no lever, no nearby switch, no cryptic mural. Just a sealed bell and a clamp that looks important enough to make you think you missed a whole dungeon.

I know the feeling. I circled the room. I checked the ceiling. I hit the clamp with my needle like it owed me geo. Nothing. The reason is simple: the ornate clamp in Silksong is not a local puzzle. It is a progression lock. The only thing that opens it is the Diving Bell Key, and the only place to get that key is the secret Act 3. If you are not in Act 3 yet, the bell is a fancy metal door with trust issues.

The Diving Bell Key Is an Act 3 Thing ?

Here is the short version: the Diving Bell Key is obtainable only in the secret Act 3. Opening the bell is part of the natural progression of that secret chapter, so you will eventually reach this moment if you choose to experience Act 3. You do not need to solve a riddle. You do not need to find a hidden wall in Deep Docks. You do not need to sacrifice a Grub to a lamp. You just need to get to the right chapter.

And what is inside? Brace yourself. It is a bench and a speaker. That is it. No boss. No item. No secret boss holding a secret item. The old diving bell is used as a method to travel to the Act 3 area. It is basically public transportation with extra steps and a creepy door. So if you are in Act 1 or Act 2 and the clamp is mocking you, you can safely ignore it. Hornet will not miss out on much, and you will go there anyway if you obtain the quest to do so.

Ballow: The Deep Docks Employee of the Year ?

So how do you actually get the key? The Diving Bell Key is given by Ballow, the non-hostile Deep Docks worker who is working right next to the Forge Daughter. The Forge Daughter is a vendor in Deep Docks, and she is the one who points you toward him. After you speak to the Forge Daughter about how to descend below the Deep Docks, she will inform Hornet that she is not the one to ask. Instead, you should be asking Ballow. Go right to the worker and speak to him. He will say that he will wait for Hornet by the bell.

I love Ballow. He has the energy of a guy who has been on break for three years but still clocks in. He does not fight you. He does not judge your build. He just waits by an ancient diving bell and presumably drinks terrible coffee. Once you have done your part, venture to the old diving bell. If you have been there before, you can use the shortcut. If you have never been there, prepare for a long detour. Then climb up the small room on the right to find Ballow. He will operate the descent of the old diving bell. Once ready, Hornet can open the ornate clamp to enter the bell. Inside, sit on the bench, and speak to Ballow to begin the dive.

Should You Bother? A Very Serious Table ?

Question
Answer

What opens the ornate clamp?
The Diving Bell Key

Where is the key?
Secret Act 3

Can I get it early?
No, unless you enjoy disappointment

Who gives it?
Ballow, next to the Forge Daughter

What is inside the bell?
A bench and a speaker

Is there a boss?
No

Is there an item?
No

Is it missable?
Not if you play Act 3

Can I ignore it?
Yes, safely

Did I ignore it?
No, and I regret the hour I spent

My Step-by-Step Clamp Opening Routine ?

Reach the deeper part of Deep Docks.

Find the Forge Daughter, the vendor.

Ask her about descending below the Deep Docks.

Learn that she is not the one to ask. Rude, but fair.

Go right and speak to Ballow, the non-hostile worker.

Hear him say he will wait by the bell.

Travel to the old diving bell. Use the shortcut if you have it. Take the long detour if you do not.

Climb up the small room on the right to find Ballow.

Let Ballow operate the descent of the old diving bell.

Once ready, open the ornate clamp as Hornet.

Enter the bell.

Sit on the bench. Speak to Ballow. Begin the dive.

That is the whole secret. No boss fight. No complex platforming gauntlet. No lore dump that requires a PhD in bug theology. Just a key, a worker, a clamp, and a bench.

The Final Bell ?

If you are reading this in 2026 and wondering whether some patch changed the old diving bell, the answer is no. The ornate clamp still wants the Diving Bell Key. The key still belongs to secret Act 3. Ballow still waits by the bell. The inside still gives you a bench and a speaker instead of a treasure chest. And I still feel silly for treating a transit stop like a locked vault.

So do not be like me. If you find the old diving bell before Act 3, give the ornate clamp a little wave and walk away. It is not a puzzle. It is a future appointment. When Act 3 comes, Ballow will be there, the clamp will open, and you will ride the bell like the stylish, slightly confused Hornet you are. ?

After all that bell-ringing and clamp-waving, you might be in the mood to expand your gaming horizons—or at least to make sure you're not overpaying for them. Whether you're waiting for a sale on Silksong or hunting for your next metroidvania fix, keeping an eye on prices is a habit worth forming.

That's where a site like DealNest comes in. It gathers deals and discounts from various storefronts, so you can check game prices without opening a dozen tabs. Think of it as a bench for your wallet—a place to rest before you decide whether to take the plunge. No ornate clamp required.

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  My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong
Napisano od: nordic921 - 09-22-2026, 08:23 PM - Forum: My Forum - Bez odgovora

I still remember the first time I stared up at a seemingly unreachable ledge in Hollow Knight: Silksong. The Abyss loomed above me, its dark tendrils mocking my feeble jumps. I had no idea that the key to breaking free lay in an Ancestral Art called Silk Soar—the Super Jump that would change everything. After hours of exploration, countless deaths, and a few choice words at my screen, I finally claimed it. Let me walk you through exactly how I unlocked Silk Soar in Silksong, so you don't have to suffer as much as I did.

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The Long Road to Act 3

Before you even think about getting Silk Soar, you need to unlock Act 3 and reach the Abyss. And let me tell you, that's no small feat. The game doesn't just hand you the keys. You have to earn it.

Here's what I had to do:

Complete quests in Bone Bottom, Bellhart, and the Songclave Wishwall. These aren't just busywork; they weave into the story and open the path forward.

Collect at least 25 Fleas. Yes, 25! Those little critters are scattered everywhere, and you'll need to bring them to the Flea Caravan.

Get the Flea Caravan to move three times until it reaches the Putrified Ducts. That's right—three times. Each move unlocks new areas and eventually the Abyss.

I spent a good chunk of my playthrough hunting fleas. It felt like a game of hide-and-seek with a bunch of hyperactive insects. But trust me, it's worth it.

Descending into the Abyss

Once Act 3 is active, head to the Abyss. This place is no joke—it's dark, filled with void monsters, and the platforming is brutal. But the Silk Soar is impossible to miss because you literally need it to escape. If you find yourself stuck down there (like I did for an embarrassing amount of time), here's the route:

From the southern bench, head right into the void monster-infested area. Jump, glide, hook, and sprint your way to the right. Keep going until you hit a wall that you can climb up. Hook onto that wall, then go left a little to find some ground and gain height. Keep pushing upward until the right wall blocks you. Then cross to the left and hang onto the left wall. Now, hook onto the black bubbles—they'll boost you up. Aim right, and soon you'll see a door that requires the Needolin song. Use the Needolin to open the gate, then continue descending until you finally reach the Silk Soar skill.

I can't tell you how many times I fell into the void. The Abyss is like that one friend who keeps pranking you—relentless but ultimately teaching you something. ?

How to Use Silk Soar (Super Jump)

Once you grab Silk Soar, you'll wonder how you ever lived without it. Here's the control scheme:

Platform
Input

PC
Hold Down Arrow + S

Xbox
Hold LT

PlayStation
Hold L2

The skill needs a short charge time, so you can't just spam it while enemies are chasing you. You have to find a safe moment, hold the buttons, and then release. Hornet will soar far up, reaching heights and distances that were previously impossible. It's an absolute game-changer for exploration.

The first time I used it, I felt like I'd been given wings. The charge-up adds a bit of tension, but when you release and Hornet launches skyward, it's pure satisfaction.

Escaping the Cave and Beyond

After you obtain Silk Soar, the game immediately forces you to use it to escape the cave. It's a brilliant design choice—you get to experience your new power in a high-stakes situation. I barely made it out, but the rush was incredible.

Since unlocking Silk Soar, I've been able to access hidden areas, reach new benches, and even find some secret bosses. It's not just a mobility upgrade; it's a key that unlocks the rest of the map. As of 2026, this skill remains one of the most essential abilities in Silksong. If you're struggling to get it, take a deep breath, follow the steps, and don't give up. The Abyss may be dark, but Silk Soar is your light.

Happy soaring! ?️✨

While you're still riding the high of Silk Soar, it's tempting to dive straight into another metroidvania—or finally pick up a title you've had your eye on. If you're planning your next purchase, DealNest is worth a look: it's a handy game price tracker that collects discounts from different storefronts so you don't have to hop between tabs.

I've started using it to keep an eye on sales for games I'm curious about, and it's been a quiet little time-saver. Whether you're waiting for a price drop or just want to know when a deal pops up, DealNest keeps things simple—so you can spend less time hunting prices and more time actually playing. ?

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  Hollow Knight's Review Shift After Silksong: A Storm in a Teacup?
Napisano od: nordic921 - 09-22-2026, 07:33 PM - Forum: My Forum - Bez odgovora

In the quiet aftermath of 2025, as 2026 rolls on, Hollow Knight remains one of indie gaming's crown jewels. Eight years after its release, the game has earned nearly 440,000 positive Steam reviews and fewer than 14,000 negative ones. That ratio is the stuff of legend. But when Hollow Knight: Silksong finally arrived, it brought a flood of new players into Hallownest, and with them came a small but noticeable shift in how the original game is being reviewed. For the first time in its history, Hollow Knight's recent Steam reviews slipped from Overwhelmingly Positive to Very Positive. It is not a crisis, but it is a fascinating wrinkle in the story of a modern classic. ?

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The Numbers Behind the Shift

According to SteamDB, in the first ten days of September 2025, Hollow Knight received 660 negative reviews. That may not sound like much for a game with hundreds of thousands of reviews, but it was the highest monthly negative total in the game's history, and September was only one-third over. The previous record was set in August 2025 with 378 negative reviews. Before that, January 2025 held the record with 340 negative reviews. To put it plainly, the game was not suddenly review-bombed into oblivion. It was simply being played by more people than ever before. ?

Period
Negative reviews
Notes

First 10 days of September 2025
660
Highest monthly total ever, with two-thirds of the month remaining

August 2025
378
Previous monthly record

January 2025
340
Record before August 2025

Lifetime before September 2025
Fewer than 14,000
Against almost 440,000 positive reviews

Why More Players Meant More Mixed Feedback

The surge in reviews was not just negative. Hollow Knight actually received more positive reviews than in any other month. But the ratio changed. More players than ever before were trying the game, partly because Silksong had finally launched, and partly because the sequel sent curious newcomers back to the original. Between August 23 and September 2, the game broke its own concurrent player count record almost every day. On September 7, it hit a peak of 95,655 concurrent players. That is a lot of nails being swung. ⚔️

When a game reaches a new audience, some of that audience will bounce off. Hollow Knight is brilliant, but it is also challenging, cryptic, and occasionally unforgiving. Not everyone wants to wander through Deepnest without a map. Some negative reviews likely came from players who expected a more conventional sequel-style experience, or who found the original's pace slower than Silksong's more aggressive combat. It is a classic case of a rising tide lifting all boats, including the ones carrying complaints. ?️

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Silksong's Own Review Storm

It is worth putting Hollow Knight's review shift into perspective. Silksong, despite still holding a Very Positive rating on Steam, has received more than double the negative reviews that Hollow Knight has received in its entire lifetime. That is a wild statistic. Part of that is due to a poor Chinese translation, which Team Cherry has said it will rectify. Part of it is due to the game's perceived higher difficulty, something the developers plan to address in an upcoming patch. In other words, Hollow Knight's 660 negative reviews in ten days look like a gentle breeze next to the hurricane that greeted its sequel. The original game is still an all-timer, and its overall score remains Overwhelmingly Positive. The recent review change is a footnote, not a fall from grace. ?️

What This Means for Hollow Knight in 2026

As 2026 unfolds, the dust has settled. Hollow Knight is still beloved. Silksong is still being patched and debated. The review ratio shift says less about Hollow Knight's quality and more about the strange alchemy of a sequel's release. A new game can send players running back to the old one, and not all of them will leave a five-star review. Some will complain about the map. Some will complain about the difficulty. Some will complain about the lack of a sequel for eight years, even though the sequel now exists. That is the internet for you. ?

But there is no need to sound the alarms. Hollow Knight has survived worse: the wait for Silksong. If anything, the renewed attention proves that Team Cherry created lightning in a bottle twice. The first game's review score is still the envy of the indie world. The second game is still finding its footing. And players are still talking about both. In the grand scheme, a few hundred extra negative reviews are a storm in a teacup. The Knight's journey through Hallownest remains one of gaming's great modern epics, and no temporary dip in recent review sentiment is going to change that. ?

If all this talk of revisiting Hallownest has you itching to replay the original—or finally give Silksong a try despite the review storm—you might as well keep an eye on your wallet while you do it. Between Team Cherry's patches, DLC speculation, and the sheer number of indie metroidvanias that have flooded Steam in the wake of Hollow Knight's success, there has never been a better time to be a patient, bargain-hunting bug enthusiast. A good steam deal finder can save you the hassle of refreshing store pages and waiting for seasonal sales to roll around.

That is exactly the gap DealNest aims to fill. Rather than scrolling through hundreds of discounted listings or guessing when a price drop might hit, you can let the site track the games you actually care about and surface the moments when they become genuinely affordable. Whether you are hunting for a cheap copy of Hollow Knight to gift a friend or waiting for Silksong's first meaningful discount, it is worth having a tool like DealNest in your corner.

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  Conquering High Halls: A Pilgrim's Guide to Silksong's Deadliest Gauntlet
Napisano od: nordic921 - 09-22-2026, 04:52 PM - Forum: My Forum - Bez odgovora

The pilgrim had heard the stories long before she ever laid eyes on the golden rings of High Halls. Every hall in Pharloom carries a song, the old travelers said, and the High Halls carry the cruelest one of all — a melody stitched together from spinning rings, spike-filled shafts, and an eleven-wave slaughter that has broken more wanderers than any crowned boss ever managed. In a kingdom of twenty-eight biomes, this one, hidden above the Choral Chambers, remains the place where ambition goes to die.

But she was stubborn, and stubbornness, in Pharloom, is a kind of currency.

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The Long Road to the Golden Rings

Before the pilgrim could even think about stepping inside, she needed the Clawline — a tool she could only claim in the Underworks, the grim industrial sprawl that opens up after Trobbio falls. That alone took her longer than she cared to admit. Once the hook was finally hers, the path revealed itself at the top left of the Choral Chambers. Those who have not yet unlocked the route can find it by passing through the Cogwork Dancers' arena and pressing left until a lonely bench appears at the very edge of the map.

To the right of that bench hangs a ring. She leapt, hooked, and rose. More rings followed, some of them willing to carry her upward like patient elevators. The entrance to High Halls waited on the right — and it was only the beginning.

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Dancing With Rotating Rings

Her first steps inside were deceptively simple: jump, Clawline to the platform on the right, repeat, and cut down whatever stood in the way. Then came the rotating mechanisms, their rings orbiting like the teeth of some colossal clock. The trick, she learned after two painful falls, was patience — waiting for a ring to swing to the bottom before jumping and hooking it, riding it to the apex, then leaping to the rings on either side and using Cling Grip to haul herself higher.

A Minister died at her needle there. She climbed the left wall to the top-right exit and pressed on into a room that mirrored the first, except that two more Ministers spawned the instant her feet touched the next platform. She learned to dread that sound — the soft chime that means something new has noticed you.

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The Spike Shaft and the Bench Below

Past the Ministers, the architecture opened into a great hall where the floor had been replaced by spikes. She dropped toward them, glided into the left corner, then Clawlined to a ring on the right and simply waited. A second passed. A lever groaned somewhere in the dark, and the spikes beneath her sank. From there it became a rhythm: hook across the gap, cut down a Minister mid-flight, and finally drop through the exit below.

Relief arrived in the shape of a bench, a map, and a Ventrica humming to her right. She sat, breathed, and understood that the worst was still ahead. To the left waited a massive fight, and beyond it, the Conductor's Melody.

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Eleven Waves, No Boss, No Mercy

What awaited her was not a boss. That was the joke, the one every veteran tells with a tired smile. Instead, the room demanded eleven consecutive waves of enemies, and losing at any point meant starting over from the bench on the right.

Wave
Enemies

1
One Chorister, one Reed, and one Envoy

2
Two Choristers

3
One Reed, one Choir Bellbearer, and one Clawmaiden

4
Two Ministers and one Clawmaiden

5
Two Maestros

6
One Choir Clapper (miniboss)

7
Two Reeds and one Choir Bellbearer

8
Two Choir Bellbearers, one Chorister, and one Clawmaiden

9
Two Ministers and one Choir Bellbearer

10
One Maestro and one Reed

11
Two Choir Clappers

Ten waves she could manage, bleeding and cursing but managing. The eleventh was something else entirely — two Choir Clappers, enormous, attacking without pause, leaping without warning. Fighting them fairly is close to impossible.

So she cheated, a little. First she bought the Ascendant's Grip, a yellow tool sold by the merchant in Songclave once that merchant has been unlocked. With it, the top-left and top-right corners of the arena become a genuine blind spot, a place where no Clapper's swing can reach. Then, the moment wave ten ended and debris began raining from the ceiling, she scattered every Tack across the floor on one side and released her Cogflies. From the safety of the corner, she watched the traps gnaw one miniboss down to nothing — and the survivor was, at last, a fair fight.

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Secrets Hidden in the Shadows

The pilgrim did not leave empty-handed, either. High Halls rewards those willing to look sideways instead of forward, and its hidden corners hold some of the finest loot in the region.

#
Reward
How To Get It

1
Psalm Cylinder
While descending the spike area near the end, break the wall on your left, travel through the water, jump up and right, then defeat a large creature

2
Hidden Rosaries
Before dropping into the spike area, use the rings above you to climb and claim them at the top

3
Frayed Rosary String
After the spike area, take the left exit instead of descending; later, push a cart into the falling water, double jump up through a hidden door, push another cart, and climb to a silk wall

4
Simple Key Room
Just before the gauntlet fight, after a few platforms, find Rosaries, a Pale Rosary Necklace, and the Rosary Cannon tool

5
Cogfly Tool
In the spike room, take the left exit beside a Minister, jump across, and craft it at a table using Craftmetal

6
Spool Fragment
Requires the double jump; before the second room's exit, leap to the top left and climb far upward

By the time she finally walked away, the Conductor's Melody resting in her inventory and her nerves thoroughly shredded, the pilgrim understood something the rumors had never quite captured. High Halls is not difficult because it is unfair. It is difficult because it demands everything at once — movement, patience, preparation, and the humility to use a dirty trick when the honest one will not work. ?

Come prepared. Come stubborn. And do not forget the Tacks.

That same instinct — scouting the map before committing, hoarding resources, refusing to pay full price for something you can outsmart — tends to follow players out of the arena and into their libraries. Anyone who enjoys a game that punishes sloppy preparation usually ends up with a long wishlist and a short budget, which makes the hunt for a bargain almost a second hobby. Waiting for the right moment to buy, the way you'd wait for the right moment to spend a Tack, is its own kind of discipline.

If that sounds familiar, DealNest is built for exactly that mindset. It gathers best game deals in one place, so instead of refreshing a dozen store pages between attempts, you can see what's actually worth grabbing and get back to the fight. Come prepared, come stubborn — and come with a little money left over for the next challenge.

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  Lifting the Silken Curse: My Journey Through Bellhart in Silksong
Napisano od: nordic921 - 09-22-2026, 10:48 AM - Forum: My Forum - Bez odgovora

As a seasoned Hollow Knight veteran, I dove into Hollow Knight: Silksong expecting a challenge. But nothing prepared me for the eerie sight of Bellhart, where every resident and pilgrim bug was strung up by silken threads. ?️ My attacks did nothing to free them, and my quest log updated with a clear directive: free the citizens from the Silken Curse. This is the story of how I found the culprit, defeated a terrifying boss, and restored the town to its former glory.

Prerequisites for the Curse Quest

Before you can even think about breaking the curse, you need to meet a few requirements. Trust me, I learned this the hard way after wandering around aimlessly. ?

Travel to Greymoor: You can get there via the traveling Flea Caravan after completing their lost fleas quest, or by traversing from the bottom pathway.

Speak to the Bell Hermit: In the bell beast pathway, break the right wall and head downward to find the hermit, who gives you crucial information.

Have the Shellwood Map: At least partially filled out. This helps with navigation.

Unlock Cling Grab: You'll find this ability in Shellwood. It's essential for scaling walls later.

Oh, and here's a fun easter egg: if you rest on the bench in Bellhart and exit the game, when you return, Hornet will be strung up too! But don't worry, you can attack to break free. ?

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How to Traverse Above Bellhart

Once you're ready, you need to find a path from Shellwood back into Bellhart and then destroy your way into the ceiling tunnels above the town. This is where the Cling Grab ability shines. You'll be scaling walls, avoiding bell bugs, and breaking through bell barriers.

I started at the map location nearest the bench on the upper left pathway. From there, I parkoured from left to right onto the next path where the lake begins. Make sure you take the top path – the second path won't get you into Bellhart from above. After passing the lake, I maneuvered upwards using Cling Grab onto a platform with bells at its entrance. Enter and start breaking down the bell barriers to clear a long tunnel until you reach a new map piece in the upper levels of Bellhart.

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As I moved through the tunnels, I killed any bell bug enemies along the way. The path down contains large flying bell bugs. You can hit them from the platform, or do what I did: wait for them to fly up, then lay traps to catch them on the way down. This made descending much easier.

Then I traversed downward through another shaft. This time there were two. Instead of traps, I waited until the two enemies met each other before jumping down and swiftly running into the nearest left path. Continuing left, I came to an opening in the ground and jumped in. I healed up, then dropped into a new room covered in clumps of threads. That's when I triggered a dialogue cutscene with the Weaver behind the Silkspun curse: Widow. After she finished talking, I was plunged into a boss fight.

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Boss Fight: Widow

Preparations

Before the fight, I made sure to equip the right tools. Here's what I recommend:

Ability: Silkspear – This slices through Widow's silk traps easier. Use it sparingly to save silk for healing.

Crest: Reaper Crest – Restores silk quickly, allowing more Silkspear uses. Combined with Druid's Eye, you get a minor stack of silk replenishment.

Tools:

Fractured Mask: Shields against critical damage but shatters on impact.

Druid's Eye: Replenishes silk upon getting attacked.

Sting Shard: Lethal trap of tightly bound blades that pierces enemies.

Flea Brew: Temporarily increases movement and attack speed.

Pollip Pouch: Applies poison to equipped tools.

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Phase 1

Widow shrieked to begin the fight, and immediately her hand glowed as she lunged at Hornet. This is a grab attack – I jumped over her and glided or swift-stepped out of reach. I followed the boss and whacked her with a downward pogo strike before she disappeared temporarily to the side of the wall. She reappeared crouch-walking and dispensing threads across the screen. I moved to the wall and avoided the threads as they yanked up bells from below.

Bells erupted from the ground, pushing Hornet up and dealing two masks of damage if hit. I simply jumped when I saw the ground moving and glided in the air until it returned to normal. Widow pulled on threads to fire bells from the ceiling at Hornet. This was my chance to attack, as she wouldn't move from her spot for a few minutes before repeating her earlier attacks. Once she was staggered, I unleashed as many heavy attacks with my needle as possible until Phase 2 began.

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Phase 2

In Phase 2, Widow sent a barrage of bells and debris down on Hornet. I kept to the left, or if I was confident, went straight to Widow and attacked, preparing to jump over her. During this phase, Widow dispensed thick threads across the arena. I used Silkspear to slash through multiple at once, saving time and damaging Widow in the process. Most of her attack patterns remained the same, but patience was key when waiting for an opening – the bells caused more health loss than intended if I wasn't careful.

I needed to stagger Widow twice more before Hornet grabbed onto her from above. Once the prompt to bind appeared, I quickly pressed down to end the fight. I obtained a piece of silk weaver lore and the new silk ability, the Needolin.

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Silken Curse Lifted

With the curse lifted, I continued back downwards and re-entered Bellhart to meet the bugs I rescued, along with some returning characters. The town felt alive again! ?

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Shakra's Return: Shakra asked if Hornet was responsible for lifting the curse, then commented on my accomplishments. Her shop inventory is now ready for map-making essentials.

Pavo: The official welcomer of Bellhart has a wish on the board for donations to restore the area. They praised Hornet and now accept new pilgrims while watching the town's revival.

Frey: A shopkeeper who hid in their shop and devoured most of their stock. They won't open until you find their lost courier. Complete the request to access the shop.

Plinney: A pinmaster who protected himself in his shop. He sharpens Hornet's needle for free and offers a location for pin oil within The Citadel in a new wish request.

Scrounge: A relic seeker who requests any relic with Pharloom history. Return anytime to grow their collection and learn about each item.

Sherma's Return: Sherma made it to Bellhart, unaffected by the curse and cheerful as ever. You can perform with your Needolin alongside him and Pavo nearby.

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With the residents free, I unlocked a new achievement called Fanatic and gained a new main town area to frequent. Now I can progress to the rest of the game. If you're stuck on the Silken Curse, I hope this guide helps you free Bellhart and enjoy the vibrant community that emerges. Happy hunting! ?

That same patience you practice while waiting for the right opening in a boss fight pays off outside of Pharloom too. Anyone who hunts down gear, collectibles, or a long-awaited game on sale knows the feeling of watching a price for weeks before finally pulling the trigger — and it's a lot easier when something else does the watching for you.

If you'd rather not refresh store pages by hand, this price tracking tool from DealNest keeps an eye on listings and lets you know when the number actually drops, so you can spend your time playing instead of comparison shopping. Whether you're restocking your setup between sessions or waiting out a discount on that one title you've been eyeing, it's a handy companion for anyone who likes to buy smart.

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  Silksong Guide: How to Get the Scuttlebrace Tool and Use Its Spider-Like Retreat
Napisano od: nordic921 - 09-22-2026, 08:47 AM - Forum: My Forum - Bez odgovora

In the expansive world of Hollow Knight: Silksong, players must explore every corner to find powerful tools that aid Hornet in her journey. One such tool, the Scuttlebrace, is a unique yellow tool that grants a rapid retreat ability, mimicking the movement of a spider. Available in the second Act, this tool can be a game-changer for those who master its mechanics. As of 2026, this guide remains accurate for players diving into Silksong's second Act. Here is a comprehensive breakdown of how to obtain the Scuttlebrace and what it does.

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? Location and Acquisition

The Scuttlebrace is found in the Twelfth Architect's Workshop, located in the Underworks. To reach it, players must first progress through the second Act and obtain the Clawline ability. Here is a step-by-step breakdown:

Reach the Citadel: After making your way through the Underworks, you will arrive in the Citadel. Head towards the left side of the map.

Find the Elevator: Locate the elevator that requires the White Key. Before using it, make your way to the top right part of the map, called Songclave.

Get the White Key: In Songclave, you will find the White Key and can ring the bell inside the First Shrine. This turns Songclave into a hub for NPCs and quest givers.

Descend to Whiteward: Return to the elevator and go down to reach Whiteward. Follow the main story path, which leads you to the eastern side of the Underworks to find the Clawline ability.

Return to the Underworks Bench: Once you have Clawline, make your way back to the bench in the Underworks. There, you will hear an NPC talking.

Reach the Workshop: Jump up and harpoon the grapple point, then dash right to enter the Twelfth Architect's Workshop.

Purchase the Tool: Talk to the NPC inside and purchase the Scuttlebrace for 140 Rosaries and 1 Craftmetal.

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?️ What Does the Scuttlebrace Do?

The Scuttlebrace is a yellow tool that enables Hornet to perform a rapid retreat, similar to a spider's scuttle. This maneuver is not just a simple dodge; it offers significant mobility advantages. When activated, Hornet can quickly move backward or in the direction she is facing, covering a considerable distance. Moreover, by holding down the button, Hornet can even walk on walls in this stance, allowing access to otherwise unreachable areas.

Controls:

Controller: Press RT/R2.

Keyboard: Press Down + C.

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? Tips for Using the Scuttlebrace

Exploration: Use the Scuttlebrace to reach hidden ledges and secret areas by scuttling up walls.

Combat: Quickly retreat from enemy attacks, especially bosses with fast lunges.

Platforming: Combine with Clawline and other movement abilities for advanced traversal.

Stamina Management: The Scuttlebrace does not consume Silk, so it can be used liberally.

? Acquisition Summary

Detail
Information

Tool Type
Yellow

Location
Twelfth Architect's Workshop, Underworks

Cost
140 Rosaries + 1 Craftmetal

Prerequisite
Clawline ability, Act 2

Ability
Rapid retreat, wall walk

? Conclusion

The Scuttlebrace is an essential tool for any player looking to enhance Hornet's mobility in Hollow Knight: Silksong. Its unique spider-like retreat opens up new avenues for exploration and combat. By following the steps outlined above, you can add this versatile tool to your arsenal and truly master the art of the scuttle. Whether you're dodging attacks or scaling walls, the Scuttlebrace is a worthy investment for your journey through the Citadel and beyond.

Once you've mastered the Scuttlebrace and are ready to see what else the genre has to offer, keeping an eye on your gaming budget can be just as useful as nailing a wall-scuttle. Whether you're waiting for a discount on Hollow Knight: Silksong itself or hunting for your next Metroidvania fix, a reliable steam deal finder can help you spot price drops without refreshing store pages manually.

DealNest is built for exactly that kind of browsing, gathering current Steam discounts in one place so you can compare and decide when to buy. It won't teach you Hornet's controls, but it can make expanding your library after Pharloom a little easier on the wallet.

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  Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them
Napisano od: nordic921 - 09-22-2026, 08:10 AM - Forum: My Forum - Bez odgovora

Hey there, fellow wanderer! Have you ever found yourself lost in the twisting corridors of Pharloom, wishing you had a map? I know I have. In Hollow Knight: Silksong, there are 28 maps to collect, and let me tell you, they make all the difference. Whether you're buying from Shakra or hunting down hidden devices, this guide will help you become a master cartographer. So, grab your needle, and let's dive in!

First things first: Shakra. She's that fierce warrior you'll hear singing or see leaving a trail of Throwing Rings. You can buy half the maps from her. But from Act 2 onward, you'll also find maps by interacting with strange devices or picking them up in map rooms. If you're short on Rosaries when you first meet her, don't worry—you can always buy the map later when you run into her again. Just be prepared to navigate without one for a while, which can be tricky!

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Now, let's break down all 28 maps. I've organized them into a handy table so you can quickly find what you need. Remember, the prices are in Rosaries, and the locations are relative to landmarks like benches or Bellways.

Map
How to Obtain
Cost (Rosaries)
Location

Bone Bottom
Buy from Shakra
40
NW part of The Marrow

The Marrow
Buy from Shakra
50
Near bench in NW part

Deep Docks
Buy from Shakra
50
East of Deep Docks Bellway

Far Fields
Buy from Shakra
50
Cave SW of Far Fields Bellway

Wormways
Buy from Shakra
70
East side, upper path from Moss Grotto

Hunter's March
Buy from Shakra
70
East side, east of path down to Deep Docks

Greymoor
Buy from Shakra
70
Eastern part, west of Craw Lake

Verdania
Find on bug corpse
-
Small camp in SE part

Bellhart
Buy from Shakra
40
Lower Shellwood, beneath Greyroot's hut

Shellwood
Buy from Shakra
70
Lower part, beneath Greyroot's hut

Blasted Steps
Buy from Shakra
70
Eastern part

Sinner's Road
Buy from Shakra
90
Near bench on NW side of central shaft

The Slab
Find on bug corpse
-
Cell east of bench in center

Mount Fay
Buy from Shakra
40
Near bench in lowest part, near path to The Slab

Sands of Karak
Buy from Shakra
90
Chamber on western side of central shaft

Bilewater
Buy from Shakra
90
Center, NE of Bilewater Bellway

Weavenest Atla
Inspect device
-
NE part; head right from Needolin door, break two glowing orbs, inspect device in left chamber

Grand Gate
Inspect machine
40
Central part

Underworks
Interact with map
-
Small chamber on western side of central shaft, above first bench

Whiteward
Inspect machine
70
Area south of only bench

Choral Chambers
Inspect machine
70
Area east of Grand Bellway

High Halls
Inspect machine
70
Area east of path up from Choral Chambers

Whispering Vaults
Inspect machine
70
Hidden chamber at top of central shaft

Cogwork Core
Step on button
-
Hidden area above foldable bench, beneath NW passageway into Choral Chambers

Memorium
Inspect machine
70
Map room in SE part

Putrified Ducts
Inspect table
-
Room on west side of central shaft, SW of Putrified Ducts Bellway

The Cradle
Inspect machine
70
Alcove on west side

The Abyss
Inspect device
-
Secret area above bench in lowest part

As you can see, Shakra is your go-to for many maps, but you'll also need to keep an eye out for other opportunities. I remember the first time I found a map on a bug corpse—I was so surprised! It just goes to show that exploration always pays off.

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A few tips from my own journey: Always buy maps when you can, because backtracking without one is a nightmare. Also, keep an eye out for glowing devices and bug corpses—they often hold maps. And don't forget the Cartographer achievement! Collecting all 28 maps will reward you with that shiny trophy.

Now, let's talk about the Act 2 shift. In the first act, you rely heavily on Shakra. But once you hit Act 2, you'll start finding maps in map rooms or from strange devices. It's a nice change of pace, and it encourages you to explore every nook and cranny. Have you ever stumbled upon a map machine by accident? I know I have, and it felt like winning the lottery!

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One thing to keep in mind: some maps, like the Weavenest Atla map, require a bit of puzzle-solving. You'll need to break glowing orbs and inspect devices. Others, like the Cogwork Core map, just need you to step on a hidden button. It's always a good idea to poke around every corner.

So, there you have it. With this guide, you'll never be lost in Pharloom again. Happy mapping, and may your journey be filled with discovery! And remember, if you ever feel overwhelmed, just take a deep breath and ask yourself: what would Shakra do? Probably sing and throw rings, but you get the idea.

Once you've charted every corner of Pharloom, you might find yourself craving another world to explore. Whether you're eyeing a new Metroidvania or revisiting an old favorite, keeping track of sales across different storefronts can be a chore. That's exactly why I started using a game price comparison tool—it saves me from missing out on good deals.

DealNest is one of those sites that makes the hunt almost as satisfying as finding a hidden map. It aggregates prices from multiple retailers, so you can see at a glance where a game is cheapest. If you're planning your next purchase after Silksong, give it a look.

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