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  • X
    X xtnbcommunit569
    Announcements
    How I Became a Homeowner in Hollow Knight: Silksong (And You Can Too)

    How I Became a Homeowner in Hollow Knight: Silksong (And You Can Too)

    Pharloom Bellhome offers bug warriors a cozy, customizable sanctuary; unlock your dream abode with quests and Rosaries in Bellhart.

    Listen, I've spent countless hours in Pharloom, dodging spiked balls and getting my silk handed to me by giant bugs. But nothing—and I mean nothing—prepared me for the sheer domestic bliss of owning a Bellhome. It's like finding a warm cup of tea in a hurricane of hostility. So here's my tale of how I became the proud owner of a cozy bell-shaped abode, and how you can too without losing your mind or your Rosaries.

    Unlocking the Bellhome: A Homeowner's Odyssey 🏠

    First things first: you can't just waltz into Bellhart and claim a home. You've got to earn it. Think of it as the world's most dangerous homeowners association. To even start, you need to defeat Widow and complete the Threadspun Town task. That opens up Bellhart, and from there, you'll want to keep exploring Pharloom and returning to the Wish board like a moth to a very quest-heavy flame.

    There are three quests you should complete:

    • Restoration of Bellhart (required)

    • My Missing Courier (recommended)

    • My Missing Brother (recommended)

    Donating 250 Rosaries kicks off the town's reconstruction. While that's happening, finish those two courier quests—they unlock a courier service that will become your best friend for the Rosary grind ahead. As you build up the town and save its patrons, talk to Pavo. Always make sure he has nothing new to say. Eventually, once you've found more benches and explored more map areas, the construction finishes. If you've been diligent with the Wishes, your next chat with Pavo rewards you with the Bellhome Key.

    Your Bellhome is on the third level of the town, above the Pinmaster and Relic Seeker. Use the key, step inside, and bask in the glow of the Resident trophy/achievement. For now, it's just a bed. But oh, the decorating possibilities!

    Decorating Your Bellhome: Because Even Bug Warriors Need Throw Pillows 🎨

    Once you have the key, head to Frey at the Bellhart general goods store. She sells all the decorations, except the Spa, which requires you to buy two other upgrades first. These items are expensive and serve little practical purpose beyond making your home look fabulous. Here's the full list:

    Upgrade
    Price
    What Is It?

    Desk
    380 Rosaries
    Allows you to read Relics you've turned in to the Relic Seeker.

    Gleamlights
    320 Rosaries
    Lights up the home's interior.

    Bell Lacquer
    520 Rosaries
    Paint the outside of the bellhome: Red, Silver, Black, Yellow, or Blue.

    Personal Spa
    1,100 Rosaries
    Adds a second floor with a hot spring that regenerates Silk and Masks.

    Most decorations appear immediately after purchase, but the Bell Lacquer takes time to apply—you can watch the paint dry while you adventure, which is oddly satisfying.

    Gathering Rosaries Fast: The 45-Minute Money Method 💰

    Altogether, all upgrades cost a staggering 2,320 Rosaries. That's like trying to teach a Grub to tap dance—daunting but not impossible. The key is the courier service. With Tipp & Pibb's Courier Service unlocked, you can make deliveries that pay very well.

    My go-to is the Pilgrim's Rest run, netting about 239 Rosaries every four minutes. You'll need the Silkshot tool (or similar) and the Pollip Pouch. If Pilgrim's Rest isn't available, Bone Bottom is the next best choice, giving 128 Rosaries if you defeat the fishermen on the way. But Pilgrim's Rest is the safest and most lucrative.

    Here's my step-by-step route:

    • Go through Greymoor, taking out the scissor bug in the first room.

    • Dash right until you reach the room with another scissor bug patrolling above. Destroy him from below if you can.

    • In the room with the trident bug, use your trap to defeat it quickly. Kill the other bug beyond it before climbing up.

    • Use your trap in the pilgrims room to take out the first three and last two bugs. You can kill the bellbearer between the pilgrim sets from below.

    • Dash to Far Fields and fall down on the right side for the first two wind sections.

    • Switch to the left side and fall gently onto the left side next to the shortcut.

    • Run to Pilgrim's Rest to drop off the package.

    • Fall down toward the Bellway Station, but stop by the target practice room to kill both bugs.

    • Take the Bellway back to Bellhart to repeat as necessary.

    With this method, you can afford every upgrade in under 45 minutes. No Rosary Strings, no risk of losing your hard-earned geo—just pure, efficient capitalism. Before you know it, your Bellhome will be the envy of every bug in Pharloom. And honestly? After all those boss fights, you deserve a spa day. 🛁

    If there's one thing a long courier grind teaches you, it's the value of patience and a route you can repeat without thinking—and that instinct has a habit of following you out of Pharloom. Holding off on a purchase until the price finally drops is the real-world version of the same discipline, and it pays off just as reliably.

    For anyone who'd rather not sit around refreshing storefronts hoping the number moves, a [game price tracker]( like DealNest does the watching for you, surfacing discounts across stores so you can decide when a title is actually worth the spend. Same efficiency mindset, just pointed at your wallet instead of your Rosary count.

    https://dealnesthq.com


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    X xtnbcommunit569
    Announcements
    Silksong's Secret Nerfs Are Proof Team Cherry Has a Heart

    Silksong's Secret Nerfs Are Proof Team Cherry Has a Heart

    Hollow Knight: Silksong's brutal difficulty hides secret nerfs: cogs and fans now deal one mask damage instead of two after launch complaints.

    After seven years of waiting, I finally sat down with Hollow Knight: Silksong in 2026, and my hands were sweating before the title screen even finished glowing. Seven years! I have changed jobs twice, my houseplants have died and been replaced, and yet Hornet still fights like she just learned I insulted her mother. I love it. I also kind of hate it, because Silksong launched with a difficulty curve shaped like a brick wall covered in saw blades.

    My first ten hours were less a heroic adventure and more a series of polite funerals for my own confidence. Compared to the original Hollow Knight, Silksong shipped with way more enemies and environmental hazards that deal double damage. That means one stupid mistake stops being a lesson and starts being a full health bar disappearing into the ether. Unsurprisingly, unhappy players flooded the internet. The launch complaints got so loud that Silksong racked up more than double the negative reviews Hollow Knight ever received. That is an achievement, just not the kind Team Cherry wanted.

    When Team Cherry announced its first patch, I read the notes like they were a love letter. The official list promised a slight difficulty reduction in early game bosses Moorwing and Sister Splinter, plus a reduction in damage from Sandcarvers. They also mentioned various additional fixes and tweaks, which I assumed was polite developer language for changing the font on a menu.

    Turns out, the patch notes were hiding secrets. A sharp-eyed player on Reddit named TomNook5085 noticed that some hazards got quieter nerfs than the official notes suggested. After reading that, my buddy Luke and I did our own follow-up testing, because clearly neither of us had anything better to do than get smacked by machinery in the name of science.

    Here is the part that made me gasp: the cogs in the Choral Chambers and the fans in the Grand Citadel both had their damage reduced from two masks to one. Two masks to one! That is not a small tweak. That is the difference between walking out of a room with a story to tell and walking out of a room as a ghost.

    Even better, this means Team Cherry apparently decided to quietly make the game slightly easier without putting every change in the spotlight. Are there more secret nerfs hiding out there? Probably. I would not be surprised if some random thorn bush somewhere now does half a mask instead of a full one, and nobody noticed because we were all too busy crying.

    I made a quick table for my own sanity:

    Hazard
    Old Damage
    New Damage
    My Feeling

    Cogs in Choral Chambers
    2 masks
    1 mask
    Cautious optimism

    Fans in Grand Citadel
    2 masks
    1 mask
    I might actually enter that room

    Sandcarvers
    Double trouble
    Reduced
    Thank you

    Moorwing
    Early game pain
    Slightly less pain
    Still a jerk

    Lava
    Lava
    Still lava
    Zero trust

    Notice that lava is still lava. Team Cherry did not nerf the concept of molten rock, and honestly, I respect the commitment. I will continue playing conservatively around every glowing orange puddle because my reflexes are not built for 2026 speedrunning standards.

    Speaking of those maniacs: some speedrunners have already beaten the entire game in a little over an hour. I have spent longer than that trying to get out of a single optional room. The fact that they can route around newly nerfed hazards while I still panic over one-mask damage says more about me than the patch. Meanwhile, platinum trophy hunters are probably thrilled. Every hazard change makes the no-hit or low-damage runs slightly less nightmarish. I might even chase the platinum myself, assuming I can stop falling into the one pit that has not changed at all.

    In the end, I just think it is funny that Team Cherry made extra changes and let the community detect them like cryptozoologists finding evidence of a friendly Bigfoot. Seven years of waiting, a launch that felt overtuned, a wave of criticism, and then a patch with hidden mercy. That is very Hollow Knight. The game still wants to hurt me, but now, barely, it also wants me to survive.

    If you are the type of person who studies patch notes before committing to anything, that instinct probably follows you into the rest of your purchases too. Controllers whose sticks have started drifting, a monitor that turns every dark corridor into a smeared grey soup, a spare memory card because you refuse to delete anything — it all adds up, and nothing drains the fun out of a difficult game faster than fighting your own setup. I have learned, repeatedly and painfully, that five minutes of checking before clicking "buy" saves an entire evening of regret.

    That is the whole idea behind DealNest, which rounds up listings across retailers so you can see what something actually costs before you hand over your money. Whether you are finally picking up a game you have been circling for months or replacing hardware that has quietly given up on you, it takes about a minute to [compare prices here]( and find out whether the deal in front of you is genuinely good. Get that part right, and you will have a little more left over for the things nobody puts on sale — like patience.

    https://dealnesthq.com


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    X xtnbcommunit569
    Announcements
    Silksong’s Passing of the Age: How I Found Every Mister Mushroom Location

    Silksong’s Passing of the Age: How I Found Every Mister Mushroom Location

    Passing of the Age quest in Hollow Knight: Silksong guides players step-by-step to secret endings and achievements.

    I still remember the exact moment I stumbled into the Passing of the Age quest in Hollow Knight: Silksong. I was deep in the Putrified Ducts, roaming east of Fleatopia, when a faint golden glow caught my eye. At first I thought it was just another piece of environmental polish, but no—Hornet had found something much stranger. If you're like me and you want that secret ending and achievement, this guide will walk you through my own journey, step by step.

    How I Triggered the Passing of the Age Quest

    The trigger is shockingly easy to miss. From Fleatopia, I kept heading east until I found a route going upward. Wall jump was enough to reach a cliff, but when I looked up, there it was: a golden glow above me. I used the Silk Soar ability to enter the hidden opening. At the end of that tunnel, Hornet can inspect a golden tablet. The game asks if you want to promise the wish. Say yes, and the Passing of the Age quest officially begins.

    If you miss that tablet, you could wander Pharloom for hours without ever understanding why Mister Mushroom never appears. Ask me how I know.

    The Seven Mister Mushroom Locations

    To complete the quest, I had to find Mister Mushroom in seven different locations. The game gives you riddles, not map markers. At each correct spot, I saw blue mushrooms with yellow circles on the ground. Then I played the Needolin, and Mister Mushroom popped out of the ground.

    Here is the full list of locations and the clues that worked for me:

    Order
    Location
    How I Found It

    1
    Moss Grotto
    The spot between the bench and the snail shaman's home

    2
    Bone Bottom
    Where Shakra used to appear in Bone Bottom camp, before entering Act 3

    3
    Far Fields
    The edge of Far Fields, where lava is present in the area

    4
    Greymoor
    Climb the Greymoor tower, then find a route up to the Wisp Thicket near the surgeon Yarnaby

    5
    The Slab
    To the left of the First Sinner's cage, where the Rune Rage skill is found; the Key of Apostate is required

    6
    Mount Fay
    Climb to the bird's nest; Silk Soar can skip a huge chunk of the platforming

    7
    The Cradle
    Reach the peak and pass the parkour test of fitness

    The order matters. I tried to skip ahead to The Cradle early, and Mister Mushroom simply refused to appear. The riddles must be solved in sequence, one location after another.

    Reaching The Cradle

    The final location is the hardest to reach. From the room to the right of the Cogwork Core, I looked upward until I found an opening. Silk Soar let me enter the gap, and I was transported to a side area of the Cogwork Core. From there, I kept climbing.

    Along the way, I had to remember three key spots:

    • In the room where the Architect Melody puzzle once was, I had to find the correct spot to stand and lift myself upward.

    • At the place where I fought Lace for the second time, I again needed the super jump, but the light from above made the spot easy to find.

    • After the platform where I fought Grandmother Silk, I claimed the Pale Nails Silk Skill, then found the small opening above.

    At the top of The Cradle, there is a cave. Inside, I faced a platforming challenge—a true test of fitness. After passing it, I played the Needolin one last time. Mister Mushroom finally spoke with Hornet, then soared upward and disappeared.

    The Surface and Nameless Town

    After Mister Mushroom vanished, I arrived on the surface in a place called Nameless Town. I whacked some cockroach-like bugs for the Hunter's Journal, then played the Needolin at the big skull cave to receive a Surface Memento. The surface was beautiful, but I still had a job to do. I headed back left toward the spikes, found a cave, and descended into The Cradle. From there, I returned to Pharloom to finish the catastrophe.

    Getting the Passing of the Age Achievement

    Here is the part that surprised me: completing the quest does not immediately pop the achievement. You must defeat the final boss of Act 3 after finishing the Passing of the Age quest. Defeating that boss unlocks a secret ending in addition to the normal ending. That means you can earn both endings and their achievements at once.

    So, if you are hunting the achievement, do not wait until after the final boss. Complete the mushroom herald's journey first, then face the end of Act 3. Trust me, seeing that secret ending makes the entire strange mushroom hunt feel worth it.

    After all, that age may pass—and this shroom its witness.

    Hunting down seven hidden mushroom locations is the kind of obsessive, rewarding detour that reminds me why I keep coming back to games built around secrets. The catch is that games like this tend to send you looking for more of them — and with new releases rarely getting cheaper, filling a library with titles worth exploring can get expensive fast.

    That is exactly the problem DealNest was built to solve. Instead of bouncing between storefronts and price trackers to compare deals, you can browse a single, well-organized hub that gathers discounted games and current offers in one place, which makes it much easier to stock up before your next long adventure. If you are wondering [where to buy cheap games]( online, DealNest is a good place to start your search.

    https://dealnesthq.com


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    X xtnbcommunit569
    Announcements
    How Many Acts Are in Hollow Knight: Silksong and How Long to Beat It?

    How Many Acts Are in Hollow Knight: Silksong and How Long to Beat It?

    Hollow Knight: Silksong spans two main acts plus a secret Act 3, and a 100% run takes far longer than 30 hours.

    Hollow Knight: Silksong can feel surprisingly gentle during its first hour. Hornet tumbles into Moss Grotto, a green and peaceful region populated by harmless caterpillars and slow-moving flying bugs. But that sense of safety is temporary. If a player chooses to enter Hunter’s March, one of the hardest early regions, they will face a hand-numbing pogo challenge and two difficult boss fights that guard progress. This contrast sets the tone for the entire adventure, and it naturally raises two questions: how many acts are there in Silksong, and how long does the journey actually take?

    How Many Acts Are There in Hollow Knight: Silksong?

    Silksong does not use a traditional chapter select screen. Instead, its story unfolds across two main acts and one secret Act 3. A player who wants the full experience will therefore be playing three acts in total.

    Act
    Name
    When It Begins
    When It Ends

    Act 1
    Pharloom
    Hornet falls into Moss Grotto
    Hornet enters the Grand Gate of the Citadel

    Act 2
    Citadel of Song
    After entering the Citadel
    Hornet defeats the Monarch of Pharloom

    Act 3
    Abyss
    After meeting hidden requirements
    Hornet defeats the Act 3 final boss

    Act 1 begins when Hornet falls on Moss Grotto and continues until she enters the Grand Gate of the Citadel. Act 2 then runs until players defeat the Monarch of Pharloom. Defeating the Monarch is considered beating the game for the Speedrunner achievement, regardless of whether the player continues to Act 3 or not. But is the adventure really finished at that point? For a first playthrough, it is highly recommended to take the time to fulfill the requirements needed to reach Act 3.

    How Long Does It Take to Beat Silksong?

    Because Silksong is a Metroidvania, a single hour count can be misleading. The total time depends heavily on three personal factors:

    • Experience playing a Metroidvania game

    • Platforming expertise

    • Boss fight skills

    For a normal playthrough, a 100% completion will take far longer than 30 hours. There are two speedrunner achievements in the game, and the Speedrunner achievement is tied to defeating the Monarch of Pharloom. A player who ignores optional content can finish sooner, but a first blind run still demands repeated attempts at bosses and platforming gauntlets.

    Completion Goal
    Expected Commitment

    Defeat the Monarch only
    A focused first run, though still demanding

    Reach and finish Act 3
    A longer journey that can exceed 30 hours

    100% completion
    Far longer than 30 hours

    Why Some Areas Make the Game Feel Longer

    Hunter’s March is a perfect example of Silksong’s difficulty curve. Its pogo section asks for precise aerial control, while the two bosses guarding the area punish careless movement. Not every biome is required, however. Some regions can be skipped entirely if players do not wish to explore them. For a first playthrough, skipping may save time, but it also means missing upgrades, lore, and the requirements needed to reach the secret Act 3. Should a new player ignore those optional zones? Probably not, because Act 3 contains some of the most memorable moments in the game.

    Final Thoughts on Silksong’s Acts and Completion Time

    At its core, Silksong asks a simple question: how far is a player willing to go? The two main acts deliver a complete story, but the secret third act transforms the ending. As of 2026, the game’s structure remains a favorite topic among players, and community guides have made the requirements for Act 3 easier to understand. Even so, no guide can erase the hours spent learning boss patterns or mastering Hornet’s movement. A player who stops after Act 2 can claim a win, but the true size of Silksong only becomes clear when the Abyss is finished.

    Whether you're chasing the Speedrunner achievement or simply savoring every secret in Pharloom, the time you spend with Silksong is an investment. And like any investment, it's natural to want to maximize the return—not just in satisfaction, but in value. After all, the world of Metroidvanias is vast, and the next challenging adventure is always waiting.

    For players who like to keep an eye out for discounts on games, accessories, or other gear, [DealNest]( offers a straightforward way to browse current deals without the clutter. It's a useful stop for anyone looking to expand their library or upgrade their setup before diving into another intricate map.

    https://dealnesthq.com


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    X xtnbcommunit569
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    How to Get the Pale Nails Skill in Silksong Without Losing Your Mind

    How to Get the Pale Nails Skill in Silksong Without Losing Your Mind

    Find the Pale Nails Silk Skill in Hollow Knight: Silksong by returning to The Cradle, binding Grand Mother Silk's hand after the Act 2 boss.

    Let me paint you a picture.

    It is 2026, and I just spent two hours bouncing around Pharloom like a sugar-fueled acrobat. My target? The Pale Nails Silk Skill. My problem? The game refused to put a neon sign over The Cradle, so I had to earn this shiny little murder projectile the hard way. If you want to avoid my exact brand of confusion, grab your needle and follow along.

    What Exactly Is the Pale Nails Skill?

    In Hollow Knight: Silksong, Silk Skills are Hornet's flashy special moves. They drain her Silk meter, which is also what she needs for healing, so spamming them is a great way to turn a bad fight into a funeral. The Pale Nails skill is one of the best chase tools in the game. It launches a projectile of three pale nails that actively seek out an enemy, which is perfect for those annoying mobile opponents who think they can backstep out of your range. Grand Mother Silk uses a very similar trick against you, and I can confirm it stings.

    Where to Find Pale Nails

    You will not find this skill in a cozy little shop. No, you have to go back to The Cradle, specifically the arena where you fought Grand Mother Silk at the end of Act 2. After the boss fight is over, climb back up to that arena and look for the boss's hand resting on top of a rock. It is a bit ominous, but that is Silksong for you. Interact with it and choose to Bind. Boom, Pale Nails is yours. This is also the final Silk Skill you need for the Woven achievement, so now you can flex that completionist progress.

    How the Pale Nails Skill Actually Works

    Yes, the nails are homing, but they are not psychic. If an enemy leaves the screen before the nails connect, the projectiles will hit nothing. They do not hover forever waiting for a target to come back. That behavior is more like the Cogfly tool, which floats around and does its own thing. Pale Nails is more hit-and-run: fire, let them chase, and reposition. Do not waste it on an enemy about to teleport across the map.

    Here is a quick comparison to keep your Silk budget honest:

    Skill / Tool
    Best For
    Weird Detail

    Pale Nails
    Chasing mobile enemies
    Nails stop if the target leaves the screen

    Rune Rage
    Crowds of enemies
    Great for clearing annoying hordes

    Cogfly
    Passive support
    Hovers around instead of disappearing

    The Exact Route to The Cradle

    You cannot just stroll to this skill. You need the Silk Soar ability, because Pharloom loves putting important passages in stupidly high places. If you already have it, here is the path:

    • Walk to the right side of the Choral Chambers, next to the Cog Core entrance.

    • Look up. There is an opening in the ceiling, and you will need a high jump or Silk Soar to reach it.

    • Once you reach the Architect Melody room, go right and try to Silk Soar upward again. You should spot a passage and can adjust your jump from there.

    • Eventually, you will land on the platform where Hornet fought Lace before the Grand Mother Silk encounter.

    • From that platform, use Silk Soar on the light to reach the boss arena above.

    That last jump feels illegal the first time. I fully expected to clip into a wall. Instead, I landed directly in the arena where I had already won the fight, which felt a little anticlimactic until I saw that disembodied hand waiting for me.

    A Few Warnings From My Mistakes

    Make sure you have actually cleared Act 2 and beaten Grand Mother Silk. The binding spot is in the boss arena after the fight, so if you are still banging your head against her, you are not going to get the skill yet. Also, do not forget that Pale Nails uses Silk. If you blow all your Silk on these shiny homing nails, you will not have any left for healing. I learned that the hard way during a hallway brawl, and my ghost is probably still judging me.

    Final Thoughts

    The Pale Nails skill is absolutely worth the detour. It turns mobile enemies from aggravating pests into target practice. The route to The Cradle is a little vertical, but with Silk Soar you can manage it in a few minutes. Claim the hand, bind with it, and enjoy your new homing death needles. Now if only Pharloom would give me a map that does not look like abstract art.

    Stay sharp, and keep some Silk in reserve.

    While you are waiting for the next patch, DLC, or the eventual avalanche of Silksong-adjacent metroidvanias to land on your wishlist, it helps to know when Steam actually drops its prices. Store pages rarely make that obvious, which is why tools that watch prices for you are worth keeping bookmarked. One I have been using lately is [steam sale tracker]( from DealNest, which keeps an eye on discounts so you do not have to refresh the store every Tuesday evening hoping for a surprise.

    It is a small quality-of-life upgrade rather than a necessity, but if you play on PC and already spend half your gaming budget on indie platformers, having DealNest quietly watching your backlog is the kind of thing you notice only after it saves you a few bucks. Nothing complicated, just a heads-up when the price finally drops.

    https://dealnesthq.com


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    How to Unlock All 11 Ancestral Arts in Hollow Knight: Silksong

    How to Unlock All 11 Ancestral Arts in Hollow Knight: Silksong

    Master every Hollow Knight Silksong Ancestral Art with this guide to all eleven locations and effects, from Swift Step to Needle Strike.

    In Hollow Knight: Silksong, Hornet's journey through the kingdom of Pharloom introduces a layered progression system built around Ancestral Arts. These permanent abilities are distinct from the six equippable Silk Skills found in the Tools menu. While Silk Skills offer customizable combat and utility bonuses, Ancestral Arts fundamentally reshape movement, traversal, and interaction across the map. Players who track down all eleven Ancestral Arts will move faster, leap higher, strike harder, and unlock paths that were previously inaccessible.

    Ancestral Arts are distributed fairly evenly across the main story. Five of them become available in Act 1, while the rest appear in later acts, with several in Act 3. Some are optional, but many are mandatory for exploring every region of Pharloom. The following guide describes each Ancestral Art, where to find it, and what it does.

    Swift Step

    Players unlock Swift Step by binding the statue located in the northern part of Deep Docks. This Ancestral Art allows Hornet to dash by holding the back right trigger. The dash also creates additional offensive possibilities, making it a foundational movement tool for both combat and platforming.

    Drifter's Cloak

    The Drifter's Cloak is obtained by completing the Flexile Spines Wish for the Seamstress in Far Fields. Once unlocked, Hornet can glide gracefully through the air and ride upward on strong gusts of wind. This ability is extremely useful for crossing wide gaps and reaching high ledges during the early acts.

    Cling Grip

    Players can unlock Cling Grip by binding the statue in the northern part of Shellwood. Cling Grip enables Hornet to perform wall jumps and temporarily hold onto vertical surfaces. If players equip the Ascendant's Grip tool, she can hold onto walls indefinitely, which opens up many optional exploration routes.

    Needolin

    Needolin becomes available after defeating the Widow boss fight in Bellhart during Act 1. This Ancestral Art serves as a special key and a communication tool. It can open special doors around Pharloom and also allow Hornet to interact with certain NPCs, making it essential for narrative progression and side content.

    Needle Strike

    Players unlock Needle Strike by agreeing to train with the Pinstress in the Blasted Steps area. This Ancestral Art allows Hornet to perform a charge attack. It is a useful offensive upgrade that adds a powerful charged option to her needle-based combat toolkit.

    Clawline

    Clawline is unlocked by binding the Statue in the Cauldron area of the Underworks. It works a bit like a harpoon or grappling hook. Hornet can use it to latch onto walls and enemies alike, which makes traversal more dynamic and also provides new ways to close distance during fights.

    Faydown Cloak

    Players can obtain the Faydown Cloak by playing Needolin while standing near the statue at the most northerly point in Mount Fay. This Ancestral Art gives Hornet the ability to double jump. That extra jump dramatically improves platforming flexibility and is required for reaching many upper areas.

    Beastling Call

    The Beastling Call is unlocked by beating the Bell Eater boss fight. That encounter becomes available after players attempt to summon the Bell Beast during Act 3. Once obtained, the Beastling Call lets Hornet instantly travel to the Bell Beast, which makes fast traveling across Silksong much easier.

    Silk Soar

    Silk Soar is unlocked by binding the statue in the Weavenest Absolom area of the Abyss during Act 3. It functions as a super jump, allowing Hornet to reach previously inaccessible areas. This ability is especially valuable for late-game exploration and for collecting missed items.

    Elegy of the Deep

    Players unlock Elegy of the Deep after completing the Spell Seeker main story quest during Act 3. This Ancestral Art allows Hornet to use Needolin to travel into the past when played in certain spots. It is a narrative and exploration ability that reveals new layers of Pharloom's history.

    Sylphsong

    Sylphsong is unlocked by binding Eva in Weavenest Atla during Act 3. Before doing so, players must find and fully upgrade all seven Silksong crests. After unlocking Sylphsong, Hornet's Silk is refilled whenever she rests at a bench. This makes long expeditions safer and reduces the need to conserve resources.

    Quick Reference Table

    Ancestral Art
    Location / Requirement
    Act
    Main Effect

    Swift Step
    Bind statue in northern Deep Docks
    Act 1
    Dash

    Drifter's Cloak
    Complete Flexile Spines Wish in Far Fields
    Act 1
    Glide and ride wind gusts

    Cling Grip
    Bind statue in northern Shellwood
    Act 1
    Wall jump and hold walls

    Needolin
    Defeat Widow in Bellhart
    Act 1
    Open special doors and interact with NPCs

    Needle Strike
    Train with Pinstress in Blasted Steps
    Act 1
    Charge attack

    Clawline
    Bind statue in Cauldron, Underworks
    Later acts
    Grapple onto walls and enemies

    Faydown Cloak
    Use Needolin near statue at Mount Fay
    Later acts
    Double jump

    Beastling Call
    Defeat Bell Eater after summoning Bell Beast
    Act 3
    Fast travel to Bell Beast

    Silk Soar
    Bind statue in Weavenest Absolom, Abyss
    Act 3
    Super jump

    Elegy of the Deep
    Complete Spell Seeker quest
    Act 3
    Travel into the past with Needolin

    Sylphsong
    Bind Eva in Weavenest Atla after upgrading seven crests
    Act 3
    Refill Silk at benches

    Tips for Collecting Ancestral Arts

    ✅ Focus on the five Act 1 Ancestral Arts early, since they unlock core movement and interaction options.

    ✅ Carry Needolin whenever possible. It is needed to obtain the Faydown Cloak and becomes even more useful after unlocking Elegy of the Deep.

    ✅ If exploration feels limited, check whether a missing Ancestral Art is blocking the route. Several areas in Pharloom require specific abilities like double jump, dash, or the super jump.

    ✅ Before attempting Sylphsong, make sure all seven Silksong crests have been found and fully upgraded.

    ✅ Use Beastling Call to fast travel back to the Bell Beast instead of repeating long treks through dangerous regions.

    Mastering the full set of Ancestral Arts transforms Hornet's movement into a fluid, almost dance-like flow, and that sense of control often leaves players hungry for more challenges in the same vein. Whether you're chasing a tougher platformer or revisiting classics that reward precise timing, having a way to track down discounts on new titles and gear can make that exploration easier on your wallet.

    That's where a resource like [DealNest]( comes in—it gathers deals on games, accessories, and hardware in one place, so you can spend less time hunting for sales and more time playing. If you're planning to expand your library after finishing Silksong's toughest content, it's a practical stop to check before paying full price.

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    How to Unlock Silksong's Hidden Act 3 Without Missing 25% of the Game

    How to Unlock Silksong's Hidden Act 3 Without Missing 25% of the Game

    Hollow Knight: Silksong Act 3 guide reveals hidden quests and Silk and Soul wish requirements for unlocking Pharloom's secrets.

    Most players who roll credits in Hollow Knight: Silksong probably pat themselves on the back, believing they’ve seen everything Pharloom has to offer. Then the save file sits there, quietly judging them. The truth? They may have only finished about 75% of the game. Team Cherry tucked an entire Act 3 behind a chain of obscure chores, a few soul-collection errands, and one delightfully sneaky final choice. This guide breaks down the whole process, so nobody has to wander around Weavenest Atla wondering why the walls look so suspicious.

    Act 3 Requirements

    First things first: unlocking Act 3 is less about raw skill and more about not sprinting to the finish line like a startled Grub. A player needs to tick off a few boxes before the Caretaker even thinks about handing over the good stuff.

    • Wish upon a star (or several): Complete most, if not all, of the wishes available in Bone Bottom, Bellhart, and the Choral Chambers in the Citadel. Some of these only wake up after certain side quests progress, so a little backtracking is basically a personality trait here.

    • Flea market: No, not actual shopping. Hornet needs to round up enough fleas across the world for the caravan to haul itself over to the Putrified Ducts. She doesn’t need every single one, but a bit more than half keeps the wheels greased.

    • Lace, but make it dramatic: Defeat Lace in The Cradle. Fighting her won’t slam the door on Act 3—it actually swings it wide open.

    Once those requirements are handled, the Caretaker at the first shrine stops being cryptic and finally offers the last wish: Silk and Soul.

    Silk and Soul Wish

    This wish is basically an interdimensional grocery run. Hornet zips through the world to collect souls and items from specific, slightly odd characters. Two of them might already be sitting in her inventory by the time the quest starts, which is a nice little head start.

    Item / Soul
    Location
    Combat Required?

    Snare Setter
    Weavenest Atla secret nook
    No

    Maiden’s Soul
    Moss Grotto, starting area west
    No

    Hermit’s Soul
    Bellhart, east secret passage
    No

    Seeker’s Soul
    Bilehaven, after Groal the Great
    Yes ✔

    Snare Setter

    The Snare Setter is a bashful little gadget hiding in Weavenest Atla, which sits below Bone Bottom and east of Moss Grotto. Any player who enjoys poking into corners has probably been here before—Eva hangs out nearby, offering persistent upgrades that make Hornet feel like a fully kitted-out needle warrior.

    To reach the item, Hornet needs the double jump from Mount Fay. No double jump, no secret room. She should travel down, use the Needolin to play a song at the door, take the elevator to the bottom level, and head right. Instead of blundering into the next room, she can hop up the wall to the second level and slip through the left door. Right before the pond, a double jump reveals a secret area, and there the Snare Setter waits on a small podium like a shy trophy.

    Maiden’s Soul

    While she’s in the neighborhood, Hornet can head back to the top of Moss Grotto and then west to the very spot where the adventure began. The Chapel Maid is hanging around, probably wondering why nobody visits. One chat later, she happily hands over her soul. Easy peasy.

    Hermit’s Soul

    The Bell Hermit in Bellhart is about as cheerful as a wet charm notch, but he’s surprisingly generous when Hornet asks for his soul. She just needs to find the secret passage east of the fast travel station. A quick conversation, and the grumpy old man parts with it like a man donating a coat he never liked anyway.

    Seeker’s Soul

    Now the errand list gets spicy. The Seeker’s Soul demands actual combat. Hornet has to take down Groal the Great, the final boss of the Bilewater region, at the top of Bilehaven. Yeah, that means trudging through a whole network of nasty, maggot-infested waters first. No pressure.

    After slaying Groal, she hops up to the left and enters the little house just outside the arena. Inside, the Seeker’s Soul lies on the ground beneath the strung-up Seeker, which is grim but also conveniently placed.

    Setting the Trap

    With all the ingredients stuffed into Hornet’s inventory, the next stop is the First Shrine. Talking to the Caretaker completes the wish, and the path forward becomes clear: climb The Cradle, speak to the Caretaker at the top, and march into the final boss fight.

    The clever part comes after defeating Grand Mother Silk. The game offers two choices: Bind or Needolin.

    • Bind: End the game right there, roll credits, and accidentally lock out Act 3 for that playthrough. Oops.

    • Needolin: Spring the trap. Grand Mother Silk and Lace get unceremoniously dragged into the Abyss. It’s dramatic, a little mean, and exactly what the story ordered.

    After the credits, the save file doesn’t look quite right. Black threads coil around it like an overprotective spider. Cutting away at it with the confirm button unlocks Act 3, and suddenly the game isn’t over at all.

    So the takeaway is simple: don’t rush the finale. Do the wishes, find the fleas, be nice to the Chapel Maid, and keep that Needolin handy. Act 3 has been hiding in plain sight, waiting for someone patient enough to poke it with a needle.

    For players who enjoy uncovering every hidden nook and secret timeline, being patient doesn’t just apply to in-game mechanics—it also pays off when planning the next purchase. A game as rich as Hollow Knight: Silksong rewards careful observation, but staying updated on launch discounts, special editions, or rare merchandise can take the same kind of vigilance. After all, none of those DLC reveals or collector’s editions will find their way into your cart by themselves.

    Rather than refreshing store pages every single day, let [this price tracking tool]( keep an eye on price drops and restocks for you. That way, you can spend more time studying the secrets of Pharloom and less time bargain hunting—and when the next surprise update arrives, you’ll already be ready to dive back in.

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    How I Unlocked Every Major Ability in Hollow Knight: Silksong

    How I Unlocked Every Major Ability in Hollow Knight: Silksong

    Hollow Knight: Silksong Ancestral Arts and upgrades unlock new Metroidvania exploration abilities, transforming traversal and progression.

    I have spent the last few weeks digging into Hollow Knight: Silksong, and I can tell you that exploration is both freeing and quietly locked behind some crucial upgrades. If you are used to Metroidvania rules, you know the drill: you wander, hit a dead end, and realize you need a permanent ability to move forward. In Silksong, the big gates are called Ancestral Arts. These are not something you equip. Once you unlock them, they are simply yours forever. Below, I want to share exactly how I got each one and what they actually do.

    Ability
    Type
    Key Use

    Swift Step 🏃
    Ancestral Art
    Fast run and midair dash

    Cling Grip 🧗
    Ancestral Art
    Jump along vertical walls

    Needolin 🎵
    Ancestral Art
    Play music to open special doors

    Clawline 🪡
    Ancestral Art
    Throw needle and pull yourself

    Faydown Cloak 🕊️
    Permanent ability
    Double jump

    Swift Step 🏃

    My first Ancestral Art came after I cleared two full biomes and finally reached the Deep Docks. I did not find it by accident. There is a statue on the top part of the map, but getting there took a little detour. I went to the right first, then followed a path up that looped me back to a lava area on the left. When I reached the statue, Swift Step unlocked automatically. This ability gives you a burst of speed, and while running, you can perform a higher jump that covers much more distance. I also learned that you can trigger it in midair. It acts a bit like a midair dash, though you will drift slightly downward during the dash instead of moving in a perfect straight line. That nuance took me a while to stop messing up.

    Cling Grip 🧗

    After I defeated Moorwing in the Greymoor biome, I entered Haunted Bellhart and then Shellwood. That path eventually threw me into the Sister Splinter boss fight. Once I beat the boss, I exited from the left and got near a statue. The route was not obvious. I had to drop down slightly on the left and then use a downward strike on a bunch of flowers to get back up. That little sequence felt very Metroidvania. Cling Grip changed how I looked at vertical spaces because it lets you constantly jump along any vertical wall. Scaling high walls suddenly became a puzzle of timing instead of a hard block. It also made backtracking in old areas feel much smoother.

    Needolin 🎵

    Not long after getting Cling Grip, I entered Bellhart again and fought the Widow. That fight was fast and aggressive, but beating it automatically unlocked Needolin. This one is a little different from the movement tools. Needolin lets you perform music at any place by using up some Silk. At first I thought it was just a flavor ability, but it is absolutely required to reach The Cradle area after you collect the three melodies in the Citadel. It can also open side paths in specific spots, like the bottom of Moss Grotto. To spot doors that respond to Needolin, look for a harp in the background and small holes in the doors. That visual language helped me stop wasting time on doors that looked special but were not.

    Clawline 🪡

    Clawline is one of the most important late-game tools I found. To get it, I had to beat the Trobbio boss in the Whispering Vaults, which led me back into the Underworks area. This time I could reach the Cauldron from a different side. The Cauldron was tough. It is a lava-filled area full of enemies that throw bombs, and the platforms disappear under you. I fell more times than I care to admit. Eventually I reached the spot where Clawline unlocks. The ability lets you throw your needle with a thread forward and then pull yourself to the needle. It covers massive gaps instantly, and it quickly became one of my favorite movement tools in the entire game.

    Faydown Cloak 🕊️

    Faydown Cloak is not exactly an Ancestral Art, but it is one of the permanent abilities you do not want to skip. It is essentially the double jump, and it helps a lot in late-game fights and opens numerous new areas. The journey to get it was anything but easy. I entered Mount Fay through The Slab, then climbed to the top through some genuinely treacherous parkouring. My best tip is to use Clawline on the suspended lifeform you see while climbing. It boosts you upward and gives back the Silk you used, which saved my run more than once.

    Overall, these permanent upgrades reshaped my whole playthrough. Some are hidden behind boss fights, others behind platforming routes that demand calm timing. The key is to watch for visual clues and not assume a dead end is truly dead. Once you have the right ability, a huge chunk of the map opens up.

    If you've conquered the toughest challenges in Silksong and are hungry for another adventure, hunting down your next game at a reasonable price can feel like a quest of its own. That's where DealNest comes in. It's a handy resource for gamers looking to save, and I've often used it to discover [where to buy cheap games]( before adding to my backlog. Whether you're after another metroidvania or something entirely different, it's worth checking out.

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    Where to Find the Grand Gate Map in Hollow Knight: Silksong

    Where to Find the Grand Gate Map in Hollow Knight: Silksong

    Grand Gate Map in Hollow Knight: Silksong guides players through Citadel’s vertical pathways, benches, and hidden challenges efficiently.

    Hornet’s journey in Hollow Knight: Silksong reaches a significant turning point after the Blasted Steps and the Last Judge fall behind her. The Grand Gate is not just a colossal architectural barrier; it is the threshold into the Choral Chambers and the official entry point to Act II. For players stepping into this towering section of the Citadel, securing the Grand Gate Map early can make the difference between a confident descent and a disoriented scramble through mechanical depths.

    Immediate Map Purchase After the Last Judge

    Unlike many earlier areas in Silksong where tracking down Shakra is a requirement before any map is available, the Grand Gate offers an immediate purchase. After the Last Judge is defeated, the path forward leads directly into the Grand Gate. From the site of the battle, Hornet should continue moving to the right until a pressure-sensitive platform appears.

    Standing on that platform opens a door to the right. Passing through brings the player face-to-face with the monumental gate itself. Just inside, a machine displaying a model of the Citadel can be inspected. This is where the Grand Gate Map can be purchased for 40 Rosaries. The process is straightforward: interact with the machine, insert the Rosaries, and the map is added to the inventory.

    So what makes this purchase worth the 40 Rosaries? The Grand Gate Map provides immediate orientation within the Citadel’s layered pathways, benches, and hidden challenges. Without it, players may still find their way, but they lose the ability to plan routes through one of the game’s most vertical and mechanically complex regions.

    Step-by-Step Route to the Grand Gate Map

    Step
    Action

    1
    Defeat the Last Judge at the Blasted Steps

    2
    Move right from the battle site

    3
    Step onto the pressure-sensitive platform to open a door

    4
    Enter the Grand Gate and inspect the machine with the Citadel model

    5
    Purchase the Grand Gate Map for 40 Rosaries

    Descending Into the Underworks

    With the Grand Gate Map in hand, players can safely push deeper into the Citadel. Continuing to the right after the purchase leads to an elevator. Activating the switch drops the lift downward, but the descent is far from smooth. The elevator jolts a couple of times and requires repeated hits on the switch. Eventually, the mechanism breaks, sending Hornet falling into the Underworks.

    The Underworks is a dangerous mechanical area located below the Citadel. It is filled with hazards that punish hesitation, but the map reference from the Grand Gate can help players recognize key landmarks even as the environment shifts from ornate citadel halls to grinding industrial depths.

    Unlocking the Clawline in The Cauldron

    Deep within the Underworks, players will eventually reach a new area called The Cauldron. This is where Hornet can unlock the Clawline, a grappling hook-like power that is widely considered an absolute must-have for exploring the rest of the game. The Clawline opens access to new shortcuts and allows traversal through areas that are otherwise unreachable.

    Does the Grand Gate Map directly reveal The Cauldron’s location? Not always. However, having the map earlier means players can recognize the transition points and avoid unnecessary backtracking as they navigate the Underworks toward this essential ability.

    For those pushing through Act II, the sequence is clear: defeat the Last Judge, enter the Grand Gate, buy the map for 40 Rosaries, ride the breaking elevator, survive the Underworks, and claim the Clawline. Each step builds on the last, and the Grand Gate Map is the first key to keeping that journey from becoming a blind drop into the Citadel’s depths.

    When you’re between runs and thinking about which games to tackle next, it helps to keep an eye on prices rather than paying full fare for every title that catches your eye. DealNest offers a straightforward [steam deal finder]( that surfaces current discounts and historical lows, making it easier to decide whether to buy now or wait for a deeper sale.

    That’s especially useful for metroidvania fans who want to compare deals on Silksong, similar indie action-platformers, or DLC and soundtracks without bouncing between store pages. If you’d rather spend your budget on more adventures than on full-price impulse buys, DealNest is worth a look before your next purchase.

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    Why Silksong Hype Has Players Reconsidering Animal Well

    Why Silksong Hype Has Players Reconsidering Animal Well

    Animal Well and Hollow Knight: Silksong, two indie Metroidvania games, evoke lasting intrigue and unique emotional responses in players.

    Plenty of players have a weird relationship with Animal Well. It launched in 2024 as the debut title from Dunkey's Bigmode, the publisher created with a bold promise: only release good games. For a while, it was the indie Metroidvania everyone had to have an opinion about. But then the conversation moved on, as it always does. Now, in 2026, with Hollow Knight: Silksong hype once again turning every corner of the internet into a bug-infested fever dream, a strange side effect has appeared - unfinished Animal Well save files are calling back to their owners.

    Let's be real - Hollow Knight: Silksong is an absurdly big deal for a game primarily made by four people, priced at twenty bucks, and belonging to the most stereotypically indie genre: the 2D Metroidvania. Every so often one of these explore-em-ups breaks out in a huge way, and the original Hollow Knight did exactly that in 2018, exploding on the Switch a full year after launch. Seven years later, the sequel is following the same outsized footsteps, even though 2024 belonged to Animal Well.

    🎮 The Pressure Behind Animal Well

    Part of what made Animal Well such a lightning rod was Dunkey's claim that he could pick winners because he plays a ton of games and knows what good looks like. That pitch sounded a little too simple to a lot of people, so the pressure was on. Then the reviews landed, and they were glowing. The game delivered, and Dunkey's talk was backed up.

    🧠 When a Game Asks for Space

    One ordinary player picked up Animal Well on the strength of that chatter, expecting to get lost in its world. Instead, after five or six hours of puttering around, hitting a wall with puzzle after puzzle, getting annoyed, wandering off to explore elsewhere, and running straight into another stumper, they closed the game with the intention of giving their brain some time to process. That happened across several sessions, until eventually the coming back stopped. The experience was decent, but it left the opposite emotional footprint of Hollow Knight. With Hollow Knight, sessions end with excitement to get back and play more. With Animal Well, sessions ended because a little space was needed before the game could be enjoyed again.

    🔍 Why Bouncing Off Is Not a Verdict

    That same player is currently working through Hollow Knight - a game they initially reacted to exactly the same way, playing for several hours and then neglecting it. Seven years later, though, the experience has changed. Now there is a full-blown compulsion to explore every inch of that bug-riddled world. And thinking back on Animal Well, there are plenty of aspects that still intrigue: the big pixelated animals standing around in certain chambers, the opaque items that were still fun to use, the pure focus on puzzle-solving with combat completely removed, and the blobby main character's ballsy refusal to look remotely interesting. Riding around on a frisbee, for what it's worth, was genuinely great fun.

    Here are a few Animal Well details that keep nagging:

    • The oversized pixelated animals loitering in hidden chambers, silent and strange.

    • The opaque items that somehow stayed satisfying to use, especially the frisbee.

    • The no-combat puzzle philosophy, a rare move that trades action for pure thought.

    • The stubbornly unremarkable blob protagonist, a design choice that feels like a dare.

    🕳️ The Bottomless Well of Secrets

    Every review hinted that if a player pushed long enough, the game would transform from a straightforward Metroidvania into a bottomless well of secrets. That deeper layer never got reached, and as it stands, Animal Well remains a mildly interesting 2D action-adventure game - and there are plenty of those to go around.

    But the itch is real. No one wants to be the miner who gives up in frustration right before reaching a cache of diamonds, and there is a sneaking suspicion that leaving Animal Well felt exactly like that. Maybe the game was abandoned one puzzle too early.

    Getting back to it won't happen immediately. After Hollow Knight, Silksong is obviously next on the docket. But Animal Well's world still has something to offer, and it might make the perfect palette cleanser between Silksong boss attempts.

    With that kind of lineup on the horizon, plus the lingering pull to give Animal Well another proper shot between Silksong boss attempts, game libraries have a funny way of growing faster than the time available to actually play them. It helps to be selective about what gets bought at full price, especially when a whole backlog of half-finished adventures is already waiting patiently for attention.

    For anyone juggling a similar mix of sequels, hidden gems, and long-overdue return trips, it pays to keep an eye on the [best game deals]( rather than grabbing everything on a whim. A little patience can make the next journey into the unknown a lot easier on the wallet, leaving more room to take an occasional chance on something delightfully strange.

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    Where Hollow Knight: Silksong DLC Could Go Next

    Where Hollow Knight: Silksong DLC Could Go Next

    Hollow Knight: Silksong post-launch support may include free updates or paid expansions, offering fans exciting new content and gameplay modes.

    In 2026, Team Cherry has remained quiet about exactly how Hollow Knight: Silksong will be supported after launch, but the studio's stated plan to keep expanding the game for years has left fans poring over the possibilities. Months after release, players have had time to finish their first playthroughs and begin asking a familiar question: will Silksong receive free updates, paid expansions, or both? The original Hollow Knight was famously supported with substantial DLC, and the sequel offers even more room to experiment. Here are some directions Team Cherry could take if additional content moves forward.

    Returning to Hollownest

    One of the most beloved surprises in video game history came from Pokémon Gold and Silver, when players returned to Kanto after completing Johto. A similar move in Silksong would be just as striking. Hornet was taken from Hollownest to the distant kingdom of Pharloom, and a post-game or DLC campaign could finally let her make the journey back. The base game includes a surprise connected to Act 3, but it does not send players to the original game's decaying kingdom. Team Cherry could revisit that location through a paid expansion or a free content drop, giving longtime fans the emotional payoff of seeing Hollownest again.

    The Road Between Worlds 🗺️

    Any return to Hollownest would need a road, and that road could become an entire region. The trip to Pharloom was not short, so the route back could match either kingdom in size. Team Cherry could also introduce outdoor environments beyond the main game's limited selection. Silksong already tests players with Mount Fay, but a bridge zone between Pharloom and Hollownest could feature new biomes, shifting weather, and strange bug fauna. While the world is small in scale because every character is a bug, new anthropomorphic creatures or even tiny mammals could be added to expand the feel of a wider world.

    A Boss Rush Mode ⚔️

    Not every game gets a boss rush, but Silksong is an ideal candidate. Players who want to relive encounters with the Last Judge and the Savage Beastfly would welcome a dedicated mode from the main menu. Others would use it to practice the Widow or the Fourth Chorus without the frustration of the run back to the arena. Because Silksong includes a harder mode, a boss rush would also serve as practical training. Bosses are among the best parts of the game, and a focused replay option would highlight that design.

    New Playable Characters

    Silksong began life as DLC for Hollow Knight, with Hornet planned as a second playable character. That expansion eventually grew into a full sequel, proving how much potential a character-focused update can have. For future content, Team Cherry could add Shakra, who already has combat abilities and aids Hornet multiple times. Garmond and Zaza are also natural picks because they help during the journey. A new playable campaign could use the existing map or a separate area, with each character offering different movement and combat options.

    A Stealth Roguelike with Jubilana 🛒

    Team Cherry could also lean into the roguelike trend. God of War Ragnarok added a well-received roguelike mode after launch, and Silksong already features randomness in areas like The Mist. A separate dungeon mode would not be out of place. Rather than starring Hornet, the mode could follow Jubilana, the shopkeeper who disappears while searching for new wares. Since Jubilana cannot fight, a stealth-focused roguelike could work well. Players could move through randomized dungeons, collect loot, and sell it back to pilgrims, similar to Moonlighter's action-shopkeeping loop.

    Indie Crossovers and Cameos

    Hollow Knight has a long history of indie collaborations. Dead Cells received items, The Binding of Isaac added cards, and Travis Strikes Again: No More Heroes even included a wearable shirt. Silksong will likely appear in other indie games, but Team Cherry could also return the favor. Mina the Hollower, starring a small mouse named Mina, would fit neatly into Pharloom's bug-sized world. Mina could appear as an NPC offering quests, a boss, or a source of crossover weapons. Cosmetics, items, and cameo characters are all low-risk ways to keep the game feeling alive between larger expansions.

    Concept
    Inspiration
    Potential Hook

    Return to Hollownest
    Pokémon Gold/Silver Kanto
    Post-game journey home

    New playable characters
    Silksong's Hornet DLC origin
    Shakra, Garmond, Zaza

    Boss rush mode
    Fan tradition
    Practice harder mode

    Stealth roguelike
    Moonlighter, God of War Ragnarok
    Jubilana dungeon runs

    Indie crossovers
    Dead Cells, Isaac, Travis
    Mina the Hollower cameo

    The Next Step

    Team Cherry has not confirmed which approach it will take, and the studio is known for working in silence. The original Hollow Knight proved that even free updates can dramatically expand a game, while Silksong's scale makes a full expansion feel like a natural next move. Whether the team chooses a return to Hollownest, new playable characters, a boss rush, a roguelike, or a roster of indie cameos, the world of Pharloom has plenty of room to grow. 🐛

    Speculation about what comes next is only half the fun; the other half is making sure the base game is already sitting in your library, ready for whenever Team Cherry decides to drop something new. Between the original Hollow Knight, its soundtrack bundles, and Silksong itself, the cost of catching up on the series can add up quickly, especially for players who prefer to own their games on a specific storefront or platform. That is exactly the kind of situation where a little price comparison goes a long way, and it is worth checking a dedicated deals aggregator before committing to a full-price purchase.

    DealNest keeps an eye on discounts across major storefronts, so you can see at a glance whether a title is currently cheaper on Steam, GOG, the Nintendo eShop, or elsewhere. For anyone planning to replay Hallownest before the next expansion lands, or hoping to gift a copy to a friend who has not yet experienced Pharloom, it is a practical way to find [where to buy cheap games]( without refreshing a dozen store pages by hand. Saving a few coins on the base game leaves more room in the budget for whatever paid content the studio eventually announces.

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    The Most Punishing Mechanics in Modern Hard Games

    The Most Punishing Mechanics in Modern Hard Games

    Difficult video games like Demon's Souls and Hollow Knight challenge players' patience, precision, and resilience with risk-reward mechanics.

    As of 2026, the conversation around difficult video games has only grown louder. Fans who grew up with the brutal NES era remember how challenging titles like Battletoads, Ninja Gaiden, and even Super Mario Bros. could be. Back then, that difficulty was often seen as a frustrating requirement rather than a selling point. Today, however, a hardcore group of players celebrates games that demand patience, precision, and resilience. Yet not every difficult mechanic feels fair. Some systems add challenge through risk and reward, while others seem needlessly rough. What makes a game hard but fair? Why do certain design choices push players away instead of pulling them deeper into the experience?

    The modern hard game owes much of its identity to Demon's Souls. FromSoftware's action RPG did not invent difficulty, but it reframed it. The most infamous mechanic is the loss of progress upon death. Defeating enemies grants Souls, which can be used for leveling up or buying items. When a player dies, those Souls remain at the death spot. If the player dies again before reclaiming them, the currency vanishes forever. This loop creates a powerful emotional pull. Spending hours grinding only to lose everything can be disheartening, but for others, that risk-reward trial is invigorating. The 2020 remake made the experience slightly more accessible, yet the core tension remains.

    The Weight of Lost Progress 💀

    XCOM: Enemy Within carries a similar philosophy into the strategy genre. Permadeath means that a customized soldier with hours of investment can disappear in a single bad turn. Players can reload saves to try to undo a fatal mistake, but that process becomes its own tedious ritual. Like a Soulslike, losing a carefully built character can feel like losing a piece of progress that was earned over countless battles.

    Breath of Fire: Dragon Quarter pushes this idea toward a looping structure. The game moved the series from fantasy to sci-fi on the PS2, but it also introduced a harsh timer called the D-Counter. Everything the player does, from fighting to moving, adds percentages to that timer. At 100 percent, the game is over. The only real solution is to restart with carried-over progress. This design forces players to accept repeated failure as part of the journey. How many restarts can one player endure before frustration replaces satisfaction?

    The Long Walk Back 🏃

    Hollow Knight: Silksong has become a major talking point because of its difficulty spike. The boss fights are already demanding, but the routes back to those bosses make them even more taxing. Savage Beastfly and Last Judge are two of the hardest bosses in the game, yet the trial between bench save points can be just as punishing. Is the journey back to a boss part of the challenge, or is it simply busywork? Some players enjoy the process, but others find it like adding insult to injury. A checkpoint before each major encounter could reduce the frustration without lowering the boss's difficulty.

    Cuphead suffers from a similar problem. The hand-drawn visuals are gorgeous, but the boss fights are relentless. Most levels focus on elaborate encounters filled with dense projectile patterns. What makes them especially cruel is the absence of checkpoints. The game does offer Simple Mode, but beating a boss in that mode does not count toward story progress. Why include a simpler option if it does not actually help the player advance? It may as well not even be there.

    Systems Piled on Systems 📦

    Death Stranding was Hideo Kojima's first game after leaving Konami, and it was significantly harder than any Metal Gear title. The premise is straightforward: Sam delivers packages across a post-apocalyptic United States. But the mechanics stacked on top of mechanics turned a simple courier game into a constant balancing act. Players cannot move too fast without risking a fall, which damages packages and causes Sam's partner, a baby called BB, to cry. Mysterious entities can stalk players without an easy way back. The sequel, Death Stranding 2: On the Beach, streamlined many of these systems. That change suggests Kojima learned from the original's friction.

    Monster Hunter: World is another game where multiple systems can overwhelm newcomers. Hunts have time limits and group death counts. If the group faints too many times, the quest fails even if the monster is about to die. The lack of visible enemy health bars adds another layer of uncertainty. In multiplayer, one player's mistake can doom the entire team. Between the timer, shared death limits, and hidden health information, the series can feel like one of the hardest to enter.

    Abrupt Spikes and Restarts ⚡

    Jak 2 is a classic example of a sequel that ramped up difficulty too quickly. The first game, Jak and Daxter: The Precursor Legacy, was an inviting 3D platformer. Its sequel added guns, a Grand Theft Auto-like mission structure, timers, and strange conditions. Many missions require near-perfect execution under pressure. The leap in difficulty is so abrupt that some fans of the original felt alienated. It is still a cool and more mature game, but the spike is hard to ignore.

    Across these games, a pattern emerges. Difficulty can be thrilling when it respects the player's time. When mechanics erase progress, remove checkpoints, or force unnecessary restarts, the line between challenge and punishment becomes blurred. Yet for every player who walks away, another embraces the struggle. Perhaps that is the strange beauty of hard games in 2026: they are not meant for everyone, and that is exactly why they endure.

    Summary Table 🎮

    Game
    Punishing Mechanic
    Emotional Toll

    Demon's Souls
    Lost Souls on repeated death
    Disheartenment and risk-reward tension

    Hollow Knight: Silksong
    Long boss run-backs
    Fatigue

    Death Stranding
    Balance, package damage, BB stress
    Overwhelm

    Cuphead
    No checkpoints and a useless Simple Mode
    Frustration

    Monster Hunter: World
    Timers, group faint limits, hidden health bars
    Group pressure

    XCOM: Enemy Within
    Permadeath
    Loss of investment

    Jak 2
    Timed GTA-style missions
    Abrupt difficulty spike

    Breath of Fire: Dragon Quarter
    D-Counter leading to forced restarts
    Restart loop exhaustion

    The hardest games are not necessarily bad games. They simply ask players to adjust to rules that can feel unnecessarily rough. In an era where many titles smooth over every rough edge, these games stand out because they refuse to compromise. The question is not whether they are difficult, but whether that difficulty feels earned or forced.

    That divide is personal. What feels unfair to one player might feel like a perfect test of skill to another. The only way to know is to actually sit down with a game and experience its systems firsthand, which means taking a chance on something that might not click. With new releases carrying higher price tags, that gamble becomes riskier than the in-game stakes ever were.

    Fortunately, fewer players need to pay full price to find out whether a punishing challenge is worth their time. By keeping an eye on [PC game discounts]( anyone can pick up the titles from this list for a fraction of their launch cost. That turns the question of earned difficulty into a simple experiment, one where the main investment is patience rather than money.

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    How to Reach Heart of the Wild and Claim the Hunter's Heart in Silksong

    How to Reach Heart of the Wild and Claim the Hunter's Heart in Silksong

    Hollow Knight: Silksong Act 3's Heart of the Wild quest challenges players with new Far Fields routes and blocked Hunter's March shortcuts.

    Hornet's journey through Act 3 of Hollow Knight: Silksong is a hidden extra gameplay layer that only begins after players select a specific ending. Far from a simple epilogue, this route packs a surprising amount of story and combat, and one of its most demanding objectives is the Heart of the Wild quest. To claim the Hunter's Heart, Hornet must travel to the far east of the Far Fields region, a newly opened area that cannot be reached before Act 3 begins.

    For players returning in 2026, the route can still catch veteran explorers off guard. Shortcuts that once made Hunter's March feel manageable are now sealed, and the area seems to remember Hornet's first visit all too well. The long way around is the name of the game, so players should prepare for a lengthy backtrack with a few extra enemies eager to interrupt the trip.

    Act 3 Unlock and the Far Fields Route

    The Heart of the Wild quest location is locked behind the Act 3 story progression. Once Hornet reaches the relevant point in the questline, the far east of the Far Fields opens up. The most reliable starting point is the Marrow. From there, players should enter Hunter's March through the only available entrance, because every shortcut is blocked.

    The path pulls no punches on this second visit. In the first run, players may have relied on careful pogo timing, but this time Hornet has better tools. The Silk Soar skill can skip several troublesome spots, and a crest with a downward hit can turn the plunge attack into a reliable movement option. Don't sleep on the Silk Soar here—it is the key to reaching the eastern statues without losing too much health.

    Crossing Hunter's March Without Shortcuts

    Inside Hunter's March, the goal is to keep moving east until the statues on the eastern side come into view. Earlier in the campaign, that area was blocked. Now that Hornet has Silk Soar, she can super jump into the next section and continue exploring Hunter's March from the opposite side.

    Eventually, Hornet will open a bridge that leads her out of Hunter's March and back into the Far Fields. From that exit, players should continue east until reaching a dead end. The route is not over, however. Hornet must drop down and take a much longer road beneath the obvious path. This lower route winds toward the Heart of the Wild arena, and it is easy to miss if players assume the dead end means the search is over.

    Step
    Route Action

    1
    Start from the Marrow and enter Hunter's March through the only available entrance.

    2
    Head east through Hunter's March, using Silk Soar or a downward-hit crest to bypass tricky spots.

    3
    Reach the eastern statues and super jump into the newly accessible area.

    4
    Open the bridge to exit into Far Fields, then continue east to a dead end.

    5
    Drop down and follow the longer lower path to the Heart of the Wild arena.

    Skarrsinger Karmelita Boss Fight

    Once Hornet arrives at the quest location, she can challenge Skarrsinger Karmelita. The fight does not begin quietly. Multiple smaller enemies attack in waves before the boss herself makes an appearance, turning the arena into a loud, chaotic test of positioning.

    Players should treat the opening waves as a warm-up, but not a free one. The smaller enemies can drain health quickly if Hornet stands still. A good approach is to keep circling the arena, clear the waves with downward strikes or sweeping attacks, and save healing for the gap between waves. When Skarrsinger Karmelita enters, the tempo shifts. Her attacks punish greedy movement, so landing a few hits and retreating is safer than trying to end the fight in one long combo.

    After the boss falls, Hornet receives the Hunter's Heart and completes the Heart of the Wild quest in Silksong.

    Final Tips for the Heart of the Wild Quest

    • 🗺️ Start from the Marrow: Shortcuts are blocked, so this is the cleanest route into Hunter's March.

    • 🦋 Use Silk Soar aggressively: It opens the eastern statues and skips older pogo sections.

    • ⚔️ Bring a downward-hit crest: The plunge attack helps with both traversal and wave clearing.

    • 🧭 Check the dead end carefully: The real route goes down, not forward.

    • 💚 Heal between boss waves: The opening adds can be more dangerous than they look.

    The Heart of the Wild quest is a compact but memorable piece of Silksong's hidden Act 3. It rewards players who revisit old territory with fresh eyes, and the Hunter's Heart is a worthy trophy for those who survive the detour.

    Once the Hunter's Heart is secured, the natural next step for many players is to see what else is worth playing—or to finally pick up a title that's been sitting on their wishlist. Steam sales come and go quickly, and keeping track of the best prices can be a chore.

    That's where DealNest comes in. Its [steam sale tracker]( makes it easy to monitor discounts and historical lows across the store, so you can spend less time refreshing pages and more time playing. Whether you're hunting for a deal on Silksong or something new, it's a handy site to keep in your bookmarks.

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    Team Cherry’s Booby-Trapped Bench in Silksong Is Pure Peak Trolling

    Team Cherry’s Booby-Trapped Bench in Silksong Is Pure Peak Trolling

    Hollow Knight: Silksong benches, once safe sanctuaries, now feature deadly traps, adding thrilling challenge and surprise for players.

    I’m going to say something that sounds unhinged: I am not even mad about the bench that killed me. Well, maybe I’m a little mad, but honestly, it’s the kind of nasty trick I should have seen coming from Team Cherry. In Hollow Knight: Silksong, benches are supposed to be your sanctuary. They’re the little slice of heaven where you heal up, save your progress, swap your Crests, and finally let your shoulders drop from around your ears. So when I found one tucked into a corner in Hunter’s March after a long, miserable slog, I nearly wept with relief. I sat down, sighed, and then a pendulum swung straight down and clobbered Hornet for two masks of damage. I was already low. I died on the spot. You may be entitled to compensation? Nah, I’m entitled to a nap and a stiff drink.

    That’s the thing about Silksong: the whole internet is currently up in arms because Team Cherry decided to pull a fast one. In both Hollow Knight and Silksong, benches function like bonfires in a Souls game. They are safe places, respites where you can catch your breath, heal to full health, and save before heading back into the meat grinder. You can swap Charms or Crests, update your map, and nothing can hurt you. Usually. That word is doing a lot of heavy lifting these days.

    The Bench That Bites Back

    The bench in Hunter’s March is not just dangerous—it’s personal. It sits in a corner where you would normally expect a bench to be, and if you’ve played the series, your brain sees those sun rays and thinks, “Oh sweet mercy, I am saved.” But this bench is booby-trapped. Sit on it, and a pendulum swings down to smack Hornet for two masks of damage. If Hunter’s March has already been kicking your butt, that’s a death sentence. And because Team Cherry clearly enjoys a bit of psychological warfare, it happens every single time you sit on it. It is not a one-time trap. To disarm it, you have to break a wall to the left and hit a lever on the ceiling. Only then can you finally sit safely. It’s like the bench itself is saying, “Not so fast, mate.”

    I won’t lie, the first time I got killed I sat there staring at the screen like a total muppet. Then I laughed. Then I respawned and did it again because I needed to confirm it wasn’t a glitch. It was not a glitch. Fool me once, shame on you; fool me twice, well, I’m the clown sitting on the same swinging bench.

    Hollow Knight Already Taught Me Better

    I’m definitely benefiting from actively playing Hollow Knight for the first time right now, but did I really think the developers wouldn’t troll us in Silksong? This is the studio that created the Deepnest.

    The Deepnest is a particularly diabolical area. The rules of the game you’ve learned up to that point seemingly don’t apply. Enemies spawn out of the ground and swarm you with little warning. Levels are winding labyrinths you have to navigate in the dark. Floors give out beneath you without warning, often dumping you into a pit of spikes. And then there’s the Distant Village. This village is at the far end of Deepnest, and if you explore it, you’ll find a group of bugs standing around a beautiful bench. They encourage you to sit and rest. How nice of them! So you sit. And you don’t heal. You can’t move. Webs tie you to your seat as the villagers surround you. The screen goes black, and you wake up in the Beast’s Den, trapped in a web. It’s not as punishing as Hunter’s March, but it’s the same kind of betrayal.

    That little moment in Distant Village is the key to understanding Team Cherry. They build up your expectations and then smash them, destabilising you and reminding you that the world is full of surprises, both good and bad. Sometimes a bench saves you, and sometimes a bench kills you. It’s a long con, and I respect the commitment.

    Why I’m Not Even Mad

    Here’s the thing: I did not go into Silksong expecting a cozy game. I went in expecting beautiful hand-drawn pain, and Team Cherry delivered in spades. The Hunter’s March bench is not unfair; it’s a lesson. It teaches you to read the room. A bench in a corner after a brutal stretch? Maybe too good to be true. A suspicious wall to the left? A lever on the ceiling? These are not decorations. The game gives you the tools to spot the trap before it springs. I just ignored them because I was desperate.

    What I Expected
    What I Got

    Bench heals me
    Pendulum smacks me for two masks 💀

    Safe corner in Hunter's March
    Booby trap with a disarm lever

    Team Cherry mercy
    Peak trolling 😭

    The internet can scream, cry, throw up, and post angrily online, but I don’t blame Team Cherry one bit. If anything, the fake bench is one of the most memorable moments I’ve had in a game this year. It’s a nasty little prank that makes the actual safe benches feel even sweeter. So yes, I died. Yes, I stumbled back to the same bench half an hour later and sat on it again before remembering the lever. But that’s on me.

    If there is a moral to this story, it is simple: never trust a beautiful bench in Hallownest or Pharloom, especially if it is glowing a little too nicely. Team Cherry is trolling us, and honestly? I hope they never stop.

    Moments like these are exactly what make Team Cherry's games so unforgettable. The sting of that fake bench isn't just a cheap trick—it's a story you retell, a joke you share with friends, and a badge of honor once you finally outsmart it. If this little tale has made you want to experience Pharloom for yourself, or revisit the beautifully punishing halls of Hallownest, you're likely wondering where to grab a copy without getting scammed by price tags that vary wildly between storefronts and platforms.

    The smart move is to do what the Knight should have done before sitting down: look before you leap. Game prices bounce around constantly depending on sales, regions, and upcoming releases, so a five-minute check can save you a solid chunk of change. Whether you're hunting for a digital key, a physical edition, or a gift for a fellow adventurer who deserves a little bench-related trauma of their own, you can [compare prices here]( on DealNest and keep your wallet as safe as you thought that bench was. And trust me—in a world full of hidden traps, getting the best deal feels like the one victory that was never booby-trapped.

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    Hollow Knight: Silksong Roach Guts Guide: A Disgustingly Fast and Safe Route

    Hollow Knight: Silksong Roach Guts Guide: A Disgustingly Fast and Safe Route

    Get the Hollow Knight Silksong Roach Guts quest done fast in Sinner's Road: find Benjin and Crull, farm ten Muckroach guts, and earn a useful red tool

    In the damp, decaying alleys of Sinner’s Road, a strange little errand waits for any Hollow Knight: Silksong player brave enough to chat with two very hungry NPCs. Benjin and Crull have developed what can only be described as an enthusiastic taste for questionable cuisine, and they want Hornet to fetch ten fresh roach guts. Yes, roach guts. It might sound like a prank or a punishment, but this side quest is actually quick once the route is known—and it ends with a genuinely useful red tool. Time to knock this one out before the cockroaches get any ideas.

    How to Start the Roach Guts Quest

    First, a player needs to reach Sinner’s Road, which is accessible from the northeast area of Greymoor. From the Halfway Home tavern, Hornet must climb upward using platforms and the Swift Step ability. Swift Step is picked up at the Deep Docks, so anyone missing it should handle that first. The entrance to Sinner’s Road sits on the wall to the right after that vertical climb.

    Once inside, the goal is to find the home of Benjin and Crull. Their little cabin is perched on the upper level of one of the central chambers, on the opposite side from Shakra and the Bench. Since Sinner’s Road loves to throw flying enemies and poisonous lakes at newcomers, unlocking the map and repairing the Bench before starting the quest is highly recommended. A few extra seconds of fast travel and healing will save a lot of heartbreak later.

    To reach the cabin, clear out the central chamber’s irritating enemies first. The room is full of odd spikes that can be struck for a small bounce, which helps if Faydown Cloak is still missing. Use the spikes, hanging boxes, and platforms to climb from the left side. Then head right, jumping over and smacking the swinging star-maces hanging from the ceiling. Eventually, a modest little house appears. That is where the questionable duo lives.

    Inside, Benjin and Crull explain their survival strategy: eating all kinds of junk in Sinner’s Road and apparently enjoying it. Their current craving is fresh guts from a Muckroach. Because the curse of Pharloom has made Muckroaches extra aggressive, the pair stopped hunting them. That means Hornet gets the honor of collecting ten Roach Guts. Accept the quest, resist the urge to gag, and move on.

    How to Get Roach Guts Fast and Safely

    The best farming spot is practically handed to every player who enters Sinner’s Road. The very first chamber greets Hornet with three aggressive enemies near a collection of hanging boxes. Those are Muckroaches, and yes, they look like alligators with a personal-space problem. They can grab Hornet if she gets too close, so bringing a red tool that grants long-range damage is a smart move. The Tacks reward from this quest is one such tool, but any long-range option works for the farming loop.

    The strategy is simple and completely free of luck:

    Loop
    Action
    Roach Guts Collected

    1
    Defeat 3 Muckroaches at the entrance
    3

    2
    Rest at the Bench, return, defeat 3 again
    6

    3
    Repeat once more
    9

    4
    One final loop
    10

    Each Muckroach drops exactly one gut, so four loops are enough. In the current 2026 build, the route remains unchanged, and every kill still coughs up a guaranteed Roach Gut. The main caution is to avoid fighting all three at once. They hit hard and can corner Hornet quickly. Instead, pull one Muckroach at a time and whittle it down. Each one usually falls after five or six hits. When all three are dead, return to the Bench to heal and force the enemies to respawn. Then march back to the entrance and do it again. It is not glamorous, but it is fast.

    After collecting ten Roach Guts, head back to Benjin and Crull’s cabin. There is no shortcut, so Hornet still has to bounce across those swinging star-maces. At least the return trip feels like a victory lap—assuming the poison lakes do not land a cheap shot.

    The Roach Guts Quest Rewards

    For a quest that sounds like a bad dare, the reward is surprisingly solid. Benjin and Crull hand over the Tacks, a red tool that sets traps for enemies and bosses that walk or slam into the ground. It is like leaving a passive-aggressive welcome mat for anything heavy enough to step on it. In moments of desperation, when a strong enemy is standing between Hornet and the Silk Cocoon, Tacks add both extra damage and a welcome sense of security.

    Quick Tips to Avoid a Muckroach Meltdown

    • 💡 Repair the Bench before farming. It makes the respawn loop painless.

    • 🪲 Fight Muckroaches one at a time. Greedy tactics turn into a grab-based disaster.

    • 🎯 Bring a long-range red tool if possible. Muckroaches deserve a wide berth.

    • 🧭 Do not bother hunting elsewhere. The entrance trio is the most reliable source.

    • 🔁 Remember that drops are guaranteed. No need to pray to RNG gods.

    The Roach Guts quest is a perfect example of Hollow Knight: Silksong hiding useful gear behind a very weird errand. Benjin and Crull get their questionable meal, and Hornet walks away with a trap-setting tool that can make later boss fights noticeably less terrifying. Sometimes the grossest chores in Pharloom are worth the trouble.

    For any player who has cleared the Roach Guts quest, the next step is usually to sharpen Hornet's needle for the challenges ahead—whether that means hunting down every upgrade or scouting which red tools suit their playstyle. The full release of Hollow Knight: Silksong promises plenty more of those stubborn enemies and clever rewards, and having the right game at the right price can make the wait easier to swallow.

    Players keeping an eye on upcoming indie hits or hunting for similar metroidvania adventures might want to check out [DealNest game deals]( before the next big patch arrives. It is a handy way to track discounts across the genre and keep the shelf stocked for the next long, bug-filled expedition.

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    Hollow Knight Silksong: Coral Tower and Crust King Khann Walkthrough

    Hollow Knight Silksong: Coral Tower and Crust King Khann Walkthrough

    Conquer the Hollow Knight: Silksong Coral Tower gauntlet in the Old Hearts quest with top crest, skill, and tool builds.

    So, here I am in 2026, still thinking about the Coral Tower in Hollow Knight: Silksong. If you've been playing since launch, you know exactly what I mean when I say this place tested me more than any relationship ever has. You've accidentally set the end of the world in motion—don't worry, we've all done it—and now the Old Hearts quest is pointing you toward a towering underwater hellscape in the Sands of Karak. I'm here to walk you through the whole brutal thing, because trust me, you'll need a friend for this one.

    Before you even think about climbing this tower, let's talk preparation. I cannot stress this enough: fully upgrade your needle before attempting the Coral Tower gauntlet. If you show up with a dull needle, you're basically bringing a toothpick to a war. The good news? This is a memory fight, which means you don't have to re-craft your tools every single time. Spam those things like there's no tomorrow.

    Preparing for the Fight

    Crests

    Everybody has their own preference, but the Crest of the Wanderer carried me through the entire tower. The attack speed is honestly absurd, and the way I deal with the shorter reach is by equipping the Longclaw tool. Problem solved. If you prefer a tankier build, go with something that gives you more survivability, but for me, speed wins every time in these cramped arena rooms.

    Silk Skills

    For skills, I paired Sharpdart with the Volt Filament tool from the Voltnest, also in the Sands of Karak. Here's the magic: when multiple flying enemies group up, the electrically charged Sharpdart pierces through all of them for absolutely devastating damage. This setup saved my sanity when the floor turned into a spike bed and I was fighting airborne enemies with no safe ground to stand on.

    Tools

    For red tools, Cogflies are your best friends. So many enemies in the tower are flying, and you can't always reach them with your needle. Cogflies do the heavy lifting while you focus entirely on dodging projectiles and not panicking. The Wispfire Lantern is also excellent here for extra chip damage. If you have the Pollip Pouch, equip it to make your tools stretch further.

    Climbing the Coral Tower

    First Room

    To begin this whole ordeal, play the Elegy of the Deep at Khann's body in the center of the tower. You'll be transported into a memory, soaring upward through beautiful blue waters. The first room is honestly just a practice space. You'll see Conchflies you've already fought, and you can farm easy silk from the little fish enemies. There are no environmental hazards here, so resist the urge to burn your tools. Save them. You'll need them.

    Second Room

    This is where things get real. The threats here are:

    • 🐚 Driznarga — These shoot conchcutters at you. Not terrible on their own, but paired with ground spikes, they make your life miserable.

    • 🦂 Karak Gor — The big guys who throw spikes up from the ground. Bounce on their heads repeatedly to take them down.

    • ⚠️ Ground Spikes — Everywhere. They limit your movement severely, so getting comfortable fighting while airborne is a massive advantage.

    Play it slow here. Deflect projectiles, use your Clawline, and throw up Cogflies when things get hairy. The jellyfish enemies are actually your friends—use them to heal as much as you can. Don't panic.

    Third Room

    The third room is where I nearly lost my mind. Interesting twist though: the ground spikes can become your ally. Try hitting the grounded Karaka melee enemies onto the spikes for an instant kill. It's extremely satisfying when it works.

    Key threats:

    • 🫧 Corrcrust Karaka — Shoots little yellow bubbles. Longclaw works wonders here, and Sharpdart chips away at him safely.

    • 🚫 Floorless Fighting — At one point, the entire floor gets covered in spikes. You'll need to grip the wall and attack from there. The Ascendant's Grip is a lifesaver so you don't slide down.

    • 🎐 Double Jellyfish — The final wave is two jellyfish. Easiest enemies in the game, but after three intense gauntlets, you might be physically exhausted. Take a breath. Don't let them kill you at the finish line. I've been there. It hurts.

    Fourth Room

    Honestly, I would recommend dying on purpose after room three just to take a break and restock. No shame in it. The last chamber mixes enemies from the previous three rooms, but strangely, it's actually easier. You're on a small platform, sure, but you can push enemies onto the spikes, and the waves don't last as long. The developers knew you'd have a boss fight after, so they cut you some slack.

    Once you clear the final wave, use your Silk Soar to rise one last time and face the king.

    Crust King Khann

    Weirdly enough, this is the easiest part of the entire Coral Tower. Crust King Khann's attacks have ridiculously long telegraphs, so dodging is a breeze. He never actually hits you directly—he just tries to catch you off guard with long spears of coral. Once you learn his patterns, you'll have massive windows to punish him.

    Here's a breakdown of what you're dealing with:

    Attack Type
    Description
    How to Counter

    Coral Spear
    Long telegraphed thrust from a distance
    Just walk out of the way

    Off-Guard Poke
    Tries to catch you while you're repositioning
    Keep moving, don't stand still for long

    Arena Pressure
    Uses coral formations to limit your space
    Stay aware of your surroundings

    This boss design makes total sense. You've just survived a brutal four-room gauntlet, so making Khann too hard would've been cruel. Pick up the heart, breathe a sigh of relief, and never deal with Coral Tower again. Until NG+, anyway.

    Stay sane out there, fellow Silksong survivors. 💪

    Of course, after tackling every challenge a game like Silksong throws your way, you'll likely be searching for your next big adventure. The best part (and worst part, if you value your free time) is that the metroidvania and souls-like genres are absolutely packed with hidden gems to explore. Picking up a new title at full price every week isn't realistic though, so most of us learn to be patient shoppers.

    That's why it's always worth keeping an eye out for [PC game discounts]( before making your next purchase—you never know when a top-tier adventure will drop in price overnight. Scooping up a great game for less means you get the same rush of discovery without the sting of overspending. And hey, when you finally do dive into that next world, just take it from a Coral Tower survivor: breathe, learn the rhythm, and don't let the jellyfish see you sweat.

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    Hollow Knight: Silksong — Surviving The Mist, Beating Phantom, and Unlocking Parry

    Hollow Knight: Silksong — Surviving The Mist, Beating Phantom, and Unlocking Parry

    Silksong guide details The Mist and Exhaust Organ, offering tips for Wraiths, Needolin puzzles, and unlocking Cross Stitch.

    I’m not going to sugarcoat it: Bilewater is one of the most unpleasant stretches of Pharloom I’ve dragged myself through, and the first time I stepped into The Mist, I immediately regretted my curiosity. But after enough deaths, enough Wraith screeches, and enough Needolin notes echoing through fog, I started to understand the method behind the madness. If you’re trying to reach the Exhaust Organ, rescue a very distressed Flea, and unlock Cross Stitch so you can parry for the rest of your run, here’s exactly how I did it.

    Entering The Mist

    You won’t find a fixed route here, and that’s by design. The layout of The Mist is randomized every time you enter. The one mercy is that your Cocoon always spawns near the entrance, so if you fall, you won’t lose too much progress. From there, I learned to stop hugging walls and start looking for small, glowing butterflies. When you play your Needolin near them, they float upward. Once you stop playing, they fly toward the correct exit.

    The problem? The Wraiths won’t give you a quiet moment to perform. This is why I always come into The Mist with Straight Knives or Cogflies in my loadout. Ranged options let me swat away the screeching ghastly women without closing distance and risking a fall. My usual loop looked like this:

    • Clear Wraiths with a ranged tool.

    • Find a glowing butterfly.

    • Play the Needolin long enough to make it rise.

    • Stop playing and follow it.

    • Repeat until the fog opens up.

    After a couple of correct exits, you’ll notice a straightaway. That’s the game’s way of telling you that you’re on the right path. A few more correct butterfly choices after that, and you’ll step into the Exhaust Organ.

    Pushing Through the Exhaust Organ

    The Exhaust Organ wastes no time reminding you where you are. The first room is full of those maggot-infested waters that Bilewater seems to love, and there’s no way around them. I took a deep breath, dove in, and headed left. Once inside the central building, I jumped up the platforms, moved left, climbed the wall, and slashed the bench free from its webbing. That bench is important if you want a checkpoint in this stretch.

    After that came the steam gauntlet. The pipes on the right follow a fairly linear route, but the timing is everything. I went up to the right, then up and left, then slid down left before moving forward again. When I reached the middle pipe, I broke it open and played my Needolin for the unsettling tube just to hear the bonus lore. From there, I climbed the middle tube, slid down right, wall-jumped up the next section, and made the final climb. There was silk waiting to the right, and Phantom waiting to the left.

    Beating Phantom

    Phantom is a showstopping longnail fighter. She takes big stabs at your position and frequently raises her guard to parry you. My first instinct was to wait out her guard, but I actually had better results doing the opposite.

    I started hitting her guard on purpose. Whenever she parries, you can almost always jump, move toward her current position, and dodge the parry entirely. That leaves her open for a couple of cheap shots before she recovers. It sounds reckless, but it made the first phase much faster.

    Phase
    Attack
    How I Handled It

    Phase 1
    Guard / parry stance
    Hit her guard intentionally, jump toward her, dodge the parry, punish

    Phase 2
    Giant laser pillars
    Dash out of the glowing columns, wait for the hitbox to clear, then attack

    Phase 2
    Needle toss
    Dodge it, then close distance in the middle of the arena

    Phase 2
    Floor shuffle
    Stay mobile and avoid touching her while she shifts across the boards

    The second phase starts with Phantom firing massive laser blasts that cover half the arena. As intimidating as it looks, I found this to be her easiest attack. I just dashed away, avoided the big glowing pillars, and waited for the hitbox to disappear before punishing her. The needle toss is also a great opening if you dodge it and hit her in the center of the arena. At the end, make sure you hit the QTE prompt. It’s about as forgiving as they come, and completing the fight unlocks your Parry.

    Don’t Miss the Flea

    Before you leave the Exhaust Organ, there’s one easily missed detour. From the boss arena, I went right, fell down, went left, then climbed up and to the left before jumping the gap. In the room with silk-strewn tubes, I ran right past the thread-wrapped cylinders and into a hidden area. From there, I dropped down, exited through the left door, and crossed the floating platforms carefully.

    All the way to the left, there’s more of that lovely infested liquid to hop across. If you make it, you’ll find a Flea making very concerned noises. Save it. It’s a short detour that I nearly skipped on my first run, and it absolutely matters.

    How to Parry with Cross Stitch

    Parrying in this game is not what you might expect from other action titles. You can’t simply press a button whenever you want. Cross Stitch is a Silk Skill, and it costs four bars of Silk to use. When I activate it, Hornet enters a parry stance for a little over half a second. If she’s hit during that stance, she responds with an animation of constantly slashing at the spot where she took damage.

    That distinction matters. If you parry a projectile, you won’t take damage, but you may completely miss the enemy if the projectile was far away from them. On the bright side, Cross Stitch has a very generous hitbox, so if you’re within a few feet of the enemy, it will probably land. After the parry finishes, you also get a few frames of complete invulnerability.

    Because the attack tends to place you directly on top of the enemy, I make a habit of dashing away after every successful parry. That way I don’t eat a random hit during the recovery window. It’s one of those skills that feels awkward at first, but once you get used to the rhythm, it turns Phantom’s own aggression against her and becomes essential for later fights in the Underworks.

    That’s how I finally pushed through The Mist, cleared the Exhaust Organ, and unlocked Cross Stitch. If you’re still getting lost in the fog, lean on the butterflies, keep a ranged option equipped, and don’t be afraid to provoke Phantom’s guard. The parry is worth the struggle.

    Fighting through the Exhaust Organ and earning Cross Stitch is just one milestone in a game packed with challenges like it. There are more bosses waiting deeper in the Underworks, each with their own rhythms to learn, and mastering the parry now will pay off again and again as you push forward.

    If you haven't started your run yet, it might be worth waiting for a discount before diving into Pharloom. Silksong frequently appears in promotions, and a reliable [steam sale tracker]( can help you spot the best price without refreshing the store page every day. DealNest makes it easy to monitor price drops across Steam and other platforms, so you can grab the game at the right moment and spend your saved coins on more important things — like practicing that parry window.

    https://dealnesthq.com


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    How to Complete the Lost Merchant Quest in Hollow Knight: Silksong

    How to Complete the Lost Merchant Quest in Hollow Knight: Silksong

    Struggling with Hollow Knight: Silksong's Lost Merchant quest? Track Jubilana through Memorium using Faydown Cloak and scent trail to bring her home.

    Any Hollow Knight: Silksong fan worth their salt knows that exploration is the bread and butter of the game. But every so often, a side quest crops up that makes even the most seasoned players scratch their heads. Enter the Lost Merchant quest, where Jubilana decides to go walkabout for the second time. If you've already wrapped up the Balm for the Wounded quest, you might have noticed that her little shop in Songclave is looking, well, a bit lonely. Don't sweat it though — tracking her down is easier than you'd think, especially once you know where to look.

    How to Start the Lost Merchant Quest

    First things first — you can't just waltz into this quest cold. The Lost Merchant side quest only becomes available after completing the Balm for the Wounded quest. Once that's done and dusted, a new request will appear on the Wish Board in Songclave. Take a gander around town, and you'll quickly realize that Jubilana has pulled a disappearing act again. She's gone missing not once, but twice now, with her first vanishing act tied to the Wandering Merchant quest. This time around, it's up to you to play detective and bring her back home.

    Here's the good news: you won't need to traverse half of Pharloom to find her. She's holed up in a sub-area of the Citadel called Memorium. That said, if you don't know the route, you could easily spend hours wandering around like a headless chicken.

    How to Find Jubilana in Memorium

    The route to Memorium starts by heading west from Songclave. Keep pushing through until you reach an area covered in grass with an opening in the ceiling. Here's the catch: you'll need the double jump ability — better known as the Faydown Cloak — to reach that opening. If you haven't snagged it yet, don't panic, but it's a non-negotiable for this quest. Once you've got it, jump up through the ceiling and into Memorium.

    Now comes the fun part: tracking. Make your way through the rooms that lead east and keep your eyes peeled for Jubilana's items scattered on the ground. Interacting with them will create a scent trail that points you in her direction. It's a nifty little mechanic that makes the search feel a lot less like a wild goose chase.

    Keep pressing east, and you'll eventually stumble upon a room with a contraption displaying a map of the Citadel. You can spend 70 Rosaries to grab that map if you're feeling flush. But to find Jubilana, you'll want to jump into the opening in the ceiling to access a secret area. It's one of those classic Silksong moments where the path forward is hidden in plain sight.

    From there, head east once more to reach the outside and drop down to the platform below. Before you can have a proper chinwag with Jubilana, though, a wave of bird enemies will swoop in to ruin the reunion. It's not the toughest scrap in the game, but keep your wits about you. Once you've cleared the feathered fiends, approach Jubilana and exhaust her dialogue to wrap up the Lost Merchant quest.

    The Lost Merchant Quest Rewards

    Now for the good stuff. Completing the Lost Merchant quest expands Jubilana's inventory back in Songclave, and she'll have some seriously tempting new wares up for grabs. Here's what's on offer:

    Item
    Type
    Price
    Description

    Spider Strings
    Support Tool
    350 Rosaries
    Resonates with music to amplify a performance. Expands and strengthens the effects of the Needolin.

    Craftmetal
    Trade Item
    180 Rosaries
    Can be traded to various merchants in exchange for goods.

    Spool Fragment
    Upgrade Material
    500 Rosaries
    Increases the size of the Silk Meter.

    Choral Commandment
    Relic
    210 Rosaries
    A relic of Pharloom's past, interesting to collectors.

    If you're wondering where to splash your hard-earned Rosaries first, the Spool Fragment is the smart money. It boosts your Silk Meter — one of the most impactful quality-of-life upgrades in the game. Just keep in mind that you'll need two Spool Fragments to actually see an increase in your Silk Meter capacity, so don't celebrate too early. The Spider Strings are also a solid pick if you lean on the Needolin, but the Spool Fragment takes the cake for overall utility.

    All in all, the Lost Merchant quest is a classic Silksong side adventure — a bit of tracking, a bit of fighting, and a whole lot of reward. It's the kind of quest that flies under the radar but delivers some genuinely valuable loot for those willing to go the extra mile. So grab your Faydown Cloak, follow the scent, and get Jubilana back where she belongs. 🕹️

    Much like venturing off the beaten path in Silksong rewarded you with Jubilana's hidden wares, a little extra effort when shopping for your gaming setup can pay off handsomely too. Between new releases, hardware upgrades, and the countless accessories that make those long sessions more comfortable, the costs can add up quickly — which is why savvy players know that finding the latest sales and discounts is its own kind of quest. When you want to stretch your budget without compromising on quality, [DealNest]( takes the guesswork out of the hunt, rounding up the best offers across a wide range of products in one easy-to-browse spot.

    Whether you're on the lookout for the next great indie gem to follow up your Silksong adventure or simply looking to snag a quality upgrade for your battlestation, pairing your passion for gaming with a little smart shopping is a strategy that never misses. A deal well found can be just as satisfying as a treasure well earned.

    https://dealnesthq.com


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    Hollow Knight: Silksong: Every Ventrica Station Location and Fast Travel Guide

    Hollow Knight: Silksong: Every Ventrica Station Location and Fast Travel Guide

    Hollow Knight: Silksong Ventrica stations offer fast travel and efficient Rosary farming in the vast Grand Citadel map.

    As players explore the Grand Citadel in Hollow Knight: Silksong during 2026, the sheer scale of the place can sneak up on anyone. There are 9 sub-areas in this one map — and that is if players count the Grand Gate — so getting turned around is pretty much par for the course. Luckily, Team Cherry added Ventrica stations, high-speed tubes that launch Hornet across the Citadel in a flash, much like the Bellway Stations players have already used. The catch? Some of these stations are tucked away, and without enough Rosaries on hand it is easy to walk right past them and forget they exist.

    What Makes Ventrica Stations So Useful

    Ventrica stations are more than just convenience. They cut down travel time, make Rosary farming routes much faster, and open up shortcuts to merchants and bosses. In a game as sprawling as Silksong, having the right fast-travel point unlocked can be the difference between a smooth run and a long, boring walk.

    Below is the full rundown of every Ventrica station in the Grand Citadel, along with the best ways to use each one.

    Terminus

    Terminus is the central hub of the Ventrica network, and every other station feeds back into it. To be blunt, there is not a ton to do here beyond resting and making the run back to the main Act 2 boss. Still, it is the backbone of fast travel in the Citadel, so players should unlock it as early as possible.

    Memorium

    The Memorium station sits in the top-left corner of Memorium. It is not the flashiest fast-travel point, because the area itself is fairly small. Its main uses are rescuing a giant flea, grabbing the Materium device, and heading toward the Putrified Ducts. Players who want to fill out the Hunter’s Journal can also grind enemies nearby without much hassle.

    High Halls

    Found just before the Forum Gauntlet fight and close to the Sentinel boss fight, the High Halls station is a real gem for anyone looking to farm Rosaries. Players can rest at the bench here, sprint down the long corridor, and wipe out tall guards along the way. In Act 2 there are five guards, and when paired with Grindle’s Thief’s Mark, a single run can net 275 Rosaries. Rest at Songclave, then rinse and repeat until the wallet is loaded.

    First Shrine

    This station is just above Songclave and sees constant use during missions from the Overseer and the Wishboard. It also provides quick access to the Whispering Vaults and Jubilana the merchant, making it a handy pit stop for errands and shopping.

    Choral Chambers

    Found in the far west of the Citadel, the Choral Chambers station opens up routes to the top of the Grand Gate, Whiteward, and the rest of the Choral Chambers area. Players attempting the Couriers Rasher delivery will pass through here often, so it is worth memorizing. It is also a solid travel point for one of the main Act 3 bosses.

    Grand Bellway

    Grand Bellway is the workhorse of the Ventrica network. Because it sits right next to the Bellway Station and has a bench, it is perfect for both Trobbio fights and serves as a crossroads. From here players can reach the Whispering Vaults, Choral Chambers, the Underworks, or even the Exhaust Organ in Bilewater. If someone only unlocks one extra station beyond Terminus, this should probably be it.

    Underworks

    After dropping from Whiteward and grabbing the Clawline ability, the Underworks station is the fastest way back to the surface. It is also the closest fast-travel spot for visiting the Architect, whose shop is just a short stroll to the north-east. Whenever players need new items or upgrades, this station is a huge time-saver.

    Quick Reference Table

    Station
    Location
    Best Use

    Terminus
    Central hub
    Resting and Act 2 boss runs

    Memorium
    Top-left Memorium
    Materium device, Putrified Ducts, Hunter’s Journal grinding

    High Halls
    Before Forum Gauntlet
    Rosary farming and Sentinel boss access

    First Shrine
    Above Songclave
    Overseer and Wishboard missions, Whispering Vaults, Jubilana

    Choral Chambers
    Far west Citadel
    Grand Gate, Whiteward, Couriers Rasher route

    Grand Bellway
    Next to Bellway Station
    Crossroads, Trobbio fights, Exhaust Organ route

    Underworks
    Near Architect
    Clawline return, item shopping

    Final Tips for Speedrunners

    Learning how to get around the Citadel in the shortest amount of time is a major part of Hollow Knight: Silksong, especially for players chasing Speedrun achievements. The Ventrica network is not just about convenience — it is about shaving minutes off every trip. Unlock each station as soon as the Rosaries allow, and if a location feels forgotten, backtrack after unlocking an area ability like the Clawline. A few Rosaries spent on travel now can save a lot of headache later. 🕹️

    Mastering the Ventrica network is all about respecting your own time as a player — the less time spent backtracking, the more time you have for boss fights, exploration, and chasing that perfect speedrun. The same mindset applies outside the game too: players who love optimizing routes tend to appreciate getting the best value for their gaming budget.

    If you are looking to pick up Hollow Knight: Silksong or expand your library after finishing the Citadel, it is worth checking out the [game deals today]( on DealNest. That way, you can spend less time hunting for savings and more time exploring everything Pharloom has to offer.

    https://dealnesthq.com


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    Silksong Mask Shard Guide: 20 Locations And Boss Milestone Tips

    Silksong Mask Shard Guide: 20 Locations And Boss Milestone Tips

    Find all 20 Hollow Knight: Silksong Mask Shard locations to forge extra health Masks and survive brutal boss fights.

    I’ll be honest: in Hollow Knight: Silksong, nothing calms my nerves like spotting a Mask Shard. These little fragments are basically extra heartbeats for Hornet, and let’s be real—extra heartbeats are exactly what you want when a multi-phase boss is breathing down your neck. Across the whole adventure, there are 20 Mask Shards scattered around the map. Every four shards combine into one full Mask, so you can end up with five additional health segments by the time you’ve truly cleaned house.

    How Mask Shards Work

    Collect any four Mask Shards and they combine into a full Mask, adding another piece of vitality to Hornet’s health bar. Since the hardest bosses in Silksong can chew through two health pieces with a single attack, those extra Masks are not just a luxury. They give you more room to learn patterns, make mistakes, and still walk away from a fight.

    There are enough shards to build five additional Masks in total. That might not sound like a mountain of health, but against a boss like The Last Judge, two extra Masks can be the difference between a close victory and bouncing off the same fight for an hour.

    Where Mask Shards Hide

    I’ll be the first to admit I missed a bunch on my first pass. Mask Shards are scattered all over the massive world map, and the game loves to tuck them into places you’d swear you already checked. Some are sitting in dark, secret corners of rooms I had walked through multiple times. Others are locked behind abilities that only show up later, which means you’ll need to backtrack once your movement kit expands.

    Don’t be afraid to retrace your steps. In my experience, a ledge that looked useless at hour ten can suddenly become a trailhead at hour twenty. Some shards are gated by story progression, so you may not be able to reach them until you’ve moved into an entirely different Act. That’s normal. The game is designed to make you feel clever for returning.

    Milestone Health Checklist

    Based on the game’s major milestones, here are the shard counts I recommend having before those big fights:

    Milestone
    Recommended Mask Shards
    Extra Masks

    Fourth Chorus (Act 1 boss)
    4
    1

    Widow (Act 1 boss)
    8
    2

    The Last Judge (Act 1 boss)
    8
    2

    Act 2 Final Boss
    12
    3

    Cogwork Dancers (Act 2 boss)
    12
    3

    Act 3 Final Boss
    20
    5

    The Last Judge is a particularly nasty gatekeeper at the end of Act 1, so having at least four to eight shards before that fight gives you a much friendlier buffer. By Act 2, you’ll want roughly 12 shards in your pocket, and by the final Act, you should be chasing every last one.

    Exploration vs. Combat

    One thing I appreciate is that exploration itself doesn’t demand a specific number of shards. The hazards in areas like Mount Fay are usually tied to your abilities or resistances rather than raw health. You don’t need 12 shards just to survive the freezing weather, though having more health does give you a little extra time to look around before resting.

    That said, for the toughest encounters, Mask Shards become incredibly important. They turn a brutal learning curve into something you can actually survive long enough to understand.

    My Practical Advice

    Honestly, if I could go back to my first run, I’d tell myself this:

    • 🧭 Grab at least 4 shards before Fourth Chorus.

    • 🕷️ Aim for 8 before Widow and The Last Judge.

    • 🗺️ Backtrack after every major movement upgrade.

    • 🔍 Check dark corners even if a room feels familiar.

    • 💪 Shoot for all 20 before the Act 3 finale.

    Take a breath. Then go hunt them down.

    At the end of the day, Mask Shards are insurance. The game knows exactly where to hide them, but a little patience—and a lot of backtracking—goes a long way. I’d rather walk into a fight with too much health than just barely enough, and in Silksong, every shard is one step closer to that peace of mind.

    That same spirit of hunting—scouring every corner, checking every nook—is what makes finding a great deal on your next game feel so rewarding. Just like you’d backtrack for a hidden shard, a few minutes browsing the right marketplace can turn up surprising savings that let you stretch your gaming budget even further. It’s the kind of patience that pays off in both worlds.

    Whether you’re picking up a fresh adventure to tide you over between Silksong runs or grabbing a gift for a fellow hunter, keeping an eye on places that aggregate the [best game deals]( can save you from overpaying. A quick check before you hit that buy button is a lot like checking behind one more waterfall—you never know when you’ll find exactly what you were hoping for.

    https://dealnesthq.com


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