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    xtnbwwwdango363

    @xtnbwwwdango363

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    Latest posts made by xtnbwwwdango363

    • 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

      posted in 玩弓丧志
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      xtnbwwwdango363
    • 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

      posted in 玩弓丧志
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      xtnbwwwdango363
    • 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

      posted in 玩弓丧志
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      xtnbwwwdango363
    • 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

      posted in 玩弓丧志
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      xtnbwwwdango363
    • 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.

      If you land in that second camp, it's worth checking whether the games on your wishlist are actually cheapest where you think they are — storefronts, regions, and sales shift constantly, and the difference is often bigger than expected. Sites like [game price comparison]( aggregators make that quick to check before you commit, so a bad decision costs you a few clicks instead of a full-price regret. Given how unforgiving these games can be, it's nice to at least control the damage outside of Pharloom.

      https://dealnesthq.com

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    • 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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    • 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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    • 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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    • 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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    • 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

      posted in 玩弓丧志
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