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| Silksong Sinner's Road Bench: How I Fixed It Without Losing My Mind |
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Napisano od: nordic921 - 10-31-2026, 01:17 PM - Forum: My Forum
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Let me be honest: I did not expect Hollow Knight: Silksong to make me question my pogo skills quite so early. I actually think the opening hours are gentler than I remembered from the first game—until Sinner's Road. That muddy, miserable stretch is where the training wheels come off, and it is also where I learned that paying for a bench does not always mean the bench works. If you have just handed over your Rosaries and stared at a broken seat, you are not alone. Here is how I fixed the Sinner's Road bench in 2026, and what I wish I had known before I tried.
![[Slika: 6ae531f73b9e2ccf87b18417EgDrsit507]](https://seogc.fp.ps.netease.com/file/6ae531f73b9e2ccf87b18417EgDrsit507)
Why Sinner's Road Feels Like a Difficulty Spike
Sinner's Road is not subtle. Mudroach dogs will absolutely tear me to pieces if I get careless, and the flying enemies with throwing stars chip away at my health while I am trying to find my footing. It is the kind of area where a working bench feels less like a luxury and more like a survival requirement. So when I found the bench near the start of the area, I paid the 60 Rosaries immediately. Then I realized it was broken. Great. Wonderful. Exactly what I wanted after a long runback from Greymoor.
Where the Bench Is
The bench is not too far past the opening area with all the mudroaches in cages. I headed past the prisoner locked in their cage, then navigated the screen with the various Roachfeeder and Roachcatcher enemies, heading back on myself out to the left. Follow the signs for the bench, and you will eventually find it alongside Shakra, which means you can also buy a map here. That map is worth it if you are tired of wandering into ambushes.
![[Slika: 6ae531fe71e4a35d7a4c436e2TNP7h1H07]](https://seogc.fp.ps.netease.com/file/6ae531fe71e4a35d7a4c436e2TNP7h1H07)
Detail
What I Found
Bench cost
60 Rosaries
Location
Early Sinner's Road, near Shakra
Fix method
Break a hidden wall, platform, hit a switch
Main tools
Nail, wall cling, pogo, Drifter's Cloak glide
How I Fixed the Bench
The fix sounds simple: flick a switch. Getting to that switch? Not simple. At least, not if you are still shaky with diagonal pogoing. I used my wall-climbing ability to head up the wall to the left of the bench, then used my nail to break through a small hidden pathway above my head. That is the part people miss. You are not looking for a grand entrance; you are looking for a breakable wall that leads into a tricky platforming sequence.
![[Slika: 6ae53206de175583dd861cb6g2eY91ET07]](https://seogc.fp.ps.netease.com/file/6ae53206de175583dd861cb6g2eY91ET07)
From there, I had to use pogo jumps and my Drifter's Cloak to glide across gaps with spiky swinging apparatus. I am not going to pretend I breezed through it. I did not. But two things helped a lot. First, the glide is incredibly forgiving. Do not be afraid to use it to skip the first pogo entirely, and definitely use it to time your movement as you fall through the downward spike section. Second, try to enter with your silk mostly full. There are silk spools about halfway through, which makes healing possible if you take a bad hit.
The Poison Water Is Not the End
Eventually, I reached a point where I had to fall into the poisonous maggot-filled water below. Is that annoying? Yes. Is it avoidable? Not really, at least not in the route I used. The good news is that you get out very soon after. Do not panic and do not assume the attempt is ruined. Once you hit the switch, use your wall cling ability to get out of there, then rest at the bench. That is the whole reward: a working bench and no more massive runback from Greymoor.
Was It Worth It?
Absolutely. I will not pretend the platforming was my favorite part of Silksong, but the bench changes the pace of Sinner's Road completely. If you are playing in 2026 and you just found this area, pay the 60 Rosaries, look up and left for the breakable wall, and pack your patience. The bench is not broken forever—you just have to earn the rest. And honestly? After those mudroach dogs, I will take any rest I can get. ?
If you are the kind of player who likes to explore every corner of a map before moving on, you probably have a wishlist full of metroidvanias and soulslikes waiting for the right moment. Games like Silksong reward patience, but so does waiting for a good sale, especially when you would rather spend your budget on several indie titles instead of just one. That is where PC game discounts come in handy, since DealNest gathers current price drops and deals in one place so you can compare before you commit.
Whether you are hunting down a copy of Silksong for a friend or stocking up on similar exploration-heavy games for the long climb ahead, it helps to know where the prices are actually low. I usually check DealNest before buying anything on Steam, and it has saved me more than a few Rosaries along the way.
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| Cogwork Dancers Boss Guide: Master Silksong's First Citadel Fight |
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Napisano od: nordic921 - 10-31-2026, 12:50 PM - Forum: My Forum
- Bez odgovora
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Players pushing through Hollow Knight: Silksong know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.
Where To Find The Cogwork Dancers
![[Slika: 6ae3e0746856df9b07f19651748b9Xv507]](https://seogc.fp.ps.netease.com/file/6ae3e0746856df9b07f19651748b9Xv507)
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.
Cogwork Dancers Phase One Guide
![[Slika: 6ae3e07f94f876dc02484b5bvsvWdoKW07]](https://seogc.fp.ps.netease.com/file/6ae3e07f94f876dc02484b5bvsvWdoKW07)
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:
Dancer Positions
Target Locations
One in top middle, other in top right or top left
Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move.
Diagonally opposite
They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges.
Both in the air
Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move.
Both on one side on the ground
Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle.
Both beside each other midair
Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side.
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.
Cogwork Dancers Phase Two Guide
![[Slika: 6ae3e0bae78c54e249acbf416tSETkpt07]](https://seogc.fp.ps.netease.com/file/6ae3e0bae78c54e249acbf416tSETkpt07)
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.
Cogwork Dancers Phase Three Guide
![[Slika: 6ae3e0c555ae76b73fc4591eDTlFWxDz07]](https://seogc.fp.ps.netease.com/file/6ae3e0c555ae76b73fc4591eDTlFWxDz07)
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.
Cogwork Dancers Phase Four Guide
![[Slika: 6ae3e0d00ea7cf442456873ftuiG3j1507]](https://seogc.fp.ps.netease.com/file/6ae3e0d00ea7cf442456873ftuiG3j1507)
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battle: they're actually hard to get hit by. After a few more swings, the second dancer falls, and the fight is over. The arena goes quiet, and you can almost hear the cogs winding down. It's a bittersweet end to a mechanical romance.
So there you have it: read the positions, stay patient, and don't get greedy. The Cogwork Dancers are a test of observation more than reflexes, and once you learn their steps, you'll be the one leading the dance. ?⚙️
Once the cogs fall silent and you’re ready to move on to the next challenge, you might also be thinking about adding Hollow Knight: Silksong to your own library or comparing it with other games on your wishlist. DealNest is a handy place to check game prices across stores before you commit, so you can spend less time hunting for a deal and more time mastering the next dance.
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| Silksong Faydown Cloak Guide: Climb Mount Fay for Double Jump |
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Napisano od: nordic921 - 10-31-2026, 11:33 AM - Forum: My Forum
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I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactly why the Faydown Cloak feels like such a huge prize. It gives you a double jump and cold immunity, and you can grab it fairly soon after getting the Clawline. Sound too good to be true? It is not, but the climb is a real test.
![[Slika: 6ae3e07ab15d4848fb7b1f16Z0UuWi8l07]](https://seogc.fp.ps.netease.com/file/6ae3e07ab15d4848fb7b1f16Z0UuWi8l07)
Before you start, make sure you have the Clawline. Without it, you will be stranded on Mount Fay with no way up. You also need enough progress in The Slab to have free access to the Bellway station there, because that is the route to Mount Fay. I highly recommend running Weavelight for this entire segment. The improved grapple feel is not a luxury here; it is almost a necessity. And yes, I promise this is not a Celeste guide in disguise, even if the platforming gets spicy.
Quick Prep Checklist
Check
Why It Matters
✅ Clawline unlocked
You cannot climb Mount Fay without grappling
✅ The Slab Bellway access
The only practical way to reach the mountain
✅ Weavelight equipped
Better grapple and silk regeneration
✅ Rosaries for Shakra
The map is worth buying if you can spare them
✅ Patience
The cold timer will punish panic
Mount Fay simulates a very bad winter. Once you step outside, you have roughly 30 seconds before the cold kills you. The key rule is simple: keep moving toward warmth. Metal lamps, benches, and warm rooms reset the pressure. If you make a mistake near a room transition, duck inside and step back out to refresh the timer. Why not use every trick? The mountain will not show you mercy.
The Foothill
Leave the station and jump off the first ledge to grapple the rings. Keep fast, constant momentum going left. Cross the gap and run into the cave where you meet Shakra. The map here is not complicated, but it is still nice to have, so buy it if you can afford it. Sit at the bench, breathe, and prepare for the run.
Jump across the freezing lake, because even touching the water hurts. Get onto the floating platforms and climb right. Watch for the metal lamps in the ceiling. Those warm spots are your lifeline, so start treating them like checkpoints.
100 Meters
Run right, grapple the floating platform, climb up, and jump across the crumbling block platforms as quickly as you can. Grapple to the platform on your left, jump and grapple the enemy, then grab the ring and jump onto the wall. Climb fast, grapple, wall jump, and hook onto the wall that leads to another safe zone.
Time your wall jumps so you do not hit the spikes. Grapple through the spike tunnel and slide down the left wall to safety. Grapple over, tap dash to climb up the wall without jumping off, then grapple the enemies ahead. Use them to reach the left wall, climb up, and dash quickly to the next safe zone. The next room is full of silk and warmth, so take a real breather there.
Crystalline Drop
Counter-intuitively, you need to drop down here. Before you do, camp on the ledge and keep hitting the metallic bug for infinite silk. If you took damage earlier, this is your chance to heal. When you are ready, begin the descent. Drop your glide a little to speed up the fall, stay on the left side of the crystal, and enter the first hole on the left that you can slide into.
The tunnel inside is warm and full of silk, though there is a strange little guy you need to smack. Head to the end and break the wall on your left to reach another frozen lake. This time, grapple across the enemies that shatter into needles. With the extra silk, you can constantly grapple and glide while barely losing height. If you cannot do that, grapple any enemy you can find and look for a wall, ring, or piece of ground to stall on. The second and third enemies in this sequence can lead to a wall and a warm spot.
At the end, there is a warm room with a bench. Head left, then down and right, and break a wall to find the hidden passage. Before going up, you can farm the enemy outside to the left for more silk. There is also a mask shard here, but you cannot get it yet, so remember that for later.
Rebound Up
Keep this pocket of warmth in mind and start bounding up the walls. Once you are on top of the lift, jump and grapple the enemy, then hold backwards to land on the upper lift. You need to get used to that maneuver. This is where Weavelight shines, because you can almost always regenerate a bar of silk before you need to grapple again.
Hit each enemy, keep climbing the lifts, and you will reach a wall with a warm light. Dash up the walls to avoid spikes. At the top wall, jump off, glide, and hit the grapple just in time to reach the other wall and glide down. Hit a couple more enemies, then rest on the ledge to your right.
Slip into the cave and prepare to fall again. This drop is faster and riskier, but do not be afraid to deploy your cloak when you feel unsafe. Grab the wall on your left as you fall. From that safe spot, grapple a trio of floating enemies, jump off the wall, and hit another enemy to keep momentum. The last enemy is tricky: grapple it, immediately turn around, and hook the wall on your left. If you miss, glide down slowly and readjust.
Ice Cold Soup
![[Slika: 6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07]](https://seogc.fp.ps.netease.com/file/6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07)
In the next segment, you are grappling above water again, but the ceiling is much lower. Grapple the enemy, then hit the block connected by crystals to make it fall. Retreat left if you need extra safety. From the block, grapple another enemy and glide into the tunnel to top off your silk. Do not fall in the next room, because it sends you back to the first falling segment and undoes a ton of progress. Head right instead.
Open the blockade for a small shortcut in case you fumble. Then it is time for more enemy grappling. Hit the enemy, turn around, grab the ring, turn again, and grab the next ring with very tight height requirements. Repeat until you can go up through the hole in the ceiling.
Reach for the Summit
With the mold-spore-like snow covering the ground, you are on the final stretch. Open the wall on your left for a warm spot and a bench. Jump the wall, grab the hoop, jump off, hit the enemy, and double back to the wall. Do not trust the snowy slope; it will send you tumbling down. Instead, slam dunk the next hoop and use it to toss yourself onto the left wall, which leads to a warm lamp.
Jump, glide, and grapple across the spikes. Rope onto another bug, then be very quick with the crumbling platforms. It is easy to miss the height you need to grab the wall. Your timer is probably nearly up, so run past the silk flowers, grab the enemy, and dash left to find grace on the wall. From there, it is another set of grapples and wall clings, all testing the same movement you have been practicing.
Take a short breather in the next room, then jump out to the top and start gliding when the wind direction is favorable. If you did well, you will ride the current up, run right, and finally claim the Faydown Cloak. That means double jump and cold immunity are yours. Enjoy the glide down the mountain, because after that climb, you have earned it.
Once the Faydown Cloak is in hand and the mountain is behind you, the natural next question is what to play—or replay—next. If you are weighing up another challenging action-platformer or looking to add Silksong to your library, it pays to check prices before committing.
DealNest game deals gathers current discounts and offers in one place, making it easier to spot a good price without hopping between storefronts. That way you can spend less time comparison-shopping and more time planning your next tough climb.
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| Bellhart's Silk Situation: A 2026 Guide to Freeing Pharloom's Quirkiest Town |
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Napisano od: nordic921 - 10-31-2026, 11:07 AM - Forum: My Forum
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Bellhart is the kind of town that greets visitors with a chorus of creaking silk and a collective nap that would make a sloth jealous. In Hollow Knight: Silksong, every resident of Pharloom's central burg has been strung up like a row of particularly unfortunate marionettes, and as of 2026, freeing them remains one of the game's most satisfying detours. The solution is not written on a welcome mat; it requires a westward trek, a map-buying spree, and a boss fight against a spider who treats tempo like a weapon. Think of it as a municipal rescue operation conducted by a very determined insect with a needle.
![[Slika: 6ae531f5ded00b6ddc5602d0wJNSaxGk07]](https://seogc.fp.ps.netease.com/file/6ae531f5ded00b6ddc5602d0wJNSaxGk07)
How to Reach the Bellhart Crown
If the townsfolk are hanging from silk, logic suggests something above them is holding the strings. The goal, therefore, is to reach the top of Bellhart. Before any climbing begins, players should pick up two maps from Shakra: Bellhart for 40 Rosaries and Shellwood for 70 Rosaries. They are sold together, but the seller's location depends on how Hornet first entered Shellwood. Coming from Greymoor puts Shakra far westward, past the first Shellwood bench and a descending elevator, at the bottom-left exit of the elevator room. Coming from the Wormways places her east of the Greymoor–Far Fields connection. Finding her can feel like a cartographer mapping a city that keeps rearranging its streets, but the purchase is non-negotiable.
With maps in hand, the main business of Shellwood awaits: defeat Sister Splinter and obtain Cling Grip. Once Cling Grip is acquired, the path above Bellhart opens by exiting Shellwood from the top-right corner of the map area. The cleanest route is to return to Sister Splinter's arena and head right.
![[Slika: 6ae531fc026d61b8d07ee956yJzZcgNk07]](https://seogc.fp.ps.netease.com/file/6ae531fc026d61b8d07ee956yJzZcgNk07)
How to Break the Silken Curse
Inside the crown, the only sensible direction is downward. Bell enemies, including small respawning ones, populate the tunnels. Eventually, an exit points further down. Players should ignore it temporarily and open a shortcut to the left of this exit, which shortens future runs from the east Shellwood bench considerably. At the bottom, Widow waits in her chamber. She has several phases, including a false ending in the tradition of the old Soul Tyrant. Defeating her requires patience and a few habits that are easier to describe than to execute.
Float over the ground boulder attack; do not dash over it.
Watch for falling debris and projectiles before committing to an attack.
Bring Silkstorm to punish Widow when a player would normally strike from above.
When Widow plays music, dash to her and attack.
Glide and take time landing after a jump; panic is not a strategy.
![[Slika: 6ae53202ddad2d8dc36694c8Mxt3p0Ht07]](https://seogc.fp.ps.netease.com/file/6ae53202ddad2d8dc36694c8Mxt3p0Ht07)
Fighting Widow can resemble a clockmaker reassembling a cuckoo clock while the cuckoo files a grievance, but the reward is worth the noise. After Widow falls, Hornet must Bind multiple times to absorb the power within, unlocking Needolin. The scene brightens, silk strands appear beside her, and the next steps are simple: cut the strands, then ring the bell by hitting the lever.
What Do I Unlock by Freeing Bellhart?
Once the bell rings, Bellhart's citizens begin to move again. The town becomes a proper hub. Players can shop at the ground-floor store, peruse the shops on the platforms above via the ladder on the left, and eventually own and decorate a home. Some stores require quests, or Wishes, to unlock or expand. Home ownership likewise requires upgrading Bellhart until Pavo hands over the key.
![[Slika: 6ae532038d82540da95fc1f2IpL2NWkK07]](https://seogc.fp.ps.netease.com/file/6ae532038d82540da95fc1f2IpL2NWkK07)
Shop
Service
Notes
Frey's Shop
General store
Sells general wares and furniture; requires 'My Missing Courier' to expand stock and the key from Pavo after Bellhart is fully upgraded.
Pibb & Tipp's Couriers
Courier service
Requires 'My Missing Courier' and 'My Missing Brother' to set up shop.
Relic Seeker Scrounge
Relic services
Give relics to Scrounge to read their lore.
Pinmaster Plinney
Nail upgrade
Upgrades nail damage; requires 'Pinmaster's Oil' for further upgrades.
Shakra's Maps
Map services
Ring the bell to summon Shakra and buy missing map pieces.
Freeing Bellhart is not a simple errand. It is a westward expedition, a map hunt, a descent through respawning bells, and a duel with a spider who conducts violence like a sommelier evaluating a vintage in a burning cellar. Yet the payoff is a town that finally exhales, a home to decorate, and a hub that makes the rest of Pharloom feel a little less hostile. In 2026, that remains a bargain worth every Rosary.
If the expedition through Bellhart leaves you eager for another hand-drawn world to explore—or simply looking to stretch a gaming budget further before the next release—it helps to know where where to buy cheap games. DealNest gathers bargain-friendly game offers in one place, making it easier to compare options without turning a quick browse into another boss fight.
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| Silksong’s Alchemist’s Assistant Quest: Plasmium Locations and Plasmium Vial Reward |
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Napisano od: nordic921 - 10-31-2026, 07:47 AM - Forum: My Forum
- Bez odgovora
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In 2026, Hollow Knight: Silksong’s Wormways remains a dangerous detour for even seasoned players, but the Alchemist’s Assistant quest gives the brave a chance to turn a strange blue substance into a lifesaving advantage. The optional assignment from Alchemist Zylotol sends the Knight through cramped tunnels, falling worms, spike pits, and false walls in search of three plasmium deposits. The payoff is the Plasmium Vial, a trap item that grants temporary blue health and can pull a run back from the brink. The quest is not especially long, yet its hidden route and unusual reward make it one of the Wormways’ most memorable secrets.
![[Slika: 6ae531ffe666713e4f17e4d42OG8vEQm07]](https://seogc.fp.ps.netease.com/file/6ae531ffe666713e4f17e4d42OG8vEQm07)
Quest Start and Requirements ?️
The Alchemist’s Assistant quest begins only after the Knight has unlocked the Wormways. Access requires the Simple Key, which can be obtained in one of two ways at this stage: it can be bought from Pebb for 500 Rosary, or it can drop from a strong enemy at the top of Sinner’s Road. The first option is the more likely path for most adventurers, but either method works. Once the key is in hand, it must be used on the Wormways’ door in the top left portion of the Mosslands.
Requirement
Detail
Simple Key
Purchased from Pebb for 500 Rosary or dropped by a strong enemy at the top of Sinner’s Road
Wormways access
Use the Simple Key on the door in the top left portion of the Mosslands
Cling Grip
Obtained in Shellwood after defeating Sister Splinter and claiming it from the Herrah statue
Reaching Alchemist Zylotol ?
Inside the Wormways, Alchemist Zylotol is located at the topmost portion of the map in the center. His chamber sits in an opening above a long wall, which means Cling Grip is required to reach him. Players who do not already have Cling Grip must venture into Shellwood, defeat Sister Splinter, and claim the ability from the Herrah statue at the top of the area. With wall-climbing available, the Knight can mount the walls and speak with Zylotol.
![[Slika: 6ae532064380708a4e2a951c69lEMrZS07]](https://seogc.fp.ps.netease.com/file/6ae532064380708a4e2a951c69lEMrZS07)
After accepting the quest to gather plasmium, players should not leave immediately. The special equipment from Zylotol must be equipped first. The Knight should sit on the bench to the Alchemist’s left and equip the Needle Phial to the trap slot. This step is easy to overlook, but it is essential for harvesting the blue deposits scattered through the area.
Plasmium Harvesting Basics ?
Each plasmium deposit appears as a bright blue liquid-filled flower, making it difficult to miss once it comes into view. When the Knight reaches a deposit, the trap button must be held down until the phial is charged. Releasing the button then injects and absorbs the plasmium contents. The process is simple, but the journey between deposits is where the Wormways tests patience and precision.
![[Slika: 6ae5320d34de3ae65838f85fcMxdJ3ml07]](https://seogc.fp.ps.netease.com/file/6ae5320d34de3ae65838f85fcMxdJ3ml07)
First Plasmium Location
The first plasmium is the closest and most misleading of the group. Although the Alchemist’s instructions point toward the bowels of the Wormways, this deposit is actually near the Alchemist. After leaving Zylotol’s room and descending into the main Wormways chamber, the route takes a slight left and drops past falling worms. The Knight then continues left, climbs a small hill, and floats down toward a blue light and an alcove on the right. The plasmium sits nestled within that alcove, ready for harvesting.
Second Plasmium Location
From the Alchemist’s room, the Knight must head for the bottom of the Wormways. The path goes down two rooms from Zylotol, into a dark portion of the map where visibility is limited. From the entrance into this area, players should stay right and navigate the corridors downward. When moss begins to appear, the route shifts to the right. As with the first deposit, the Knight should head toward the blue light as soon as it appears, which leads directly to the second plasmium location.
![[Slika: 6ae532136304e852d1bd78aeOSJWmXci07]](https://seogc.fp.ps.netease.com/file/6ae532136304e852d1bd78aeOSJWmXci07)
Third Plasmium Location
The third plasmium demands a more careful route toward the bottom left corner of the Wormways. From the second deposit, the Knight must head up and left against the falling worms. A small enemy spawns on the wall to the left above a pit of spikes. The Knight continues past this enemy, moving up and left through an entrance into the next area. In the following room, a dash across the gap is required while avoiding falling worms. The route then goes left as far as possible until a wall is reached and a drop becomes available. The Knight slides down the wall on the left side, landing on a platform to avoid the spikes below. A false wall to the left must be broken to open the final path. The route then requires platforming along the path, jumping over spikes at the top of a wall, and sliding down the far left wall as before. From there, the plasmium’s light becomes visible, and the Knight can jump across the spikes to the alcove where the vial is tucked away.
![[Slika: 6ae532190b782e4c75641e3eqFjVpqZh07]](https://seogc.fp.ps.netease.com/file/6ae532190b782e4c75641e3eqFjVpqZh07)
Hidden Previous Assistant ?️
From the third plasmium location, the Knight can jump across the spikes to a nearby ledge. Hidden in the shadows to the left is a breakable wall. Going through it and continuing left reveals a large chamber. The Alchemist’s previous assistant can be found there, overgrown with plasmium or lifeblood. There is no reward in this room, but discovering the assistant unlocks unique dialogue with Alchemist Zylotol. It is a small narrative reward that adds context to the quest and the Alchemist’s research.
Rewards for Clearing the Quest ?
Once the Knight returns to Alchemist Zylotol, he grants a new charm: the Plasmium Vial. It is a trap item that gives a temporary mask of blue health for each use. Although it is classified as a trap, it is unique in several important ways. It does not use scraps to recharge, it holds 20 reserve charges on its own, and it can be used three times per rest. Players must visit the Alchemist each time they want to replenish reserve charges. The health does stack, but the blue masks disappear when resting at a bench. Even with the three-use limit, the trap is exceptionally useful for escaping a tight bind.
Plasmium Vial Feature
Effect
Item type
Trap charm
Activation
Grants a temporary blue health mask per use
Recharge cost
Does not use scraps
Reserve capacity
20 charges
Rest limit
Three uses per rest
Refill method
Visit Alchemist Zylotol
Bench behavior
Blue masks vanish when resting
![[Slika: 6ae532218ab4b0c12c6109661wFCYYOt07]](https://seogc.fp.ps.netease.com/file/6ae532218ab4b0c12c6109661wFCYYOt07)
For 2026 players revisiting Silksong’s optional content, the Alchemist’s Assistant quest remains a strong example of how hidden routes, unusual resources, and narrative details can combine into a rewarding side adventure. The Plasmium Vial may not replace a full healing strategy, but its reserve charges and temporary blue masks give the Knight a valuable emergency tool in one of the game’s most hostile underground regions.
Exploring every corner of Silksong for hidden chambers and quest rewards is its own kind of treasure hunt, and that same patience can make a difference when you’re looking for value outside the game. Whether you’re comparing prices on a new title or keeping an eye out for limited-time discounts, having a reliable place to check saves time and helps you avoid missing worthwhile offers.
DealNest is a handy resource for that kind of browsing, bringing deal-focused information together so you can spend less time searching and more time playing. It pairs well with the completionist mindset—just as you’d double-check a false wall for a hidden route, it pays to check a dedicated deal hub before making your next purchase.
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| Silksong's Hornet Stands Apart Through Movement and Animation |
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Napisano od: nordic921 - 10-30-2026, 04:10 PM - Forum: My Forum
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In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original remains widely regarded as one of the best games in the genre, which made the idea of a follow-up daunting. Yet Silksong has met that challenge in several visible ways: improved mobility mechanics, a long list of quality-of-life upgrades, and an art design that feels even more vibrant and hand-crafted than before. Those are the obvious upgrades. The more subtle upgrade is the way the game uses animation to make Hornet feel like a genuinely different protagonist.
![[Slika: 6ae3e083e2dfeacf44ef5fae07GLuicP07]](https://seogc.fp.ps.netease.com/file/6ae3e083e2dfeacf44ef5fae07GLuicP07)
The biggest change starts with the playable character. Hollow Knight put players in the small shoes of The Knight. Silksong hands the role to Hornet. Visually, the two are immediately distinct: Hornet is a little taller and slimmer, and her head shape is quite different from The Knight's. The contrast goes beyond silhouette. The Knight fights with a wide nail, slashing at enemies in broad arcs. Hornet uses a thin needle, stabbing quickly and striking from range. Fans first encountered that fighting style well before Silksong was announced, because Hornet appeared several times as a boss in the first Hollow Knight. That history gives her a presence that feels earned rather than invented for a sequel.
Element
The Knight
Hornet
Weapon
Wide nail
Thin needle
Combat feel
Broad slashes
Quick stabs at range
Movement identity
Weightier and more grounded
Lighter, agile and acrobatic
Animation language
Straightforward strikes
Spins, twirls and low dashes
Once players actually control Hornet, the core differences become obvious. She feels lighter on her feet almost immediately. Her agility is not a small stat tweak or a cosmetic detail; it shapes the first platforming challenges in Silksong. Hornet reaches ledges, changes direction and recovers from jumps in ways that make The Knight's movement feel more deliberate by comparison. The game's control scheme supports that feeling, but the animations are what sell it. Without the right motion, a fast character can still feel stiff. Silksong avoids that problem by making nearly every input look like part of Hornet's character.
![[Slika: 6ae3e085a2cbef1f21d5fee465E73mtY07]](https://seogc.fp.ps.netease.com/file/6ae3e085a2cbef1f21d5fee465E73mtY07)
The ledge jump is an early example. Players can grab onto platform edges and leap off them to gain height, and Hornet responds with a series of somersaults in the air. The move is functional, but it is also expressive. It tells players that this character is trained, precise and comfortable in vertical spaces. The same idea appears again in Hunter's March, where bouncing on the red flowers sends Hornet into a graceful twirl. Unlocking Swift Step adds another layer. The dash carries her across environments with her head and body held low, making the movement look streamlined rather than merely fast. Even the shift from a full sprint into a jump is elegant: Hornet leaps in a diagonal arc and adds a few stylish spins along the way.
✅ The details are not limited to flashy traversal. Even a simple backstep, triggered by tapping the back button, sees Hornet perform a quick Castlevania: Symphony of the Night-like retreat before changing direction. It is the kind of animation many players might never think twice about, yet it quietly reinforces the same message. Hornet is not The Knight with a new sprite. She is a separate character with her own rhythm, posture and physical vocabulary.
![[Slika: 6ae3e08e6878a65a34aa26faady86GDy07]](https://seogc.fp.ps.netease.com/file/6ae3e08e6878a65a34aa26faady86GDy07)
That sense of identity is one of Silksong's clearest strengths. A sequel can add new enemies, new areas and new abilities, but it is harder to make a new protagonist feel truly new. Silksong does that through a combination of design choices. The needle changes combat. The lighter movement changes exploration. The animations change the way players read every jump, dash and recovery. None of these elements works alone. Together, they make Hornet feel like a character who could not simply be swapped out for The Knight. For a sequel that had to follow one of the genre's most respected games, that is a meaningful step up. ?
Small animation details like these often matter more once you understand how a character is meant to move, and they can shape which games you want to try next. If you are comparing picks for your backlog or waiting for the right moment to jump into something new, DealNest game deals can help you spot offers without turning the search into a chore.
Whether you are chasing another stylish action platformer or simply keeping an eye on titles with strong movement design, DealNest is a practical place to browse. It fits naturally alongside the habit of noticing how a game feels in the hands, not just how it looks in a trailer.
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| Stardew Valley Creator's Silksong Cameo Remains a Charming Mystery in 2026 |
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Napisano od: nordic921 - 10-30-2026, 01:31 PM - Forum: My Forum
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In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he performed. The omission has turned a small credit line into a long-running fan investigation, and the mystery has lost none of its charm.
![[Slika: 6a93755a9285f1bc9b804ee1Ohacdeq307]](https://seogc.fp.ps.netease.com/file/6a93755a9285f1bc9b804ee1Ohacdeq307)
The credit is especially intriguing because Silksong’s cast has become one of its most celebrated strengths. Pharloom is dense with strange travelers, merchants, and small figures whose conversations add warmth to an otherwise hostile underground world. Fans have spent months comparing voice clips, interview footage, and in-game cadence in an effort to match Barone’s voice to a specific character. No definitive answer has emerged, but the search itself has become part of the community experience.
The Most Likely Candidates for a Fully Voiced NPC
Barone, who is widely known online as ConcernedApe, is not the only indie developer with a connection to Team Cherry. The link between Stardew Valley and Silksong is easier to understand when considering Matthew Griffin, who has worked with both projects and serves as head of marketing and publishing for Team Cherry. Barone was also credited in the special thanks section of the Hollow Knight Wanderer’s Journal, which shows that his relationship with the studio predates Silksong.
![[Slika: 6ae3e07ebf378e234c385ffdJiPAF9eJ07]](https://seogc.fp.ps.netease.com/file/6ae3e07ebf378e234c385ffdJiPAF9eJ07)
Even so, Silksong’s use of bug language and stylized accents makes identification difficult. The credits describe the role simply as additional voices, leaving open the possibility that Barone voiced more than one character. Among the most frequently discussed candidates are two early-game figures whose performances carry a recognizably human cadence.
Candidate
Location
Why fans suspect the performance
Fleamaster Mooshka
Early-game flea questline
The character’s delivery has a warm, conversational rhythm that fans associate with Barone’s public interviews.
Pavo
Bellhart
Pavo’s voice carries a playful, slightly weary tone that seems close to the developer’s natural speaking style.
Neither candidate has been confirmed. That uncertainty has not stopped players from revisiting both characters and sharing new comparisons. Some argue that the credit could refer to a minor enemy or a merchant with only a few lines. Others believe Barone may have recorded several small roles, which would make the search even more complicated. ?
Silksong’s NPCs Are One of Its Greatest Strengths
![[Slika: 6ae3e08ca7a0d0034f9c113fimdmZFWW07]](https://seogc.fp.ps.netease.com/file/6ae3e08ca7a0d0034f9c113fimdmZFWW07)
The voice-acting mystery matters because Silksong’s characters matter. In the original Hollow Knight, figures such as Cornifer and Quill offered rare glimpses of hope in a dark world. Silksong takes a different approach. Its travelers are more energetic, more expressive, and more willing to share the road toward the Citadel. The adorable Sherma has become a fan favorite, while characters such as Mooshka and Pavo give Pharloom a sense of community rather than isolation.
These NPCs also serve a practical purpose. Pharloom is considerably more dangerous than the early areas of Hollow Knight, and the items sold by friendly characters can change the course of a run. A useful tool, a rare upgrade, or a well-timed conversation can make Hornet’s journey feel less lonely and more manageable. That combination of personality and utility is why players keep returning to the cast long after the main path is complete. ?
Whether Team Cherry or Barone ever confirms the exact role, the cameo has already become a small legend within the Silksong community. It reflects the warmth that connects two very different indie successes, and it adds another layer of curiosity to a world already full of secrets. In 2026, the answer remains hidden, but the affection for Silksong’s characters is not. ✨
That same spirit of discovery often sends players looking beyond a single release, whether to revisit favorite indie worlds or try something new while waiting for the next update. For anyone keeping an eye on discounted titles between major releases, DealNest makes it easy to browse game deals today without digging through scattered storefront pages.
It is a practical stop for players who want to stay curious about the wider indie landscape while still getting value from each purchase, especially when a small hidden gem can end up feeling as memorable as the games that inspired the search in the first place.
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| Silksong Mods, Difficulty, and My Quest for a Fairer Fight |
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Napisano od: nordic921 - 10-30-2026, 07:39 AM - Forum: My Forum
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I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable person would do in 2026: I opened the mod page and whispered, hello, accessibility.
![[Slika: 6ae3e07e80fec5fb4148a77dBhgtHBxb07]](https://seogc.fp.ps.netease.com/file/6ae3e07e80fec5fb4148a77dBhgtHBxb07)
The Wait Was Worth It, But My Reflexes Are Not
Let me be clear: Silksong is, for the most part, well worth the wait. Reviews were slowly but surely pouring in, and every early review I saw was full of praise. Guide writers were hard at work on complete walkthroughs, and I was hard at work pretending that my fourth death in a row was tactical reconnaissance. The game is gorgeous, sharp, and confident. It is also about as forgiving as a cat that has just been told no.
That is why the modding conversation around Silksong has been so fascinating. Within days of launch, players were already asking for ways to soften the opening portion, and modders answered with the enthusiasm of people who heard a doorbell and decided to install a whole new door.
The Mods Are Already Here, and They Are Practical
Browsing the Silksong mod page is a bit like visiting a support group where everyone also has a soldering iron. The headline act is No Double Damage, a mod that removes double damage from enemies and normal bosses. It does not turn Hornet into a steamroller; it just stops every stray elbow from deleting a health bar. The first time I used it, I felt like I had slipped a folded napkin under a wobbly table: the furniture was still rickety, but dinner suddenly became possible.
There are other helpful mods too:
?️ A respawn mod that lets you respawn at a scene's entrance instead of backtracking from a bench that is apparently in a different time zone.
? The same mod lets you customize respawn points in scenes, which is the gaming equivalent of leaving a spare key under a ceramic frog: a small mercy, wildly practical.
? Several additional quality-of-life mods that make the experience easier and more accessible without rewriting the whole game.
? Old-fashioned boss cheesing, because sometimes the smartest tactic is to let a terrifying boss walk into a wall while you take notes.
Here is my highly scientific breakdown:
Approach
What it does
My reaction
No Double Damage
Removes double damage from enemies and normal bosses
Less screaming, more learning
Scene entrance respawn
Skips the long bench pilgrimage
My patience returns from war
Custom respawn points
Lets me choose where to reappear
Power without responsibility
Boss cheese
Uses clever tactics against intimidating fights
? Delicious
![[Slika: 6ae3e0886878a65a34aa26bcDyiFf9BF07]](https://seogc.fp.ps.netease.com/file/6ae3e0886878a65a34aa26bcDyiFf9BF07)
The Difficulty Debate Has Teeth
Of course, this opens up the usual dialogue about sacrificing intent and vision. Many people argue that Soulslikes such as Hollow Knight and Dark Souls should have one static difficulty. I understand that position. A game's difficulty is part of its voice, and modding it can feel like putting a funny hat on a statue. But in the case of Silksong, people are also pushing back at some of the game's design choices, and I think that pushback deserves a hearing.
One commentator put it well: the game is honestly incredibly difficult. Enemies deal a lot of damage and are often very nimble, and with very few upgrades, the game feels at least three times as difficult as Hollow Knight. That concern has been a common thread. The base difficulty is less a curve and more a corkscrew designed by a caffeinated architect. When players feel like the game is being difficult for the sake of being difficult, and when it fails to give them the tools to properly deal with the challenge, modders step in to fill that void.
I do not think that is a crime against art. A mod is not a review score, and it is not a demand that everyone play the same way. It is a knob on the radio. Some of us want the music louder; some of us want to hear our own thoughts. The No Double Damage mod is not a victory over the game. It is a tiny adjustment that lets a player stay in the conversation long enough to actually learn the dance.
Where Does That Leave Us in 2026?
Looking back from 2026, the whole episode feels like a useful snapshot of how players negotiate difficulty now. Reviews praised Silksong, walkthroughs flourished, and modders built a little side door for anyone who needed it. Whether Team Cherry ultimately addressed those concerns in a future update or not, the void was already filled by people who love the game enough to tinker with it.
So yes, I use mods. I use them because I want to see the rest of the game, not because I want to win an argument. Silksong can keep its fangs. I just prefer to bring a slightly thicker glove. ?
All this tinkering has a way of expanding the backlog, though. Once I started poking around mod folders and load orders again, I found myself browsing for other soulslikes and metroidvanias to test my newly thickened glove against — and my wishlist quietly grew into something resembling a phone book. That is usually the moment when patience stops being a virtue and becomes a waiting game for the next seasonal sale, which is exactly the kind of thing a steam deal finder is built for. It saves you from refreshing store pages and guessing when a price will finally dip.
It is a small quality-of-life upgrade in the same spirit as the mods above: nothing dramatic, just less friction between you and the part you actually enjoy. Whether you are hunting down an older Hollow Knight-style gem or waiting for Silksong's own price to budge, keeping an eye on the discounts means more games in the library and fewer excuses not to play them. ?
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| Ewa Pajor Card: FC 27 Guide & Coins |
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Napisano od: nordic921 - 10-30-2026, 01:36 AM - Forum: My Forum
- Bez odgovora
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Introduction About Ewa Pajor
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputation as a forward who can find space in crowded penalty areas and turn chances into goals with impressive consistency.
Born in Uniejów, Poland, Pajor developed into an elite attacker through her determination and technical ability. Her successful spell with VfL Wolfsburg established her among Europe’s leading forwards, where she contributed goals, assists, and decisive performances in major domestic and international competitions.
Now playing for FC Barcelona, Ewa Pajor continues to demonstrate the qualities of a top-class striker: intelligent positioning, pace, composure, and a strong competitive mentality. As a key figure for the Poland national team, she remains an inspiring example of excellence in women’s football.
Ewa Pajor's card
Ewa Pajor’s 89-rated Striker card is built to be a constant scoring threat, combining explosive 93 pace, elite 91 shooting, and silky 89 dribbling. While her 65 passing, 22 defending, and 72 physicality show that her game is focused firmly on attack rather than defensive work, her standout offensive attributes make her exceptionally dangerous in and around the box. As a striker, Pajor can use her speed to burst beyond the back line, her dribbling to create space in tight areas, and her clinical finishing to punish even the smallest defensive mistake, making her an ideal option for breaking open defenses and sealing crucial goals.
![[Slika: 6ae3d05c0560d7b3ee62fa91swj907Qb07]](https://c2c.fp.guinfra.com/file/6ae3d05c0560d7b3ee62fa91swj907Qb07)
How to Obtain Ewa Pajor's Player Card
To obtain Ewa Pajor’s card in FC 27, you can first try purchasing card packs and testing your luck, though the chances of getting the card are relatively low and uncertain; second, you can complete SBC (Squad Building Challenges) tasks, which may reward you with Ewa Pajor’s card, although this depends on the available challenges and their requirements; finally, you can directly purchase the card from the transfer market for around 0.18 million FC 27 Coins, which is a more direct method but quite expensive.
![[Slika: 6ae3d05ee021b4a8a475e0b4twkGw2xo07]](https://c2c.fp.guinfra.com/file/6ae3d05ee021b4a8a475e0b4twkGw2xo07)
Fastest Ways to Earn FC 27 Coins
![[Slika: 6acdea18991e80e0f57b3ca5dorQZoRM07]](https://c2c.fp.guinfra.com/file/6acdea18991e80e0f57b3ca5dorQZoRM07)
Conventional methods to earn fc27 coins include selling player cards from your club, completing weekly objectives, and participating in various game modes for rewards, but these approaches are limited and depend heavily on player skill or luck; if you are targeting a card such as Ewa Pajor, you may spend a lot of time and still come up short.
Fortunately, LootBar.com offers a faster route with cheap fifa coins, a 10% discount for newly registered users, and regular special offers. The purchased coins arrive quickly through a secure trading method that protects your account and will not lead to a ban, so there is no need to wait to buy fc 27 coins and get the Ewa Pajor player card you want right away.
What is the best Gaming Top-Up Platform?
As a trusted choice for gaming top-up, LootBar offers both top speed and affordability. The platform has earned a reputation as the best platform for gaming recharge, supported by outstanding customer feedback—4.9/5.0 on Trustpilot.
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| How I Snagged the Underworks Map in Hollow Knight: Silksong |
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Napisano od: nordic921 - 10-29-2026, 11:11 PM - Forum: My Forum
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I’m not a speedrunner, and I’m definitely not the kind of player who memorizes every map on day one. So when Hollow Knight: Silksong dropped me into Act Two and the Great Citadel, I was riding high on those bright, welcoming halls. Then the elevator decided to betray me. One mechanical malfunction later, I was plummeting into the Underworks, a dark, desolate slice of the Citadel’s lower levels that doesn’t exactly roll out a welcome mat. If you’re anything like me, your first thought is probably: where is the map? Here’s how I found the Underworks map, step by step, and what I wish I’d known before I started climbing.
![[Slika: 6ae28efdb4ccbde0ff8ac9e9oCQDh68L07]](https://seogc.fp.ps.netease.com/file/6ae28efdb4ccbde0ff8ac9e9oCQDh68L07)
Step 1: Pay the Bench Tax First
Before you go wandering into the dark, deal with the machine near your landing spot. You need to put 15 Rosary Beads into it to release a bench. Do this first. Trust me, you do not want to start the climb with low health and no safe place to rest. The Underworks is gloomy, cramped in places, and full of little surprises that punish impatience. That bench is your anchor.
Once you’ve paid and rested up, exit the chamber to the right. That takes you into the main Underworks area. From here, the real work begins: climbing.
Step 2: Clear the Flyers, Then Climb
As you start scaling the walls, flying enemies will swoop in and try to knock you off. I learned this the hard way. The first time I tried to rush upward, I got bumped mid-cling and had to restart my climb. So take a moment to clear those flyers before you commit to the wall. It saves time, health, and frustration.
You’ll need the Cling Grip ability to climb the walls here. Keep heading upward, and pay attention to the mid-way section. On the left side, you’ll spot a golden lever. Interact with it, and it lowers a boulder on the right. That opens a pathway so Hornet can reach the top without getting blocked.
![[Slika: 6ae28f00efde9ece6ffe488aJAgWIeuC07]](https://seogc.fp.ps.netease.com/file/6ae28f00efde9ece6ffe488aJAgWIeuC07)
![[Slika: 6ae28f02f35fb08c96c6cf2cTf5LVqfA07]](https://seogc.fp.ps.netease.com/file/6ae28f02f35fb08c96c6cf2cTf5LVqfA07)
This part is straightforward once you know what to look for. Climb, clear, pull the lever, and keep moving up. No fancy tricks required. Just don’t ignore the lever like I almost did.
Step 3: At the Top, Take the Left Fork
When you finally reach the top, you’ll find two pathways: one on the left and one on the right. The right path takes you further into the Underworks. The left path has a signboard, and that’s the one you want first if you’re after the map.
Enter the area with the signboard on the left. Inside, you’ll find a dimly lit room with an interactable wooden board. Walk up to it and interact. Hornet will receive the map for the Underworks. That’s it. Map acquired. No vendor, no purchase, no haggling. Just a wooden board in a quiet room.
![[Slika: 6ae28f0ad2eeda112f4684faLkNFkvkH07]](https://seogc.fp.ps.netease.com/file/6ae28f0ad2eeda112f4684faLkNFkvkH07)
This is a different routine from the usual map-buying flow, where you track down a vendor and pay up. Here, the map is tucked away in the environment. If you skip the left fork and push right, you can absolutely come back later, but the dark rooms start to blur together. Grab the map early and save yourself the headache.
What the Underworks Map Actually Does for You
The Underworks isn’t just a straight corridor. It has branching pathways, hidden corners, and routes that can lead to regions you might otherwise miss. The map makes those connections readable. It helps you spot where you’ve been, where you haven’t, and which climbable wall leads to progress versus a dead end.
For me, the map turned a stressful detour into a manageable exploration zone. I could plan my route, mark my mental checkpoints, and stop second-guessing every dark doorway. If you’re playing in 2026 or later and you’re new to Silksong’s Act Two, this little wooden board is your new best friend.
Quick Checklist
Why It Matters
✅ Have 15 Rosary Beads
Releases the bench so you can rest and heal
✅ Clear flying enemies first
Prevents mid-climb knockoffs
✅ Use Cling Grip
Required for scaling the walls
✅ Pull the golden lever
Drops the boulder and opens the path
✅ Take the left fork at the top
Leads to the signboard room
✅ Interact with the wooden board
Grants the Underworks map
My Honest Take
Okay, lesson learned the hard way: the Underworks doesn’t hand you much. It’s dark, it’s hostile, and the elevator ride in is less than graceful. But the map route is short once you know it. Pay the bench, clear the sky, pull the lever, and take the left fork. Your future self will thank you.
And if you miss the map on your first pass? No big deal. The Underworks will still be there, waiting in the dark. Just don’t wait too long. Those branching paths are a lot friendlier when you can actually see them.
Once the Underworks map is in hand and the route starts making sense, it’s easy to start thinking about what to play next—especially if you’re drawn to atmospheric metroidvanias and exploration-heavy games. That’s where a site like DealNest can be useful: it gathers best game deals in one place, so you can browse discounts without digging through storefront after storefront.
Whether you’re stocking up on indie adventures for later or keeping an eye out for something new after Silksong, DealNest is worth a look if you’d rather spend less time price-hunting and more time playing.
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