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  • X
    X xtnb4rumklic233
    Introductions
    How I Finally Reached Act 3 in Hollow Knight: Silksong

    How I Finally Reached Act 3 in Hollow Knight: Silksong

    Hollow Knight Silksong Act 3 guide: unlock the hidden Silk and Soul quest with every Pharloom task, flea, and Bellhome step.

    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.

    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. 😅

    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.

    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.

    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.

    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.

    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.

    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.

    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.

    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.

    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.

    https://dealnesthq.com


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  • X
    X xtnb4rumklic233
    Introductions
    Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill

    Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill

    Hollow Knight: Silksong's Moorwing and Sister Splinter nerfs feel inessential—optional bosses should stay punishing.

    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.

    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.

    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.

    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.

    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.

    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.

    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.

    https://dealnesthq.com


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  • X
    X xtnb4rumklic233
    Introductions
    Silksong Guide: How to Get the Scuttlebrace Tool and Use Its Spider-Like Retreat

    Silksong Guide: How to Get the Scuttlebrace Tool and Use Its Spider-Like Retreat

    Find Hollow Knight Silksong's Scuttlebrace in the Twelfth Architect's Workshop and unlock Hornet's rapid retreat.

    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.

    📍 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.

    🕷️ 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.

    💡 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.

    https://dealnesthq.com


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  • X
    X xtnb4rumklic233
    Introductions
    1965 Shelby 427 Cobra: The V8 Roadster That Redefined 1960s Performance

    1965 Shelby 427 Cobra: The V8 Roadster That Redefined 1960s Performance

    The 1965 Shelby 427 Cobra paired a British roadster body with Ford's 427 FE V8, delivering 0–60 in 4.3 seconds and 165 mph.

    In the 1960s, American muscle cars were built for straight-line violence. Big V8s, two-door coupes, and quarter-mile bragging rights were the order of the day. Yet one machine refused to follow the usual script. The 1965 Shelby 427 Cobra took the delicate shape of a British roadster and dropped in Ford's thundering 427 FE big-block V8. It was an odd marriage, but it worked like a charm. The result was a car that could go toe-to-toe with almost anything on asphalt in the 1960s, apart from a handful of dedicated race specials.

    🐍 A British Body with an American Heart

    The story begins with Carroll Shelby, a racing driver who admired fast, expensive, and complex machines from Ferrari, Maserati, Aston Martin, and Jaguar. He wondered whether a cheaper car could be just as fast. In the early 1960s, AC Cars had lost its engine supplier, and Shelby saw an opening. He contacted AC, then called Ford to arrange a supply of V8 engines. The fact that the new car would challenge the Chevrolet Corvette helped sweeten the deal.

    In 1962, Shelby created Shelby American, built the car in California, and called it Cobra—a name that reportedly came to him in a dream. Early cars used Ford 260 and later 289 cubic-inch V8s. They won on track, but the later 427 iteration became the legend. The 427 arrived in 1965 and was a different beast altogether.

    🏁 Performance That Shook the Establishment

    When automotive journalists tested the new 427 Cobra in 1965, they found something extraordinary. The car cost about $7,000 and weighed only 2,529 pounds. Under the hood, the 427 big-block produced 485 horsepower and 480 lb-ft of torque in competition form, with 425 horsepower in standard tune. A four-speed manual transmission sent all that fury to the rear wheels.

    The numbers were staggering for the era:

    Metric
    1965 Shelby 427 Cobra

    0–60 mph
    4.3 seconds

    0–100 mph–0
    14.5 seconds

    0–100 mph–0, Ken Miles
    13.8 seconds

    Quarter mile
    12.2 seconds at 118 mph

    Top speed
    165 mph

    Price when new
    $7,000

    Weight
    2,529 pounds

    Engine
    Ford 427 FE V8

    Power
    425 hp standard, 485 hp competition

    Torque
    480 lb-ft

    Transmission
    4-speed manual

    That 0–60 mph time would have been respectable for supercars well into the 2000s. The quarter-mile run made the Cobra one of the quickest street-legal machines of its day. And 165 mph was genuinely frightening in a lightweight roadster with minimal aerodynamics.

    🔧 Chassis and Suspension Changes

    The 427 was not simply an engine swap. Shelby's team made the frame tubing thicker. They replaced the transverse leaf springs—which some magazines criticized for making the car difficult to control on bumpy roads—with coil springs at all four corners. The 427 came in both street and competition versions. It was raw, loud, and demanding, but it worked.

    ⚔️ The Rivals: Corvette L88, Hemi Dart, and More

    The Cobra did not exist in a vacuum. In the 1960s, the Chevrolet Corvette was evolving quickly. The L88 option, available across the C2 and C3 generations, brought a 7.0-liter 427 race V8, competition parts, and a distinct lack of luxuries such as air conditioning and a radio. One respected magazine quoted its quarter-mile time in the mid-to-high 11-second range. A silver L88-spec 1969 Corvette ran 11.44 seconds at the Pure Stock Drags event in 2011.

    Yet the L88 was a thinly veiled competition car. It was hard to start when cold and notorious for overheating in traffic. The National Corvette Museum did not recommend it for street use. Standard Corvette 427s, by contrast, could complete the quarter mile in around 13 seconds.

    Dodge also built 80 versions of the Hurst Hemi Dart LO23 Super Stock. It was street-legal and recorded a low-ten-second quarter-mile at roughly 130 mph, but it came with a disclaimer that it was only for drag racing or supervised acceleration trials. There was also the Hemi Barracuda Special Order with a race engine, estimated at a low ten-second quarter mile. On the street-legal side, the 440 Six-Pack 1969 Plymouth Road Runner A12 famously cleared the quarter mile in 12.91 seconds.

    ⚡ Modern Context: 2026 and Beyond

    By 2026, supercars have rewritten the rules. In 2023, Car and Driver called the Ferrari 296 GTB the quickest rear-drive car it had ever tested. It hit 60 mph in 2.4 seconds and covered the quarter mile in 9.7 seconds at 150 mph. In 2022, a McMurtry Spéirling fan car reached 60 mph in 1.40 seconds and demolished the quarter mile in 7.97 seconds during filming.

    Those figures make the 427 Cobra look almost tame. But context matters. The Cobra did its work with a manual transmission, skinny tires by modern standards, no traction control, no anti-lock brakes, and no electronic safety net. It asked the driver to be brave, precise, and perhaps a little reckless. That is why it still captures the imagination.

    🏆 A Legend That Refuses to Fade

    Decades later, cars like the Dodge Viper were still trying to capture the magic of this legendary American sports car. The 427 Cobra was not the easiest car to live with, and it was not cheap. It was, however, a brilliant blend of British lightness and American muscle. In the 1960s, it could beat almost anything over a quarter mile. In 2026, it remains a benchmark for raw, unfiltered performance.

    The Cobra's story is a reminder that great cars are not always the product of a single tradition. Sometimes, the best ideas come from a strange combination—a dainty British roadster, a massive Ford V8, and a Texan with a dream. The result was a machine that left rivals in the dust and never really left the spotlight. 🐍🏁

    For most enthusiasts, the closest they will ever come to a 427 Cobra at full throttle is behind the wheel of a racing simulator. Titles like Gran Turismo, Forza, and Assetto Corsa have turned quarter-mile bragging rights into something you can chase from the couch, with tire models, gearing, and weight transfer simulated down to details that would have seemed like science fiction in 1966. The hobby has grown well beyond the screen, too, as rigs, wheels, and pedals have become their own branch of car culture.

    That kind of setup does not come cheap, though, and prices on titles and peripherals swing constantly. DealNest was built for exactly that problem, gathering discounts on games, hardware, and accessories into one place so you can spot a good price before it disappears. Whether you are rebuilding a library of classic racing sims or hunting for something new to test your reflexes, it is worth checking what is on offer — a quick look at the [game deals today]( can save you enough to put toward that next upgrade.

    https://dealnesthq.com


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  • X
    X xtnb4rumklic233
    Introductions
    My Abyss Survival Guide in Silksong: Map, Entry, and Escape

    My Abyss Survival Guide in Silksong: Map, Entry, and Escape

    Silksong Abyss map and Act 3 guide: conquer the dark depths for rewards and essential skills in Hollow Knight's challenging new area.

    As a die-hard Hollow Knight fan, I dove headfirst into Silksong's Act 3 the moment I unlocked it. And let me tell you, the Abyss is no joke. This pitch-black nightmare will test your patience, but the rewards are worth it. Here's my personal account of finding the Abyss map, reaching the depths, and clawing my way back out.

    Finding the Abyss Map

    So you've made it to the Abyss. Congrats, but you're probably blind as a bat down there. The Abyss map is located right on top of the southern bench. After you reach that checkpoint, look for an opening above you and jump up there. Then head a little to the left, and you'll claim the map. Once you grab it, all the areas Hornet has already discovered on the way to the bench will instantly appear on your map. 🗺️

    But here's the catch: the Abyss map only opens after you've gone through the pitch-black depths. So there's no way to use it before that. Trust me, I tried. You just have to stumble around in the dark for a bit.

    How to Reach the Abyss

    Reaching the Abyss in Silksong is no easy task. After entering Act 3, Hornet is determined to fix the disaster that's fallen upon Pharloom. To do that, she needs to reach the cause of it all in the depths, which means volunteering for a journey to the Abyss.

    To get there, she needs help from someone who knows how to forge a vessel that can withstand the trip. So you'll need to journey to the Deep Docks and find the Forge Daughter, who's marked by the vendor icon on your map. But when you speak to her, she'll tell you that the one you actually need is Ballow, the worker next to her. Talk to Ballow, and he'll agree to help Hornet.

    Next, head to the old diving bell and speak to Ballow again to begin your ascent to the Abyss. If you've never explored this part of the Deep Docks, you'll have to take a long detour before you reach Ballow's next location. Once you enter the diving bell and travel down, you'll finally arrive in the Abyss. From there, Hornet must find her way to the southern bench, where she'll meet a familiar figure shortly after.

    How to Escape the Abyss

    Okay, so you're stuck in the Abyss. Now what? To escape, you need to get the Silk Soar skill first. Find a way up, and on the top-right, there will be a door that can be opened using the Needolin skill. Head through that door and keep descending to get the Super Jump ability, which is required to get out of the Abyss.

    After obtaining the Super Jump, backtrack to the route you took previously. But this time, additional routes will be available to the left, with a bench at the end. Make sure you rest on this bench, because the next part of the exit is unforgiving and may take a few tries. Believe me, I died more times than I care to admit. 😅

    Final Thoughts

    Silksong not only gives you a world that's satisfying to explore, but also a cryptic story that hides a lot more than you'd expect. There's even more than one ending to discover, which means plenty of replayability on top of the Steel Soul (permadeath) mode. Once you unlock the secret Act 3, the Abyss is just one of many challenges waiting for you.

    So there you have it: my personal guide to the Abyss map location, how to reach it, and how to escape. It's a tough journey, but that's what makes it so rewarding. Now go out there and show the Abyss who's boss. 🕳️⚔️

    If you've made it this far, chances are you're either deep into your own run through Pharloom or seriously considering picking up Silksong — or its predecessor — for yourself. Between multiple storefronts, regional pricing, and sales that seem to vanish as quickly as a Shade, keeping track of what's actually a good deal can be almost as tedious as navigating the Abyss without a map. That's where something like a [game price tracker]( comes in handy, letting you monitor price drops across platforms instead of refreshing store pages every few days.

    Whether you're hunting for a discount before starting your own Steel Soul attempt or just want to grab the original Hollow Knight while you're at it, DealNest makes that side of the hobby a lot less painful — leaving you more time for the parts that actually matter, like finally nailing that Super Jump sequence on the first try.

    https://dealnesthq.com


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  • X
    X xtnb4rumklic233
    Introductions
    Mister Mushroom Returns: All 7 Locations In Hollow Knight: Silksong

    Mister Mushroom Returns: All 7 Locations In Hollow Knight: Silksong

    Find all seven Mister Mushroom locations in Hollow Knight: Silksong and unlock the Passing Of The Age achievement—without decoding his cryptic poem.

    Somewhere out there, in the damp and the dark, a fungus is waiting to deliver cryptic nonsense to anyone curious enough to listen. Yes, the Mushroom Man is back in Hollow Knight: Silksong, and veteran players who once tore their hair out chasing the Passing Of The Age achievement in the original game know exactly what that means. Was it fun the first time? Absolutely not. Is it fun now? Well… define fun. In 2026, with the game's community still trading tips, this particular hunt remains one of the strangest side quests Team Cherry ever cooked up.

    The good news is that the hunt itself is a little gentler than before. The bad news? The final stop will absolutely test a player's platforming skills to their breaking point. Not quite Path Of Pain territory, perhaps, but close enough to make grown adults whisper apologies to their controllers. So, for anyone who would rather not decode the rambling poem themselves, here is the full rundown of all seven locations where the mysterious mushroom shows up.

    The Poem Unravelled

    Before the hunt can begin, there is one small problem: the quest has to be started. Head to the Putrified Ducts, past Fleatopia and across the lake. Just before entering the little cave at the back — the one containing Craftmetal — jump up the wall to a small platform where light streams down. Soar to the top of the cave, and there sits a hidden chamber stuffed with mushrooms that will look awfully familiar to anyone who played the first game. Read the tablet, and the quest begins. Simple, right?

    Moss Grotto

    From the Bone Bottom Bellway Station, run to the far left where the Ruined Chapel sits, then drop down and head a little to the right. Mushrooms from the Fungal Wastes are sprouting on the ground. Play the Needolin, and Mister Mushroom bursts dramatically from the earth. He does not speak plainly, of course. He never does. Exhaust his dialogue, and he burrows away.

    Bone Bottom

    Fortunately, he does not travel far this time. He appears on the little platform above Bone Bottom itself, the exact spot where Shakra once peddled her maps. Chat, listen, and wave goodbye.

    Far Fields

    The poem mentions a "Scorched Field", which can only mean one place. From the Far Fields Bellway Station, head down and east to the area where the spine quest was completed. Mister Mushroom is perched on a platform just right of that horrendous volcano climb. Memories of that particular ascent are best left buried.

    Greymoor

    "Towers spinning" points squarely at Greymoor's windmills. From the Greymoor Bellway Station, ascend the tower directly above, then head west at the top. A small tunnel winds upward through the caves. Speak with the mushroom, receive more divine wisdom, and then — since the player is already there — soar up into the Wisp Thicket, a small optional area with a boss that will make people question their life choices.

    The Slab

    Cages mean The Slab. Specifically, the poem refers to the First Sinner. Head to the Slab Bellway Station and into the lower area unlocked with the third Slab Key — obtainable in the Putrified Ducts near the Broodfeast quest giver's house if it has somehow been missed. Beating the First Sinner rewards the Rune Rage silk skill. Mister Mushroom waits just left of the cage, delivers his usual cryptic farewell, and vanishes.

    Mount Fay

    "Fell heart of frost" means the enormous bird atop Mount Fay. At this point, climbing this blasted mountain for the hundredth time feels routine. With the Faydown Cloak, the journey is far easier than the first visit. For the impatient, there is a cheeky shortcut: climb the wall on the far right bordering The Slab to skip the first half of the ascent entirely. At the summit, Mister Mushroom is deep in conversation with the bug-bird.

    The Cradle & The Ultimate Ascent

    Here comes the harsh part. From Songclave, run along the long western corridor until spotting a pile of rubble fallen from the ceiling. Soar up and begin the climb toward the Cradle — the same route taken at the start of Act 3. Head up through Lace's arena and keep rising until reaching Grand Mother Silk's boss arena, where the Pale Nails silk skill awaits. One step to the right, head upward again into a small entrance, then keep climbing past light platforming and wall spiders until a bench appears. Savour that bench. The real challenge starts after it.

    The final ascent is mostly airborne. Grip walls, Clawline the little nut objects, bounce off flying enemies, and use every trick learned so far. Burrowing worms target anyone standing still on the ground, so lingering is not an option. Falling? Pogo off an enemy below or grab a wall with the Ascendant's Grip and hang there indefinitely to catch a breath. It is tough, but the flow arrives quickly enough — the second attempt is always easier.

    At the very top, play the Needolin and speak to Mister Mushroom one last time. The achievement itself requires reaching the game's true ending first, and no spoilers will be found here. So sharpen that needle, pack some patience, and good luck — the fungus is counting on failure.

    Location
    Hint From The Poem
    Difficulty

    Putrified Ducts
    Hidden tablet
    🍄 Easy

    Moss Grotto
    Fungal ground
    🍄 Easy

    Bone Bottom
    Above town
    🍄 Easy

    Far Fields
    Scorched Field
    🍄🍄 Medium

    Greymoor
    Towers spinning
    🍄🍄 Medium

    The Slab
    Cages
    🍄🍄🍄 Hard

    Mount Fay
    Fell heart of frost
    🍄🍄 Medium

    The Cradle
    The final climb
    🍄🍄🍄🍄 Brutal

    After all seven encounters, the wandering mushroom finally settles down, and players are left with an achievement, a story, and a lingering suspicion that none of his wisdom ever meant anything at all. Would anyone really expect otherwise from a talking fungus?

    Finishing a hunt like this tends to leave a strange restlessness behind — the map goes quiet, the achievements stop popping, and the itch to start something new creeps in almost immediately. The only real obstacle is timing: wishlisted titles sit at full price for months, and refreshing store pages by hand in the hope of a discount is nobody's idea of a good evening.

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    Introductions
    How I Accidentally Locked Myself Out of Silksong's Best Co-Op Boss Fight

    How I Accidentally Locked Myself Out of Silksong's Best Co-Op Boss Fight

    Hollow Knight: Silksong's Moorwing fight can be locked out by moving the flea caravan in Greymoor, robbing Hornet of Garmond and Zaza's co-op battle.

    I've been playing Hollow Knight: Silksong since it launched, and like many of you, I tried to go in as blind as possible. No guides, no spoilers—just me, Hornet, and the vast, bug-filled world of Pharloom. But you know what? That approach bit me in the rear. I made a couple of innocent choices early on, and they ended up robbing me of what was shaping up to be one of my favorite boss fights in the entire game. Mild spoilers for Silksong ahead, so if you're still exploring, maybe bookmark this and come back later.

    The Moorwing Fight: A Co-Op Dream Come True

    I love Metroidvanias because they let me jump from one thing to another. Silksong is such a large game that I could easily pause trying to defeat a tricky boss and go explore somewhere else for a bit. That's exactly what I did when I came across the Moorwing in Greymoor. The fight itself is fairly standard but challenging, with a wide-open arena and plenty of breathing room. The best part, though, was that I wasn't doing it alone. I had come across a mighty warrior named Garmond in Greymoor, riding atop his faithful steed, Zaza. To my surprise, the two offered to assist me in battle and did, in fact, dive into the fray headfirst.

    It was such a delight to have a companion to fight with, and Garmond made such a great foil to Hornet's stoic nature. I wandered off to explore some more, planning to return to the battle after a while. I mean, who wouldn't want to savor that? But that was my first mistake.

    Two Decisions, One Locked Door

    What I didn't realize is that when I gave the flea caravan the go-ahead to relocate, they would be putting up shop right on Moorwing's battlefield, rendering me incapable of completing the fight. This means that you can completely skip the fight if you relocate the caravan before you explore Greymoor. Talk about a buzzkill. I didn't even know I'd missed it at first—I just thought the boss had vanished. Nope, my own actions had sealed that door.

    So, if you're like me and you missed out on the battle against Moorwing, all is not lost. According to multiple reports from players, the giant still shows up in a different location in a future act, so you still get a chance to fight it. Unfortunately, I'm not sure yet if Garmond and Zaza will be joining me for this second battle. Garmond and Zaza are still hanging out in Greymoor, offering to help me fight the nonexistent battle. While it seems that they'll still join in even if the moth moves its location, some players report being unable to get the duo to appear in the fight again, while others report never getting to continue the fight at all.

    A Bittersweet Metroidvania Experience

    On one hand, I still love the experience of discovering Hollow Knight: Silksong at my own pace and in my own way. On the other hand, I hope I still get to finish the fight with Moorwing, with Zaza and Garmond at my side. It's a reminder that Metroidvanias can be wonderfully cruel. The game doesn't hold your hand, and sometimes your choices have consequences you never see coming.

    Here's a quick summary of what happened, in case you want to avoid my fate:

    Decision
    Consequence

    Left the Moorwing fight to explore
    Boss remained available until...

    Relocated the flea caravan
    Caravan parked on the battlefield, locking me out

    Result
    Missed the co-op fight, may have to fight solo later

    And a few tips for fellow travelers:

    • 🐜 If you want to fight Moorwing with Garmond and Zaza, do it before relocating the flea caravan.

    • 🗺️ Explore Greymoor thoroughly before making any caravan decisions.

    • 🤝 Co-op fights are rare and precious—don't walk away from them lightly.

    As of 2026, Silksong has been out for a while, but this particular design quirk still catches new players off guard. I've seen forum posts from people who did exactly what I did, and they're just as bummed. So take it from me: if you see a giant moth and a warrior on a steed, finish the job. Don't be like me.

    I'm still holding out hope for a rematch. Maybe in a future act, Garmond and Zaza will ride again. Until then, I'll keep exploring Pharloom, one mistake at a time. You know how it goes.

    Mistakes like this one are exactly what push a lot of us back to the drawing board — or back into Hallownest. I've known plenty of players who, after fumbling a fight in Silksong, decide to revisit the original Hollow Knight to scratch that Metroidvania itch while waiting for a patch or a fresh playthrough. Others go hunting for something new in the same genre entirely, whether that's another moody map to get lost in or a co-op title to share with a friend instead of an NPC.

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    https://dealnesthq.com


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    Introductions
    My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong

    My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong

    Unlock Silk Soar in Hollow Knight: Silksong with this Super Jump guide: Act 3, Abyss route, controls, and tips.

    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.

    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! 🕷️✨

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    Introductions
    Sinner's Road Survival Guide: I Got Bullied by Bugs and Found Styx

    Sinner's Road Survival Guide: I Got Bullied by Bugs and Found Styx

    Hollow Knight: Silksong Sinner's Road guide details essential tools and strategies for surviving this perilous Greymoor route.

    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.

    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.

    https://dealnesthq.com


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    Introductions
    Lifting the Silken Curse: My Journey Through Bellhart in Silksong

    Lifting the Silken Curse: My Journey Through Bellhart in Silksong

    Hollow Knight: Silksong Bellhart Silken Curse guide: use Cling Grab to free citizens and defeat the boss.

    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. 😂

    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.

    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.

    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.

    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.

    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.

    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! 🎉

    • 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.

    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.

    https://dealnesthq.com


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    Introductions
    Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them

    Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them

    Hollow Knight: Silksong map locations and Shakra guide—find all 28 maps, their costs, and how to obtain them for easier exploration.

    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!

    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.

    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!

    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.

    https://dealnesthq.com


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    Introductions
    Conquering High Halls: A Pilgrim's Guide to Silksong's Deadliest Gauntlet

    Conquering High Halls: A Pilgrim's Guide to Silksong's Deadliest Gauntlet

    High Halls and Clawline challenge even the bravest in Pharloom, with perilous rings, spike shafts, and relentless enemies.

    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.

    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.

    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.

    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.

    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.

    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.

    https://dealnesthq.com


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    Introductions
    Hollow Knight: Silksong Wormways Guide: Maps, NPCs, Collectibles, and Wishes

    Hollow Knight: Silksong Wormways Guide: Maps, NPCs, Collectibles, and Wishes

    Hollow Knight: Silksong Wormways map offers secret-rich exploration, upgrades, collectibles, and NPCs for early game advantage.

    In 2026, Hollow Knight: Silksong continues to reward meticulous exploration, and the Wormways remains one of the earliest optional regions that can dramatically shape a playthrough. These dark, worm-infested tunnels sit between the Moss Grotto and the upper reaches of the Mosslands, offering a compact but secret-rich intermission before Shellwood. Although the area is short, it is packed with valuable upgrades, a map vendor, two collectibles, and two Wishes that tie into Plasmium and flea hunting. Players who want to reach Cling Grip early should consider unlocking the Wormways, but they must prepare for a Simple Key expense or a long detour, plus falling Gorms that punish slow movement.

    🗺️ Full Map Overview Of The Wormways

    The Wormways is a very short and simple area that acts like an intermission before Shellwood. There is not much to do on a first visit, and even later visits are normally for a single, short purpose. However, entering does require a Simple Key if the player is coming from Moss Grove. Swift Step is highly recommended for this area due to the prevalence of quickly falling worms, or Gorms, from the ceilings. While it is possible to venture across this space theoretically without Swift Step, it will make life far easier.

    As expected for an area of this size and activity, there are only four foe types in the region:

    Foe
    Threat Profile

    Gromling
    The most frustrating part of the area because they often respawn, even without the player leaving the room, and emerge from several points on the map.

    Grom
    Falling worms that drop from ceilings and punish careless movement.

    Winged Pilgrim Bellbearer
    A flying foe that adds pressure in tighter tunnels.

    Akrid
    A smaller threat that still demands attention during platforming.

    Gromlings are the standout nuisance. Their ability to respawn quickly means players should not linger under open ceilings, and Swift Step turns many of their ambushes into minor inconveniences rather than run-ending mistakes.

    🧭 All NPCs Locations

    Shakra is the first and most important NPC in the Wormways. She sells the area map for 70 Rosary and any others that might have been missed up to this point. Players can locate Shakra by progressing naturally from the bottom of the Wormways-Moss Grotto connection until they reach the northeast room near the north exit. Halfway up, they should keep their eyes peeled on the left for a small path to an alcove, marked by Shakra's golden chakrams.

    Alchemist Zylotol is not accessible until the player reaches Cling Grip. With the wall-jump ability in hand, Zylotol can be found at the topmost section of the map. He is accessible via the northmost room left of the vertical central chamber. A thin tunnel must be jumped up to find Zylotol and a bench at the path's end. Once Zylotol is found, his quest can begin and the ability to purchase Plasmium to refill the Plasmium Vial unlocks. Refilling costs 50 Rosaries each time, regardless of how many charges remain.

    💎 All Collectible Item Locations

    There are only two collectible items in all of the Wormways: the Memory Locket and the Dead Bug's Purse. Both can technically be found without any upgrades except Swift Step, though a case can be made that not even Swift Step is truly needed.

    The Memory Locket is located in the southwest room's bottom right corner. To reach it, players must enter the dark passages beneath the main Wormways area. After descending into this abyssal nightmare of tunnels, they should take a left to take the top-left exit into the southwest room. Then they should navigate downward, keeping to the right where possible, to find the Memory Locket down a shaft, right of a pit of spikes and at a dead end on a pilgrim's body.

    The Dead Bug's Purse is located in the room directly above Shakra. Players should continue progressing northeast in the Wormways toward the north exit and find a long ascent with several worms falling down the shaft. Eventually, they will find a ledge with a long path leading left. The charm will be on the grave, guarded by two enemies.

    📜 All Wish Locations

    It must be no coincidence that both Wishes tied to this area give consumable red tool items that must be refilled by their quest-giver periodically. However, only the first Wish on this list is given in the area; the second is only tied by association, as the target task can be found here.

    Wish
    Task
    Reward

    Alchemist's Assistant
    Find and collect three Plasmium.
    Plasmium Vial charm

    Lost Fleas
    Find five fleas.
    Flea Brew charm; Flea Finder and Flea Friend achievements/trophies

    🚶 Ideal Progression Of The Wormways

    The Wormways can be entered through one of two ways:

    • Dropping in from above via the Blasted Steps.

    • Using a Simple Key on the Moss Grotto-Wormways door.

    For most first playthroughs, using the Simple Key will be the more common and natural progression. This route assumes the player is taking that path, but if they took the other one, they can work backwards from before the Alchemist's quest and then return to it.

    When entering the Wormways for the first time, the main goal is to head left. Doing so requires jumping over several pits of spikes while dodging falling worms. This is why Swift Step is highly recommended. Once the third room is entered, a long room like the first, players should keep continuing left until they can take an exit at the top of the room. There are no mask-shattering secrets to be found here, so they should not tarry too long.

    The main goal while coming up into the upper levels is to reach Shakra and claim the map. To do this:

    • Continue northeast.

    • When reaching a vertical room, navigate the platforms down to an exit on the right, a little more than halfway to the bottom.

    • Continue northeast until reaching the last platform before jumping to a major cliff ledge.

    • Look left to see some golden circles, or chakrams, embedded in the ground.

    • Jump over to find Shakra in the alcove.

    Once the map is acquired, players can continue up and stop by to grab the Dead Bug's Purse on the way out. This will take them to the upper levels of the Mosslands and allow them to reach Shellwood's west bench across the chasm.

    Once Cling Grip is obtained, players can come back and grab the Alchemist's Assistant Wish from Zylotol first and then also claim the Memory Locket from the underpassages that were left alone on purpose earlier in the process. To summarise the above:

    • Use Cling Grip to find Zylotol at the top of the Wormways.

    • Locate the first Plasmium in the room under Zylotol in the center.

    • Pick up the second Plasmium in the underpassages in the east room's bottom-right corner.

    • Find the Memory Locket in the west room's bottom-right corner.

    • Finalize the Plasmium hunt in the west room's bottom-left corner.

    For bonus points, players can locate the real assistant of the Alchemist, deceased and in a secret room to the left of the final Plasmium. Finding him and using Needolin nearby will trigger special dialogue from both the corpse and Zylotol.

    Finally, once the Faydown Cloak is obtained and the ability to double-jump is gained, players can unlock Weavenest Karn. This area is located on the west side of the Wormways and requires Needolin to open. Inside, the path is extremely straightforward. Players should continue scrolling left and jumping over several pits, mindful of the groms and gromlings, until they find Herrah's statue at the very end. This will grant Sharpdart and allow them to dash through enemies, cutting them and gaining brief immunity during the action, similar to Hollow Knight's Sharp Shadow charm.

    With its compact layout, the Wormways may seem like a minor stop, but in 2026 it remains a meaningful early investment. A Simple Key, Swift Step, and a willingness to return with Cling Grip and Faydown Cloak turn these gloomy tunnels into a reliable source of maps, charms, Wishes, and one of Silksong's most satisfying dash upgrades.

    Chasing down every hidden upgrade in Silksong can make you appreciate a well-planned detour, and the same mindset helps when you're building a library of games to play next. If you'd rather spend your time exploring than refreshing store pages, DealNest collects the [best game deals]( across major platforms and storefronts, making it easier to spot discounts on Metroidvanias, indie gems, and big releases alike.

    It's a handy companion for anyone who likes to keep their backlog stocked without overspending, whether you're hunting for the next game to sink dozens of hours into or just curious what's on sale before the weekend. A quick visit to DealNest can be worth it before you commit to your next purchase.

    https://dealnesthq.com


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    Introductions
    Silksong's Multibinder: Is This 880-Rosary Tool Worth It in 2026?

    Silksong's Multibinder: Is This 880-Rosary Tool Worth It in 2026?

    Is Multibinder worth 880 Rosaries in Hollow Knight: Silksong? It trades speed for a 4-mask heal, with a 2-mask safety net in boss fights.

    I've been grinding through Pharloom since Hollow Knight: Silksong launched, and I still see folks in chat asking the same question: is the Multibinder worth 880 Rosaries? After testing it in multiple boss fights and defensive builds, I can say it's not a no-brainer. It's a blue Tool sold by the vendor in Bellhart, and its description is vague enough to make you scratch your head. So let me break down exactly what it does, when it shines, and whether you should bite the bullet in 2026.

    What the Multibinder Actually Does ⚔️

    When equipped, Multibinder replaces Hornet's default 3-mask heal with a 4-mask heal for the same amount of Silk. That sounds like a straight upgrade, right? Not so fast. It nearly doubles the time it takes for the healing animation to finish. Worse, it locks Hornet in place for the entire duration, and you cannot cancel the animation midway. If you're used to quick panic heals, this thing will feel like trying to park a bus in a tight alley.

    The heal isn't delivered all at once. Multibinder heals 2 masks twice in quick succession, one after the other. So you get a first chunk, then a second chunk. That two-part structure is the key to understanding its value.

    Feature
    Default Bind
    Multibinder

    Masks healed
    3
    4

    Silk cost
    Same
    Same

    Animation length
    Baseline
    Nearly double

    Can cancel?
    No
    No

    Heal split
    Single 3-mask heal
    Two 2-mask heals

    Interruption result
    0 or 3 masks
    0, 2, or 4 masks

    The Hidden Advantage: 0, 2, or 4 💡

    Here's where Multibinder earns its keep. Because the heals are separated into two parts, if you get interrupted during the second 2-mask heal, the first 2-mask heal still counts. That means you end up with either 0 heals, 2 heals, or 4 heals. Compare that to Hornet's default healing: if you're interrupted during the Bind animation, the whole thing is nullified. You get either 0 or 3 heals. No in-between.

    In a tough boss fight, that in-between can be the difference between life and death. I've had moments against aggressive bosses where I knew I couldn't finish a full default heal, but Multibinder's first 2-mask chunk landed before a hit connected. It's not pretty, but it's a safety net. For defensive players, this is the whole ballgame. I also noticed that the first 2-mask heal comes out faster than the default 3-mask heal, which means you can sometimes sneak in a partial heal when the boss gives you just a sliver of breathing room. Your mileage may vary, but that alone has saved my bacon more than once.

    Best Pairing: Warding Bell 🛡️

    Multibinder is situational, and it shows its value best when you pair it with the right Tools. The Warding Bell is an early-game Tool that is very easy to get, and it pairs extremely well with Multibinder.

    Warding Bell protects Hornet from taking damage while healing, but it does not stop the healing from being interrupted. That sounds like a mismatch, but it's actually a match made in heaven. As mentioned, Multibinder heals in two parts. If you're interrupted during the second part, Warding Bell protects you from damage while still letting the first 2-mask heal register. And because Multibinder's initial 2-mask heal is faster than the default 3-mask heal, you get a real chance to restore health in situations where you otherwise would've been interrupted.

    In plain English: Warding Bell buys you the time to get the first chunk, and Multibinder makes that first chunk count. It's a solid one-two punch for players who like to play defensively. If you're the kind of player who blocks first and asks questions later, this combo is right up your alley.

    The 880-Rosary Question 💰

    Now for the elephant in the room: the price. Multibinder costs 880 Rosaries from the Bellhart vendor.

    Farming 800+ Rosaries in the early game is possible, but it requires a significant time investment. If you're not immediately planning to use Multibinder in your build, it's hard to justify spending that much. I've seen players blow their entire savings on it and then realize they prefer a more aggressive playstyle. That's a kick in the teeth. You don't want to drop nearly a thousand Rosaries on a Tool that sits in your inventory collecting dust.

    Since better farming locations open up as you progress through Silksong, it makes sense to wait until at least Act 2 to purchase the Multibinder. The Bellhart vendor will keep all of their stock up for sale throughout a playthrough, so there's no rush. You won't miss out by waiting. In 2026, with more guides and community testing available, the consensus is still that this is a situational pickup, not a must-buy. Take that with a grain of salt if you're a diehard defensive player, but for most folks, patience pays off.

    Should You Buy the Multibinder? 🤔

    If you're a defensive player who loves outlasting bosses and you already have Warding Bell, then yes, Multibinder can be worth the 880 Rosaries. It gives you a 4-mask heal, a safer interruption outcome, and a strong synergy with Warding Bell. For certain boss encounters, that extra cushion is no joke. It can turn a chaotic fight into a war of attrition that you actually win.

    But if you're a rushdown player who rarely blocks and prefers dodging to healing, skip it. The longer animation will get you killed more often than it saves you. And if you're early in the game and strapped for Rosaries, wait until Act 2. There's no shame in putting it on the back burner.

    Final verdict: Multibinder is a niche Tool with a high price tag. It's not a trap, but it's not a golden ticket either. For the right build, it's a lifesaver. For everyone else, it's a shiny blue Tool that can sit in the vendor's inventory until you're ready. And in Silksong, being patient is often the best upgrade of all.

    The same patience that pays off when saving Rosaries for Multibinder applies to real-world gaming purchases, too. Whether you're waiting for a sale on Silksong itself or hunting for a deal on a new controller, timing is everything.

    That's where [this price tracking tool]( comes in. DealNest monitors prices across popular retailers so you can see when that game or accessory you've been eyeing finally drops to a price you're happy with. No more guessing whether a discount is worth it—just set your target and let it do the watching.

    https://dealnesthq.com


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    Introductions
    Hollow Knight's Review Shift After Silksong: A Storm in a Teacup?

    Hollow Knight's Review Shift After Silksong: A Storm in a Teacup?

    Hollow Knight and Silksong spark record Steam reviews in 2025-2026, shifting ratings but confirming the game's enduring indie legacy.

    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. 🎮

    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. 🕸️

    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.

    https://dealnesthq.com


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    Introductions
    Silksong: How I Opened That Ornate Clamp (And Why You Can Chill)

    Silksong: How I Opened That Ornate Clamp (And Why You Can Chill)

    Silksong's ornate clamp in Deep Docks unlocks only with the Diving Bell Key from Act 3, serving as a transit stop, not a puzzle.

    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.

    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.

    https://dealnesthq.com


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    Introductions
    Hand-Drawn Indie Games That Make 3D Look Like It Needs a Nap

    Hand-Drawn Indie Games That Make 3D Look Like It Needs a Nap

    Hand-drawn 2D games like Hollow Knight: Silksong and Cuphead prove animation can be art in motion.

    The video game industry has spent decades chasing photorealism, but indie developers keep casually proving that a hand-drawn line can be more expressive than a million polygons. In 2026, the conversation is still dominated by Hollow Knight: Silksong, which arrived after years of Team Cherry cooking and immediately became one of 2025's best-reviewed games. Cuphead, meanwhile, remains the gold standard for cartoon chaos. These titles are not alone. A whole gallery of hand-drawn 2D games exists for players who want animation that moves like art and art that moves like animation.

    The 2D Renaissance Is Not a Nostalgia Trip

    There was a time when 2D animation was treated like a phase that gaming had to grow out of, like a child finally putting away crayons. Then indie studios started showing up with crayons and drawing circles around big-budget developers. Hollow Knight: Silksong and Cuphead are the loudest success stories, but they are not the only ones. The best hand-drawn 2D games combine old-school animation techniques with modern design, creating worlds that feel alive in a way that 3D sometimes cannot match.

    Game
    Style
    Why It Belongs in the Gallery

    Hollow Knight: Silksong
    Hand-drawn Metroidvania
    Colors pop, outlines leap from backgrounds

    Cuphead
    1930s cartoon run-and-gun
    Boss-focused brutality with silky animation

    Ori and the Blind Forest
    Emotional Metroidvania
    Gorgeous, haunting, tears optional but likely

    Indivisible
    Metroidvania + turn-based RPG
    Combos, allies, face-button fighting

    Disney Illusion Island
    Co-op Metroidvania
    Friendly platforming with Disney pals

    Sundered
    Roguevania
    Fluid ink-like combat and exploration

    Greak: Memories of Azur
    Sibling puzzle adventure
    Three heroes, one satisfying journey

    The Cruel King and the Great Hero
    Crayon-style RPG
    Rough, polished, and delightfully odd

    Hollow Knight: Silksong

    Team Cherry took its sweet time, and fans were treated to perfection in terms of graphical quality and gameplay. The animation was great in the first game, but the sequel's colors really pop. Character outlines jump out of the environments like they exist on old-school artist animation cels. Hollow Knight: Silksong is a challenging Metroidvania experience that is as fun to play as it is to stop and look at. In 2026, it remains a benchmark for what a small team can achieve when it refuses to rush.

    Cuphead

    When Cuphead was unveiled in 2013 with a teaser trailer, it did not look real. The more Studio MDHR showed, the more unreal it got. How could that be a video game? After years of waiting, fans finally got their answer. It played like a dream, or more like a nightmare, because this boss-focused game was brutal. The animations were as smooth as possible, which was essential because the game demanded precise timing or else players were dead. There is still nothing quite like Cuphead out there, although many upcoming challengers want the throne.

    Ori and the Blind Forest

    Ori and the Blind Forest is one of the saddest and most haunting games players can embark on alone. That said, it is also beautiful emotionally and aesthetically, thanks to the art, which looks great in motion. While things start in a dark and dreary setting, eventually the little creature, Ori, explores miraculous locations like ponds so clean that players want to drink from them. It is another challenging Metroidvania, so players must stay vigilant to avoid hazards and enemies.

    Indivisible

    Indivisible is a wild combination of Metroidvania-style exploration and turn-based RPGs. As the protagonist, Ajna, players explore lush 2D environments and gain allies through mind manipulation. In battle, Ajna can summon ethereal heroes to fight alongside her, and each character corresponds to a face button. Players can create combos akin to a fighting game, which makes sense given that the developer, Lab Zero Games, also made a hand-drawn fighting game called Skullgirls, which is worth a look too.

    Disney Illusion Island

    Disney Illusion Island is a great Metroidvania to start with for anyone not accustomed to the genre, plus it has co-op. While there are enemies, players cannot engage them and instead have to focus on platforming around, except for boss fights. Even though there are hazards, it is still not that tough of an adventure, which makes sense since it is a Disney game. Mickey, Donald, Minnie, and Goofy all play the same, but they get different-looking abilities. For example, Mickey's wall-climbing ability is a pencil, while Donald gets a plunger.

    Sundered

    Sundered's animations are some of the most fluid of the games on this list, between combat and exploring. It is almost like the heroine, Eshe, and her enemies are evolving ink-based entities that change with the player's input. It is considered a Roguevania, a style of game that combines elements of roguelikes, as the world changes between runs, and Metroidvanias, as there is a giant interconnected world to explore. Play it alone or with friends to see how jaw-dropping this game is in action.

    Greak: Memories of Azur

    Greak: Memories of Azur may not be a game many are familiar with, but hopefully that changes soon. This wonderfully rendered world stars three siblings who each have their own unique powers and abilities. After a short opening wherein all three have to be unlocked, players can then freely switch between them to fight enemies or solve puzzles. Players will cut skeletons with swords, swing on ropes to jump across gaps, turn wheels to open doors for their fellow siblings, and more in this short but satisfying adventure.

    The Cruel King and the Great Hero

    The Cruel King and the Great Hero is a bit of an underrated gem from NIS, a studio that most gamers probably know from the Disgaea series. This little RPG stars a young girl, Yuu, who goes on an adventure to help her dragon friend. It is a turn-based RPG wherein Yuu will fight monsters and gain allies to aid her in battle. The art aesthetic has a rough crayon-like design to it, which makes it look unfinished in the most polished way possible. It is hard to explain until players pick it up and start playing for themselves. It is not quite as quirky as EarthBound, but it is around that same oddball style of RPG.

    Why It Still Matters in 2026

    In 2026, 3D games still hog the spotlight, but hand-drawn 2D games keep stealing the show. They are not just pretty. They are precise, expressive, and often brutally difficult. For fans of animation who want to feast their eyes on something extraordinary, these games harken back to the good old days of 2D animation while pushing the craft forward. The only downside? Once someone sees Silksong's colors or Cuphead's rubbery bosses, ordinary polygons may start looking like they need a nap. 🎨

    If reading about these hand-drawn adventures has you ready to add a few to your library, the tricky part is often timing the purchase. Between limited-run physical editions, indie bundles, and sales that vanish as quickly as a well-timed dash, keeping tabs on every price drop can feel like its own side quest. That’s where [DealNest]( can help, making it easier to spot worthwhile offers without scrolling through endless store pages.

    Whether you’re chasing a specific Metroidvania or simply want to explore more beautifully animated games without overspending, a little deal-hunting can stretch your gaming budget further. It’s a practical companion for anyone who loves this corner of the medium and wants to spend less time refreshing storefronts and more time playing.

    https://dealnesthq.com


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    Introductions
    Borderlands 4 in 2026: Was It Really the Best Looter Shooter?

    Borderlands 4 in 2026: Was It Really the Best Looter Shooter?

    Borderlands 4 reviews land strong: Metacritic 84, OpenCritic 87, and a looter shooter that wins back trust.

    I still remember my first trip to Pandora. The guns, the jokes, the endless loot. Now it's 2026, and Borderlands 4 has been out for a while. When the reviews first dropped in September 2025, they were overwhelmingly positive. Metacritic: 84. Open Critic: 87. That's a clear step up from Borderlands 3, which sat at 81 and split the fanbase. It's not quite enough to dethrone Borderlands 2 at 89, but it's close. And after putting in dozens of hours myself, I think the real story is more interesting than a number.

    The Scores Don't Tell the Whole Story

    Let's get the numbers out of the way. Here's how the mainline games stack up on Metacritic:

    Game
    Metacritic Score

    Borderlands 2
    89

    Borderlands 4
    84

    Borderlands 3
    81

    On Open Critic, Borderlands 4 sits at 87. That's a strong debut. It means Gearbox didn't just avoid another Borderlands 3 situation—it actually won back a lot of trust. But scores are snapshots. The real question in 2026 is whether the game still feels great after the honeymoon phase. For me, it does. Mostly.

    What Reviewers Loved

    When the embargo lifted, some outlets went wild. XboxEra gave Borderlands 4 a perfect score. Reviewer Jesse Norris called it the best looter shooter he's ever played. He said he had no major faults, only a few minor gripes—like how long bodies take to disappear when you want to grab the loot underneath them. Outside of that, he called it a masterpiece and said he could easily see himself putting in another thousand hours over the years.

    Screen Rant's Brandon Key gave it a 9/10. He wrote that it was the most fun he's ever had with the series. Charming writing, great characters, smooth gameplay, and a consistent loot rush pushed him to do 'just one more' mission into the wee hours of the morning over and over. That's the Borderlands promise, right? One more mission. One more legendary. One more level.

    VGC's Jordan Middle gave it a 4/5. He called it a great RPG shooter with rewarding, engrossing gameplay. He did have some criticisms: bland new characters and a pointless grappling hook took some shine off. But he also said the sheer amount of fun couldn't be overlooked. For him, Borderlands 4 reminded him why he was such a big fan of the original two games, and it learned from the mistakes of 3.

    Randy Pitchford Called It

    Gearbox co-founder Randy Pitchford was never shy about his confidence. At Gamescom 2025, he said, 'I'm not just confident, but absolutely convinced that Borderlands 4 is the best Borderlands game we've ever made.' He talked about how past games pushed boundaries too far in one direction or another, and how Borderlands 4, knowing those boundaries, could commit to 'this perfect centre space.'

    In 2026, that quote looks less like hype and more like a mission statement. The game didn't just review well—it seems to have brought back the magic that made the first two games so beloved. It's not a flawless victory, but it's a meaningful one.

    Launch Details and Platform Notes

    Borderlands 4 launched on PC on September 11, 2025. It came to PS5 and Xbox Series X/S on September 12. The Nintendo Switch 2 version arrived on October 3. Now that we're in 2026, every one of those versions is out in the wild. If you were waiting for the Switch 2 release, you've had plenty of time to dive in. The staggered launch meant PC players got a tiny head start, but the wait wasn't brutal.

    My Personal Take as a Longtime Vault Hunter

    I've been playing Borderlands since the original. I loved Borderlands 2. I liked Borderlands 3, but I understood why it divided people. The writing was hit-or-miss. The villains didn't land. The endgame felt off. Borderlands 4 feels like a course correction. The gunplay is smooth. The loot loop is addictive. The world is packed with things to shoot, loot, and build around. I've had multiple nights where I told myself I'd stop after one more mission—and then the sun came up.

    Do I agree with every review? No. The new characters aren't all winners. The grappling hook isn't essential. But those are small dents in a very sturdy vault door. The core loop is the best it's been in years. If you bounced off Borderlands 3, I think this is the one that brings you back.

    Pros
    Cons

    Rewarding, engrossing gameplay
    Some bland new characters

    Charming writing and great characters
    Pointless grappling hook, according to some

    Smooth gunplay and a consistent loot rush
    Minor loot-grab annoyances

    Best fun in the series for many reviewers
    Doesn't quite beat Borderlands 2's 89

    The Verdict in 2026

    So where does Borderlands 4 land? It's not the highest-scoring game in the series. Borderlands 2 still wears that crown with an 89. But Borderlands 4 is a huge step up from 3, and it's one of the most fun looter shooters you can play right now. The reviews were strong. The word of mouth has been strong. And with all platforms available in 2026, there's no reason to wait.

    If you're a solo Vault Hunter, you'll find a satisfying campaign and a loot treadmill that respects your time. If you're a co-op fiend, you'll find chaos, explosions, and that classic 'just one more' energy. For me, Borderlands 4 is a reminder of why I fell in love with this series. And that's worth more than a few Metacritic points. 🎮💥🔫

    There's one more practical angle worth mentioning, though. Looter shooters are long-haul commitments, and between the base game, the expansions, and the steady drip of cosmetic packs, staying current gets expensive fast — especially if you're buying in on more than one platform. If you'd rather let a deal come to you than spend your evenings refreshing store pages, [DealNest]( is worth a bookmark.

    It's a small thing, but it changes how a purchase feels. Paying less up front leaves room for a second copy for a co-op partner, or for whatever looter shooter lands next on your wishlist. A good deal doesn't make a great game better — it just makes saying yes a lot easier.

    https://dealnesthq.com


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    Introductions
    After Silksong, Hollow Knight Fans Need New Hopes

    After Silksong, Hollow Knight Fans Need New Hopes

    Nintendo Direct heartbreak persists as Hollow Knight and Metroid Prime 4 fans chase elusive announcements and new impossible dreams.

    The Nintendo Direct was once a stage for a very specific kind of heartbreak. For seven years, Hollow Knight fans tuned in with the same desperate hope: maybe this time, Silksong. Maybe this time, Hornet would appear. Maybe this time, Team Cherry would end the silence. In 2025, that hope was finally answered. Hollow Knight: Silksong arrived, real and playable, and the long wait collapsed into a strange new problem. When Nintendo announced another Direct for 2026, the Hollow Knight community discovered they had nothing left to beg for.

    Instead of relief, there was an odd emptiness. The Direct had been their annual ritual of disappointment, and now the ritual was broken. For years, the phrase 'Silksong at the Direct' had been a meme, a prayer, and a punchline all at once. Now it was just a memory. The fans had become so accustomed to hoping that they started hunting for a new impossible dream before the old one had even cooled.

    The Hopium Machine Needs New Fuel

    The search did not take long. Hollow Knight fans, like many Nintendo fans, have a mental list of announcements that feel permanently just out of reach. A new Kid Icarus. A new F-Zero. Nintendo acknowledging that Star Fox still exists. These are not realistic expectations so much as emotional insurance. They are the games that let fans feel the sweet ache of wanting something that will probably never come.

    Mother 3 finally getting a release outside Japan is the big one. It was the original hopium game before Hollow Knight even existed. Japanese Nintendo fans have been able to play Mother 3 for almost twenty years, yet despite Earthbound's popularity elsewhere, it has never been localized and made available in other regions. For many, that absence is a wound that never healed. Every Direct is a chance for Nintendo to finally do the right thing, and every Direct without Mother 3 is another small betrayal.

    Then there is Metroid Prime 4. The real hopium game heading into the latest Direct is Metroid Prime 4, and even though yet another rating makes it seem very likely that the game will finally get a release date, Metroid fans are starting to get nervous again. It has been nearly a decade since Nintendo revealed it was working on Metroid Prime 4. People have played it. The finish line has seemed visible for months. But if it does not get a release date soon, worry will spread like a virus. Metroid fans have been burned before, and they know that a rating is not a release date.

    A Wider Web of Worry

    The Hollow Knight community is not alone in this cycle. Across the industry, fans build shrines to games that have been teased, rumored, or simply imagined. Hopes are high for a Wolverine re-reveal at a State of Play that has not even been announced yet. Those waiting for news about Kingdom Hearts 4 are really starting to worry. At least they have something to worry about, unlike Final Fantasy 9 fans, who have been left in a quiet purgatory of remaster rumors and anniversary whispers.

    It is a strange ecosystem. A Nintendo Direct no longer needs to include Silksong, because Silksong is here. But the Direct still needs to include something. The fans still need a reason to gather, to speculate, to argue, to create elaborate charts, and to feel that familiar sting when the credits roll and their most wanted game is nowhere to be seen.

    The New Hopium Leaderboard

    Game
    Why Fans Still Hope
    Realistic Chance

    Mother 3
    The legendary untranslated sequel
    Low, but never zero

    Metroid Prime 4
    Rated, played, and still dateless
    High, if Nintendo is ready

    New Kid Icarus
    Nostalgia and Sakurai dreams
    Very low

    New F-Zero
    Captain Falcon deserves better
    Low

    Star Fox
    Nintendo remembering the franchise
    Medium-low

    Wolverine
    A re-reveal at an unannounced State of Play
    Medium

    Kingdom Hearts 4
    Square Enix silence is getting loud
    Medium

    Final Fantasy 9
    Remake rumors and anniversary energy
    Unknown

    The table is only half a joke. For many fans, the hope itself is the entertainment. The Direct is not just a marketing event. It is a shared story, a season finale, and a group therapy session. When one dream is fulfilled, another must take its place. That is how fandom survives.

    By 2026, Hollow Knight: Silksong is no longer a rumor. It is a game people have played, criticized, loved, and maybe even finished. Hornet has taken her place in the pantheon. But the Hollow Knight fandom has not learned how to be satisfied. It has only learned how to transfer its longing. The next Direct will arrive, and the fans will watch. They will hope for Mother 3. They will hope for Metroid Prime 4. They will hope for something impossible. And when the presentation ends, they will do what they have always done: pick a new dream, and wait for the next chance to be disappointed.

    While the waiting continues, the practical side of being a fan does not pause. Backlogs grow, wishlists stretch on for pages, and the games already released quietly compete for attention with the ones still years away. That is where a tool like [game price tracker]( from DealNest earns its place, letting players watch for drops on the titles they actually intend to play instead of paying full price out of impatience.

    It is a small shift in mindset, but a useful one. Instead of pouring all that energy into a Direct that may or may not deliver, fans can spend a little of it on the games sitting unplayed on their shelves, waiting for the right moment and the right price.

    https://dealnesthq.com


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    Introductions
    Upcoming Horror Games in 2026 That Could Outshine Resident Evil Requiem

    Upcoming Horror Games in 2026 That Could Outshine Resident Evil Requiem

    Resident Evil Requiem and upcoming horror games promise intense survival horror, psychological thrills, and unforgettable scares in 2026.

    The Resident Evil series has served as the gold standard in survival horror for decades, and with Resident Evil Requiem looming on the horizon, it's clear that Capcom isn't slowing down anytime soon. But while the hype surrounding the next undead chapter in this legendary franchise is more than justified, it's far from the only horror game that should be on anyone's radar in 2026. From ambitious psychological thrillers to survival nightmares, there are a ton of upcoming horror games that could give Resident Evil Requiem a run for its money. Requiem may be at the top of a wishlist, but it shouldn't be the only title in the cart. For fans of sleepless nights, blood pressure spikes, and jump scares that induce heart palpitations, these upcoming horror games deserve undivided, white-knuckled, and red-eyed attention.

    10. Gravewatch 🪦

    Grave robbing is already a bad idea, but Gravewatch hammers that point home with brutal efficiency. Players step into the shoes of Daniel, a single father pushed to the very edge. Child support isn't an option, and the only way he can support his sick daughter is by robbing graves in the middle of the night. It's a sick, desperate, and morally gray setup, but someone has to pay the bills, and it won't be the daughter. Daniel isn't out to cause trouble or desecrate loved ones; he's just a desperate man doing awful things for the right reasons. Of course, things go horribly wrong one night during a routine grave robbery. The more he digs, the more he finds himself trapped in a waking nightmare where the line between the living and the dead blurs beyond recognition, and the dead decide they'd like to come back for what they've lost. For those excited about getting up close and personal with Resident Evil Requiem's undead enemies, Gravewatch is a natural addition to the wishlist.

    9. Of Lies and Rain 🌧️

    VR horror games are always a special kind of nightmare fuel, but Of Lies and Rain takes the assignment a little too seriously. Set in a bleak, post-apocalyptic sci-fi world, this game thrusts players into a crumbling reality caught between the physical and the digital. They aren't just fighting for their own survival; they're fighting to piece together a haunting conspiracy surrounding their past while trying to stop humanity from slipping into total extinction. Horror already feels far more immediate in virtual reality, but when combined with first-person shooter mechanics and semi-corporeal enemies, the result is a recipe for sleepless nights. While Resident Evil Requiem is bound to deliver classic survival horror thrills, Of Lies and Rain looks like it might redefine just how terrifying horror can be altogether.

    8. The Mound: Omen of Cthulhu 🐙

    Few things feel as scary and hopeless as being lost in a remote jungle—unless that jungle is also cursed, full of bloodthirsty monsters, and happens to be at the center of a Lovecraftian conspiracy no one has ever escaped. The Mound: Omen of Cthulhu throws players and up to three friends into an uncharted jungle on a remote island, supposedly in search of riches and treasure. Unfortunately, all they'll find are horrifying entities, warped landscapes, and a growing sense of paranoia-induced panic that slowly eats away at sanity. Unlike many horror games where the horror is right up front, this game's true fear comes in the form of psychological tricks and deceptive illusions that always lurk just beyond the edge of vision. Players never know what's real and what's not, who to trust and who to doubt, when to run and when to hide. That kind of internal turmoil can easily eat away at whatever's left of the grey matter. Before long, they'll start to wonder if they can even trust themselves. In this game, the fear isn't just outside—it's inside as well. While Requiem might offer horror on a silver platter, The Mound promises a slower, more insidious and sneaky kind of terror, the kind that won't let anyone sleep for days after finishing it.

    7. REANIMAL 🐻

    Remember Little Nightmares? Well, its creators apparently decided audiences weren't terrified nearly enough, and are all set to unleash the nightmare that is REANIMAL onto the world. This time, the story follows a young brother and sister trapped on an island they used to call home, but which has since turned into a home-turned-hell nightmare they can't escape. Every last one of their friends has mysteriously disappeared, without a trace or trail. Their mission is simple yet harrowing: find out what happened to the missing friends, rescue them if possible, and find a way to escape before the island swallows them whole. Of course, no plan survives contact with reality, and before long, just escaping with their lives seems like an impossible pipe dream. With panic-inducing landscapes and a clever use of scale that constantly makes players feel small and powerless, Tarsier Studios has once again reached directly into nightmares and converted fears into the digital world. The latest title from survival horror's best might keep players awake at night, but this upcoming experience from Tarsier Studios will make them wish they'd never woken up in the first place.

    6. Directive 8020 🚀

    If there's one popular horror setting that never stops being terrifying, it's space. There's something deeply frightening about being so far from home and knowing there's nowhere to run if things go south, and that's not even including what might be waiting out there in the dark abyss. The game begins with Earth on the brink of collapse, forcing humanity to look to the stars for survival. Surprisingly, a life-bearing planet is found within a reasonable distance, and a colony ship, the Cassiopeia, is launched at it like a bat out of hell. But what should have been humanity's fresh start turns into a nightmare when the vessel crash-lands. Stranded light-years from home, the crew soon discovers they're not alone; in space, nothing is as it seems, and death wears many faces. The most unsettling horror games are the ones that seem plausible, and Directive 8020 honestly doesn't land too far off the mark. Earth hasn't been doing too great these past few years, and climate scientists have been warning about change for decades. With billionaires talking publicly about colonizing other planets, games like Directive 8020 don't seem all that implausible anymore. Zombies are scary, but Directive 8020 is the kind of game that will sit in the back of the mind for years after playing it, wondering when it'll be our turn next.

    5. Quarantine Zone: The Last Check 🧟

    Not every horror game needs to put players in the boots of a gun-wielding hero to keep them on edge; sometimes, the scariest roles are the ones where they're just another survivor, forced to make judgment calls they're unqualified to make and can't take back. Quarantine Zone: The Last Check puts players in command of humanity's final blockade in the zombie apocalypse, where survivors come pouring in at a constant, panicked stream, desperate for shelter. The job? Decide who to let in, who to turn away, who to quarantine, and who to execute immediately before they spread infection to the last safe haven on Earth. Unlike other horror games, players aren't holding the gun, and they're not on the front lines; they're just making the decisions for the people who are, and if they screw up, all of humanity is doomed, and they'll be the only one to blame. That setup alone is already chilling enough, but the game's real weight comes from the intense moral pressure. Every survivor that steps foot past the borders has a story, and even though everyone deserves to live, some have to die, or countless others could be doomed. Even if the gun isn't in their hands, they're the one pulling the trigger. While Resident Evil Requiem will no doubt excel at terrifying encounters with monsters, Quarantine Zone taps into something far more insidious: the impossibly hopeless fear that humanity's survival might demand sacrificing one's own humanity to preserve it.

    4. Dying Light: The Beast 🌙

    Since 2015, the Dying Light series has always been about the thrill of racing through hordes, the terror of nightfall, and the desperation of surviving in a world overrun by the infected. If it's got "Dying Light" in its name, it's going to be good, but Dying Light: The Beast is about to take everything known about the franchise and turn it on its head. In The Beast, players aren't just running and gunning through the monster menace; they're becoming it. Playing once again as Kyle Crane, they find themselves scarred by years of torturous experiments at the hands of the sinister Baron, whose DNA tampering has left them caught between human and zombie. Struggling against the beast growing inside, they'll have to learn to control it before they can take revenge. Every encounter in the dangerous Castor Woods becomes more than just a battle to stay alive; it's a fight to resist the transformation from human to beast. And when night falls, that balance gets even harder to maintain. In Dying Light: The Beast, the enemy isn't just coming from the outside, but from the inside as well. The zombies may be coming from every angle in Resident Evil Requiem, but in The Beast? The call is coming from inside the house.

    3. Little Nightmares III 🎪

    Remember when Little Nightmares terrorized the gaming world back in 2017? And in 2021, when it brought that terror to new heights with Little Nightmares II? Well, get ready to wish you hadn't, because Little Nightmares III is about to be unleashed upon us all. This time, players follow Low and Alone, two best friends trying to escape the twisted dimension known as the Nowhere. The Nowhere is home to twisted monsters of every variety, and they're all too eager to get their hands on any intrusive little creatures that capture their attention. Both characters need to be ready to run, hide, and even use weapons to defend themselves at a moment's notice, because these monsters are truly lurking around every corner. From fleeing a colossal Monster Baby in the ruins of the Necropolis, to sneaking past swarms of ravenous Candy Weevils in a grotesque Candy Factory, Little Nightmares III keeps up the tradition of turning familiar childhood spaces into warped nightmares. These new settings are every bit as twisted, imaginative, and disturbing as expected from a Little Nightmares game, and players won't be looking at fairgrounds or ball pits the same way ever again after playing it. The zombies may be scary in Resident Evil Requiem, but at least they're human-sized; the monsters in Little Nightmares III only come in XL sizes, making escape seem almost like a fool's errand.

    2. Macabre 🎭

    Surviving against mindless hordes of zombies in Resident Evil games is hard enough, but Macabre takes it one step further. Instead of defending against brainless, undead monsters, players do everything in their power to survive against a mutated entity that adapts to their every move. Macabre is a 1–4 player co-op extraction horror game where the rules never stay the same for very long. Players and their team enter a volatile nightmare dimension known as the Rift, a perilous purgatory full of shifting maps, unstable conditions, and a horrifying, mutated creature that learns from every move they make. No two runs are ever identical, meaning most thinking and planning must be done on the fly. If they falter for even one moment, god only knows what will sink its claws into them the second they turn their back. That kind of unpredictability keeps players constantly on edge, but lawless dimensions and horrifying monsters aren't the only things to worry about in Macabre. The game raises the stakes by adding player choice into the mix: will they help each other escape as a team, or will they betray their friends for the lion's share of the loot? Trust is a fragile thing when survival isn't guaranteed, and sometimes the scariest thing in the Rift isn't what's hunting them; it's the person standing right beside them. At least players know they can't trust anything that walks on two legs in Resident Evil Requiem, but in Macabre? They never know which so-called teammate could snap and stab them in the back at a moment's notice.

    1. Silent Hill f 🌫️

    The Silent Hill series has always been synonymous with psychological terror, and while Resident Evil Requiem will no doubt be a standout hit in its own series, Silent Hill f looks like it's about to be a bold re-imagining of its entire haunting legacy. Set in 1960s Japan, Silent Hill f follows Shimizu Hinako in her quiet hometown of Ebisugaoka, as it's swallowed by a dense, eerie fog, transforming once-familiar streets into a haunting terrain. With reality crumbling quickly around her, Hinako must face distorted entities bearing familiar faces, unravel mind-bending environmental puzzles, and attempt to understand what's happened to her once-peaceful home. The answer she finds may not be the one she expects, however, and what she decides to do with it will shape her own fate, along with the fate of the entire world, forever. Silent Hill f's blend of psychological torment, grotesque imagery, and disturbing do-or-die choices, all thrown into a haunting new setting, could make it one of the most striking horror experiences in years, Requiem be damned. If it lands the way it's shaping up to, Silent Hill f could mark not just a comeback for the whole series, but a redefining chapter in psychological horror games altogether.

    Game
    Release Window (Expected)
    Key Fear Factor

    Gravewatch
    2026
    Desperate grave robbing turns undead nightmare

    Of Lies and Rain
    2026
    VR sci-fi conspiracy between physical and digital

    The Mound: Omen of Cthulhu
    2026
    Lovecraftian jungle madness and paranoia

    REANIMAL
    2026
    Island horror from Little Nightmares creators

    Directive 8020
    2026
    Space colony crash and shape-shifting death

    Quarantine Zone: The Last Check
    2026
    Moral pressure of deciding who lives or dies

    Dying Light: The Beast
    2026
    Transforming into the monster within

    Little Nightmares III
    2026
    Giant monsters in twisted childhood spaces

    Macabre
    2026
    Adaptive entity and player betrayal

    Silent Hill f
    2026
    1960s Japanese psychological terror

    As 2026 unfolds, these ten games prove that the survival horror genre is thriving beyond any single franchise. Whether players crave the moral weight of Quarantine Zone, the psychological fog of Silent Hill f, or the co-op betrayal of Macabre, there's a nightmare waiting for every taste. Resident Evil Requiem may be the headliner, but the supporting cast is more than capable of stealing the show—and a few nights of sleep along with it.

    Keeping up with so many 2026 horror releases can get expensive fast, especially when you're trying to decide which titles deserve a day-one purchase and which can wait for a sale. A [game price tracker]( like DealNest makes that juggling act a lot easier, letting you follow price drops and discounts across multiple storefronts without refreshing each one manually.

    With Silent Hill f, Directive 8020, and REANIMAL all landing in the same window, having a way to compare current prices and historical lows means you can prioritize the games you're most excited for while still catching the rest when they hit a price that feels right.

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