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  • Silksong's Silkeater Grubs: A Lifeline for Lost Rosaries in Pharloom
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    Silksong's Silkeater Grubs: A Lifeline for Lost Rosaries in Pharloom

    Silksong’s Silkeater Grub is a vital Rosary-recovery lifesaver, with Styx offering the most reliable source in deadly Pharloom.

    In the ruthless realm of Hollow Knight: Silksong, Pharloom has established itself as one of the most unforgiving settings in modern action-platforming. Even when compared with the infected Hallownest of the original Hollow Knight, the kingdom's economy is brutal. Benches, fast travel, tools, and weapons all demand significant amounts of Rosaries, and early-game players rarely have the luxury of wasting any. Death is not merely a setback; it creates a cocoon that holds lost Rosaries and silk, forcing a dangerous retrieval mission. As of 2026, the game's dedicated community continues to debate the best survival strategies, but one consumable item stands out as a quiet lifesaver: the Silkeater Grub.

    The Silkeater Grub is a rare consumable that bypasses the usual cocoon recovery process entirely. When used from the inventory, it immediately returns all Rosaries lost upon the player's last death and instantly refills silk, functioning exactly like a regular cocoon. On its own, that effect is useful. In practice, however, the item becomes invaluable when death occurs in a deadly area or a location that cannot be exited easily, such as a boss arena. In those moments, a failed retrieval can lead to another death and the permanent loss of hundreds of farmed Rosaries. The Silkeater Grub removes that risk by delivering the lost currency and silk directly to the player, no matter where the previous cocoon remains.

    Despite its obvious power, the Silkeater Grub is not a common find. Pharloom hides these items inside hanging nests, often tucked behind hidden passages or placed in out-of-the-way areas. Discovering one through exploration is a welcome surprise, but it is hardly a reliable farming method. The locations are limited, and players cannot depend on stumbling across a nest at the exact moment they need to recover a large sum of Rosaries. For that reason, the most consistent source of Silkeater Grubs has become a critical piece of Silksong knowledge.

    That reliable source is Styx, an NPC found deep within Sinners Road. The entrance to this route sits just above the Greymoor rest stop, and reaching Styx requires traversing the entirety of Sinners Road, one of Pharloom's more dangerous stretches. The journey is not simply a walk; Sinners Road is populated by highly aggressive Muckroaches that punish careless movement. Once the player reaches Styx, however, the encounter changes the economics of Rosary recovery. After saving the Silk-producing bug from two Muckroaches, Hornet engages in a short conversation with him. Styx then offers to turn slain enemies into valuable silk spools that contain Silkeaters.

    The process is straightforward but requires patience. After some time adventuring and killing enough enemies, returning to Styx's location yields another Silkeater Grub. This turns the Sinners Road trek into a periodic investment rather than a one-time reward. The runback can be annoying, especially for players who dislike retracing dangerous ground, but the payoff is substantial. A single Silkeater Grub can preserve hundreds of Rosaries, and those savings can be redirected toward benches, fast travel, tools, and weapon upgrades. In a game where every Rosary matters, that trade-off is difficult to ignore.

    There is also a long-term upgrade for this system. Later in the game, players can find the Silkeater Queen item and deliver it to Styx. Doing so increases the output of Silkeater bugs that Styx produces, making the annoying runback even more worthwhile. This upgrade transforms Styx from a helpful optional NPC into a genuine resource engine. For players who have already mastered the route through Sinners Road, the Silkeater Queen delivery can secure a steady supply of emergency Rosary recovery items for the remainder of the playthrough.

    Feature
    Details

    Item type
    Consumable

    Primary effect
    Recovers all Rosaries lost on last death

    Secondary effect
    Instantly refills silk like a cocoon

    Best use
    Boss arenas, trap rooms, and areas with difficult exits

    Rare source
    Hanging nests behind hidden passages

    Reliable source
    Styx in Sinners Road, above Greymoor rest stop

    Upgrade
    Deliver the Silkeater Queen to Styx

    For players planning their 2026 runs through Pharloom, the strategic value of Silkeater Grubs is clear. They are not merely a convenience item; they are insurance against the game's harshest punishment. The best approach is to treat them as emergency reserves. Using one after a minor death may feel wasteful, but saving them for a failed boss attempt or a lethal exploration mishap can prevent a devastating loss. Periodic visits to Styx should become part of any long-term route, especially once the Silkeater Queen has been delivered.

    Stealth and movement are essential for making the Sinners Road trip tolerable. The Muckroaches are highly aggressive, and direct confrontation can quickly drain resources. Players who rely on evasion, careful positioning, and knowledge of enemy patrols can bypass many of the route's worst threats. That makes the journey to Styx less of a combat gauntlet and more of a risky supply run. The reward, however, justifies the effort. A stockpile of Silkeater Grubs means fewer desperate cocoon retrievals, fewer permanent Rosary losses, and more freedom to explore Pharloom's most dangerous corners.

    In the end, Hollow Knight: Silksong continues to challenge players with an economy that punishes every mistake. The Silkeater Grub does not remove that challenge, but it softens one of its cruelest edges. By combining rare nest discoveries with Styx's repeatable service and the Silkeater Queen upgrade, players can build a safety net that protects their Rosaries and their progress. In a kingdom as hostile as Pharloom, that safety net is worth every dangerous step through Sinners Road.

    If you appreciate games that reward preparation and caution, you might also want to be equally careful about where you spend your gaming budget. DealNest is a useful resource for players looking for [where to buy cheap games]( making it easier to dive into new adventures without draining your wallet. Whether you are hunting for another challenging Metroidvania or just want to expand your library between Silksong sessions, checking DealNest before paying full price is a smart stop on the map.

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  • Little Nightmares 3 Co-Op: A Beautiful Nightmare I'd Rather Survive Alone
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    Little Nightmares 3 Co-Op: A Beautiful Nightmare I'd Rather Survive Alone

    Little Nightmares 3's co-op mode amps up creepy Carnevale scares and frustrating puzzles. Co-op doubles the dread—and the pain.

    I'll be honest: I was a total wuss when the original Little Nightmares came out. Too young, too jumpy, and way too attached to my blankie to appreciate being chased by a giant woman with a distorted face. But Little Nightmares 2? That one hooked me. It doubled down on everything the first game did right—bigger scares, trickier puzzles, and a story that punched me in the gut so hard I needed a lie-down. Mono's rug-pull ending and Six's surprisingly dark arc? Chef's kiss. Still, I remember the frustration: dying in one hit to basically everything, no guidance, endless respawns. It was a core part of the experience, sure, but it was always worth pushing through to see what fresh horror awaited.

    Now it's 2026, and Little Nightmares 3 has been out for a while. I've finally gotten my hands on it—and let me tell you, adding a second player doesn't smooth out that frustration like you'd hope. In fact, it cranks the pain up to eleven. I played the co-op mode with a mate, and let's just say our friendship survived, but barely.

    The Carnevale: A Damp, Dismal Delight

    Super massive Games has nailed the creepy dollhouse vibe. The new protagonists, Low and Alone, find themselves in the Carnevale—a rain-soaked, rundown funfair that's neither fair nor fun. Dead bodies floating in apple-bobbing buckets? Check. A poor soul chained above a dunk tank that you have to sacrifice for the greater good? Double check. Even while cracking jokes with my co-op partner, the atmosphere was dark, satirical, and exactly what you'd expect from this series. I just wish I knew more about Low and Alone, but hey, exploring this awful world was enough to keep me hooked.

    Co-Op Puzzles: Two Heads Are Worse Than One

    Most of the puzzles revolve around teamwork—pushing doors together, pulling levers in sync, that sort of thing. Sounds lovely, right? Wrong. When you're playing solo and get stuck, you feel a bit daft but you move on. When you're playing co-op and both of you are stumped, it's a whole different ballgame of mutual guilt and quiet resentment. "Did you miss something?" "No, did you?" "I don't know!" Cue the endless respawns. The puzzles themselves are familiar to anyone who's played the first two games, but they're noticeably more frustrating here. The pace grinds to a halt, and you start wondering if your partner is secretly a noob or just pretending.

    Combat: A New Twist That Sometimes Twists Your Nerves

    Little Nightmares 3 introduces combat against smaller enemies, and it's actually a clever evolution. Low has a bow for long-range attacks, while Alone wields a big wrench for smashing stuff. In the Carnevale, we had Low shooting the heads off bloodthirsty dolls while Alone smashed their bodies—all while the headless torsos chased us around. It's basically another puzzle, which fits the series perfectly. But the one-hit kills and forced respawns? Bloody hell, they get old fast. Every mistake feels like a personal failure, and with two players, the blame game begins. I hope future enemies are a bit more forgiving, because right now, combat is more stressful than scary.

    The Monster Encounters: Where Co-Op Really Hurts

    The signature encounters with each stage's horrifying main freak are undoubtedly the best part of Little Nightmares. Sneaking around, barely escaping, your heart in your throat—it's pure tension. But with another player, that tension evaporates and is replaced by sheer annoyance. Figuring out the Carnevale creep's very specific patterns and then executing a timed puzzle while staying hidden took us dozens of tries. Every death felt like it was our fault, and the endless respawns sucked all the fear out of the room. Imagine doing that with a loved one who's not as good at games as you. Yikes. It's a recipe for a domestic.

    Final Thoughts: A Nightmare Worth Having, But Maybe Alone

    Maybe in the full game, these annoyances feel minor. After all, my mate and I jumped into a random section without much experience. But the frustration is real, and it's baked into the co-op design. I still love the tone, the atmosphere, and the sheer creativity on display. Super massive has captured the series' vibe perfectly. But its signature cooperative feature? So far, it's something I'll be avoiding. I'd rather face Low and Alone's nightmare solo, thank you very much. That way, when I die for the hundredth time, I only have myself to blame. And honestly? That's the Little Nightmares way.

    There's a practical angle to all this too. Whether you end up dragging a friend along or braving the Maw-like corridors by yourself, the last thing you want is to pay full price for something that might send you back to the lobby in twenty minutes. Keeping the entry cost low makes the whole experiment easier to stomach, especially if your co-op partner bails after the third wipe.

    That's roughly why I've started checking sites like DealNest before committing to a new horror release. Digging around for [cheapest steam keys]( takes a minute or two, and it means a frustrating session costs you a few quid instead of a full-priced regret. Less spent up front, less pressure to force a good time out of a game that clearly wants to be played on your own terms.

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  • Hollow Knight: Silksong's Rosary Bead Sound Is a Tiny Masterclass in Audio Design
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    Hollow Knight: Silksong's Rosary Bead Sound Is a Tiny Masterclass in Audio Design

    Hollow Knight: Silksong’s Rosary Beads deliver wildly satisfying sounds, turning tiny currency caches into unforgettable player rituals.

    In an industry that often prizes visual fidelity and cinematic spectacle, sound design remains one of the most quietly powerful tools in a developer's arsenal. Hollow Knight: Silksong, the long-awaited sequel to Team Cherry's 2017 metroidvania classic, understands this principle intimately. Since its release, players and critics have praised composer Christopher Larkin's score, but the game's true audio magic often lies in the smallest interactions—the sprint across a metallic platform, the pogo bounce off an enemy's shell, and, most memorably, the cascade of Rosary Beads hitting the ground.

    Among Silksong's vast library of hand-crafted sound effects, the Rosary Bead deposit has emerged as a fan-favorite. These strange strings hang from floor to ceiling in mossy tunnels, adorned with deep-red beads. They are not mere set dressing; they are currency caches. Striking the rope sends a handful of beads tumbling to the floor, and each one produces a light 'twang' followed by a satisfying 'tap' as it touches stone. The beads rattle gently as they roll, creating a two-second rhythm that many players describe as oddly cathartic.

    For many players, an early encounter in a mossy tunnel becomes a core memory. The string is peculiar, stretching from floor to ceiling with a series of deep-red beads dangling from it. Even before fully understanding Silksong's currency system, instinct takes over. The player hacks at the rope. What follows is a small avalanche of beads, each strike producing a handful of falling spheres. The light 'twang' of the string gives way to a crisp 'tap' sound effect, with each bead rattling gently as it first touches and rolls along the ground. The satisfaction compounds with every new bead that hits the floor. The cathartic rhythm of the interaction burrows deep into the brain.

    From that point forward, every Rosary Bead deposit becomes the site of a personal ritual. Players find the deposit, lean forward in their chairs, and revel in the sound of each individual bead hitting the ground in quick succession. It is not just a noise; it is a tiny ceremony of wealth acquisition.

    Yet the love for these deposits goes far beyond acoustics. It is also about what the sound represents. To put it lightly, Silksong's economy is not balanced to perfection. Most bosses do not drop Rosary Beads. Most benches cost beads to unlock. In-game items and upgrades are expensive to purchase. Given Silksong's difficult nature, many players end up losing more beads than they pick up. These Rosary Bead deposits are one of the only reliable sources of wealth in the entire game, and they are a bit of a rarity. So whenever a deposit is found, the player is not merely enjoying the literal sound of beads hitting the floor. They are enjoying the rare feeling of earning a valuable resource. They are celebrating the fact that they will finally be able to purchase that one tool they have wanted since first finding the Forge Daughter in Deep Docks many hours ago.

    The audio design of the Rosary Bead deposit works on several levels. The following table breaks down its components and their effects.

    Audio element
    Description
    Player response

    Rope twang
    Light, string-like snap
    Signals cause and effect

    Bead tap
    Crisp, wooden tap
    Delivers immediate satisfaction

    Rolling rattle
    Gentle clatter
    Extends the reward after impact

    Rapid succession
    Overlapping taps and rattles
    Creates a rhythmic, almost musical loop

    This layered approach is why the sound has become iconic. It is short, repeatable, and never fatiguing. It rewards attention without demanding it. It turns a mundane action into a moment of delight. In 2026, the conversation around Silksong's audio design continues to grow. Content creators have isolated the Rosary Bead sound for ASMR-style videos. Modders have jokingly replaced other sound effects with it. Speedrunners have optimized routes around bead deposits, and casual players still pause to listen. The sound has become a cultural shorthand for Silksong's blend of challenge and reward.

    Sound design is often overlooked in favor of shiny graphics, intense action, and emotive stories, but it is no less important. Audio reinforces every moment of gameplay and can easily be the difference between a good game and a great one. Hollow Knight: Silksong is home to stellar audio design, and the Rosary Bead deposit is proof that even a two-second interaction can become unforgettable. It is a tiny masterclass in tactile feedback, economic relief, and the strange pleasure of hearing small objects hit the ground. 🎧✨

    That same attention to detail extends to how players build their libraries, too. Just as a single bead deposit can shape a route through Hallownest's ruins, the price you pay for a game shapes whether a journey is even worth starting. For those who want to experience the kind of care poured into Silksong's soundscape without straining their budget, comparing storefronts matters more than ever. If you're looking for titles with the same level of craft, checking [cheapest steam keys]( on DealNest is a practical first step.

    Good design, whether in audio or in pricing, rewards the people paying attention. DealNest makes that hunt simpler, gathering current deals in one place so you can spend less time scrolling and more time listening closely to the worlds developers built.

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  • Hollow Knight: Silksong - Sister Splinter Boss Guide: Abilities, Phases, and Reward
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    Hollow Knight: Silksong - Sister Splinter Boss Guide: Abilities, Phases, and Reward

    Beat Sister Splinter in Hollow Knight: Silksong with top Shellwood tactics, loadout tips, and the Cling Grip reward.

    In the sprawling, treacherous region of Shellwood in Hollow Knight: Silksong, players will inevitably cross paths with a formidable foe: Sister Splinter. This boss guards the path to the invaluable Cling Grip ability, which allows Hornet to climb walls and traverse the world with greater ease. As of 2026, with the game fully released and players exploring every corner of Pharloom, Sister Splinter remains a significant early challenge. Without proper preparation, her relentless slams, spiked vines, and summoned minions can quickly overwhelm even the most seasoned adventurer. This guide breaks down the optimal loadout, phase-by-phase tactics, and the ultimate reward for defeating this arachnid menace.

    Recommended Abilities and Tools

    Before entering the arena, players should ensure they have unlocked the Reaper Crest and Thread Storm ability from Greymoor. These two tools are game-changers for this fight. Additionally, the Sting Shard tool provides valuable area-of-effect damage. While any familiar setup can work, this trio offers a balanced mix of defense and aggression.

    Tool/Ability
    Purpose

    🗡️ Reaper Crest
    Generates more silk after healing, enabling frequent Thread Storm usage.

    🌪️ Thread Storm
    Parries and kills Splinterbark enemies, and destroys multiple Spiked Vines at once.

    💥 Sting Shard
    Deals AoE damage, pressuring the boss and mobs while gathering silk.

    The Reaper Crest ensures a steady silk supply, which is crucial for maintaining offensive pressure. Thread Storm not only clears mobs but also helps break the vines that clutter the arena. Sting Shard adds extra chip damage when players need to keep their distance. Together, they form a solid, aggressive loadout that mitigates the boss's resource-denial tactics.

    Phase 1: Slams and Spiked Vines

    Sister Splinter's first phase is deceptively simple. She clings to the ceiling and performs three consecutive slams on the ground where the player stands. Each slam has a deceptively large hitbox—roughly the size of her head upon landing—so players must position themselves further away than they might expect. After each slam, her hands remain vulnerable for a brief moment; attacking them immediately deals extra damage to the boss. This is the primary way to chip away at her health.

    After the triple slam, Sister Splinter retreats into the ceiling and summons Spiked Vines that erupt downward. These vines deal contact damage and can trap players in dangerous positions. Each vine requires three hits to destroy, and players can typically take down one before Sister Splinter returns. It is wise to focus on the vine that blocks the largest portion of the arena, as opening up space is critical for dodging the next barrage of slams. By consistently jumping to hit her body and striking her hands after each attack, players can stun her quickly, opening a window for massive damage.

    Phase 2: Splinterbark Reinforcements

    Once enough damage is dealt, Sister Splinter enters her second phase. She screeches from the ceiling, summoning Splinterbark enemies to aid her. These minions approach with a devastating spinning attack; if both hit simultaneously, they can shred Hornet's health. This is where Thread Storm shines. A single use of the ability parries their spin and instantly kills them, while also damaging Sister Splinter if she is nearby.

    After the initial two Splinterbarks are dealt with, Sister Splinter rejoins the fight and will frequently summon one more minion. Players should kite the Splinterbark toward the boss and unleash Thread Storm to eliminate it while dealing heavy damage to Sister Splinter herself. The key to this phase is relentless aggression: hitting the boss as much as possible generates silk for more Thread Storms, which in turn clear minions and damage the boss. This loop can quickly stun her again or push her into the final phase.

    Phase 3: The Arena Closes In

    The final phase is a test of spatial awareness and resource management. Sister Splinter locks off major sections of the arena with seven Spiked Vines. Players cannot destroy all of them in time, but a single Thread Storm breaks four at once—the ideal opening move. Alternatively, basic attacks can break at least two to create dodging room. After the initial lockdown, Sister Splinter may immediately summon three more vines to replace the broken ones, or she may launch an attack right away. If she summons more, it is best to save Thread Storm for when she calls another Splinterbark, killing the mob and clearing vines simultaneously. If she queues an attack, destroy the closest vine first to gain breathing room.

    This cycle repeats until she is defeated. She will continue to summon mobs and vines while performing ground slams, gradually shrinking the safe zone. With enough pressure and smart ability usage, players can overcome anything she throws at them. While it is possible to win without the recommended loadout, this setup makes the fight significantly more manageable.

    Reward: Cling Grip

    Defeating Sister Splinter does not immediately grant a visible reward like some other bosses. Instead, players must head to the left of the boss arena and climb to the top of the room. There, they will find the Cling Grip ability. This allows Hornet to climb walls and traverse the world with newfound freedom, opening up previously inaccessible areas in Shellwood and beyond. It is an essential upgrade for any player looking to fully explore Pharloom.

    With the right tools and a bit of practice, Sister Splinter becomes a memorable but conquerable foe. Her fight teaches valuable lessons about resource management and arena control that will serve players well throughout the rest of Hollow Knight: Silksong. So sharpen your needle, prepare your crest, and show this spider who is boss.

    Once the Cling Grip is in hand and Shellwood's vertical paths open up, many players start thinking about what to tackle next—whether that's another Metroidvania, a punishing action-platformer, or a hidden indie gem with a similar learning curve.

    That's where a resource like DealNest can come in handy. Instead of paying full price for every title on your wishlist, you can browse [game deals today]( and spot discounts across PC and console storefronts. It's a simple way to keep your library growing while saving a few coins for whatever adventure comes after Silksong.

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  • My Complete Journey Through Hollow Knight: Silksong's Choral Chambers
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    My Complete Journey Through Hollow Knight: Silksong's Choral Chambers

    Hollow Knight: Silksong Choral Chambers guide: navigate the Citadel with key shortcuts, maps, treasures, and Lace fight tips.

    I still remember crawling out of The Underworks after beating the Last Judge, only to be swallowed by the gilded nightmare of the Choral Chambers. If you skipped The Mist, this is likely your first real taste of the Citadel, and it is overwhelming. The halls are huge, the enemies are aggressive, and the secrets are packed into every ceiling and floor. As of 2026, this area remains one of the most complex zones in Hollow Knight: Silksong, so I want to walk you through the path I took, the shortcuts I opened, and the treasures I refused to leave behind.

    Lower Left-Side Halls 🧭

    When I popped out of the hole at the top of the Underworks, I immediately headed left and found a free bench. That bench felt like a miracle. Further left, a big circular room offered a shortcut to the Grand Gate, but I went up and around instead. I activated a lever, grabbed a few shards from the obscured hatch on the left, and climbed higher for beads and a preview of the Ventrica Station. It was blocked from my side, so I kept moving right and paid for the map. That map changed everything. After opening a floor hatch, I dropped into a den of easy spiders, climbed out, and walked past dead Citadel residents until Lace appeared. She taunted me, the corpses rose, and I had my first real fight in the area. ⚔️

    Central Left-Side Halls

    The enemies here are not terrible, but I learned to respect the ones with red on their clothing. They swing wide or throw projectiles that caught me more than once. Since this is not a locked combat room, I left when my health got low. I entered the bottom right room and found an elevator blocked by a very particular key. I made a mental note and returned to the tall room. I platformed up, swatted away a sword enemy, and broke a window on the left. At first it looked empty, but I jumped up the wall and looted a dead body for a Rosary Bead. Back in the main tall room, I headed up and to the upper left exit, where enemies and Rosaries waited. The top was blocked, so I continued left.

    Far Left-Side Halls

    After fighting through more enemies, I took the left door, jumped across spikes, and chose to drop down instead of visiting The Slab. That drop led me to the Citadel Spa. It looked disappointing at first, just a couple of showerheads, but I broke the floor in the first room. Beneath it was an underground steam pipe system. No hidden items, but it contained an entrance to the secret area of the spa. That route connects the leftmost side of the map to the middle and became very convenient for a later quest. I then headed left, fought silk-strung enemies, hit a lever, and went down. I grabbed Rosaries, entered a big room through its upper right segment, and let the optional enemies spawn. I left or beat them, dropped down and right, and found a chest packed with Rosaries. Further down and right, I finally activated that Ventrica Station. Once it became my hub for the Citadel, I understood why these stations are a godsend. 🛎️

    Large Left-Side Drop

    I opened the shortcut and returned to the tall room where I had taken a left to the Ventrica Station. Heading up, I entered the upper left exit and found Silk dispensers. Not useful. Up the timed platforms, the next room had bells and a pressure plate. I had to repeat the pattern they rang out. If you do not want to memorize it, here is the cheat sheet I used:

    Pattern
    Bell order (left to right)

    First
    1, 5, 4, 6

    Second
    3, 6, 5, 1, 7

    Third
    2, 4, 6, 3, 5, 1

    After that, I received a Cogheart Piece. Up more timed platforms, I headed right and had to jump with strict timing while dodging an enemy. I lured the enemy to the starting platform, killed it, then jumped across for my prize. Up even more timed platforms, the top left entrance had a winged swordsman guarding Grindle. There was nothing else in the room, but everyone loves Grindle, right? 🪶

    Central Left-Side Drop

    At the top right room, I dropped down and fought the genuinely tough enemies. I jumped left for extra Rosaries as a reward, then timed my jumps to the right into another massive room. I broke the wall directly to the right, dropped for Silk, and acknowledged the big saw blades I could not pass. I fell down carefully, avoiding the golden spikes, and broke the cracked wall on the right. That let me flick a lever, go back up, soar past the saws, and save a flea. I returned to the bottom, opened a shortcut to the tall room that started this whole route, and headed right into a cramped hallway. Past the tattered curtains, I found a fly-infested room, went up, and glimpsed rare Pale Oil. I could not break that wall yet, so I went to the top right, grabbed a Silkeater, and left. Falling back down the tall room and going right, I finally reached the top right entrance and another bench. 😌

    Lower Middle Halls

    From that bench, I headed right, opened the hatch, and prepared for spiders and steam. Every path here coalesces at the bottom right and leads into a long, straightforward hall. I went left first to open a shortcut to the left-side halls. The area to the right had moving cogs and a flying mechanical bug, but it was light work. The end of the hallway was packed with enemies that love heavy blows. I used a few hit-and-run attacks and cleared them.

    Lower Right-Side Halls

    As soon as I entered the room on the right, I dropped all the way down and opened the Grand Bellway. I bought the bench and the Ventrica Station beside it. This was incredibly handy, because trekking out of the Citadel and back to the rest of Pharloom is arduous. The room up and to the left was not special. I dodged spikes, took out two thieves, and broke cocoons for a Silkeater. I also entered the door above the Bellway, but there was only a little lore. Further up, I broke glass blocking an entrance marked by three pins. Inside was another Pale Oil teaser and an easy way to escape enemies. I pogoed off bells, entered another dark cramped hallway, and found a big lever that turned a massive wheel with a hole in it. I turned it to go vertically and wall jumped up. I could head left for Silk dispensers, but who cares? 💰

    Upper Right-Side Halls

    I pogoed off more bells and opened the top right door. The hallway required a few well-timed dashes, but it was straightforward. At the other end, I found a very big, regal-looking chapel. I went inside, rang the bell, enjoyed the free bench, and came outside to be chewed out by an old man. This began the town of Songclave, which gradually gains residents as you progress. At the very rightmost part of Songclave, I found the White Key. It opens the elevator we found long ago and leads to a smaller, separate area. For now, I headed back left and climbed all the way up. At the top, I activated another Ventrica station, which was incredibly useful throughout most of Act 2. I went down and left across an extremely long hallway with a glass floor and several beefy guards. A well-timed dive kick can bounce over them, but they drop a ton of money, so I tried killing them. Continuing left, I found an upper entrance I could not access without wings, and I headed down to unlock a shortcut. Be careful: going much further left throws you into the Cogwork Dancers boss fight. I geared up first, defeated them, opened the Cogwork Core, and headed to the upper left.

    Upper Left-Side Halls

    With those guards dispatched, I entered the top left area. I could go left, since the route upwards was locked, or descend to explore more of the Choral Chambers. I chose to descend first. The top two gates on the right are shortcuts out of the Cogwork Core, so I ignored them. I entered the top left gate by dropping in from above, and the lower left gate was already unlocked. Further down, I found two more gates. I could bypass the right gate by going underneath, but I could not find a way around the left gate. I dropped down, ran across the huge dining hall, and found the Royal Mergwin, who tasked me with a massive quest for Pale Oil. I opened the shortcuts, then climbed back up to the room left of the Cogwork Dancers, behind a breakable wall. There, I started a big vertical platforming challenge on timed platforms and opened a treasure chest. My reward was seeing Grindle. This is much easier if you wait until you have wings. Further left, I found rings to grapple onto and climb. They led into High Halls proper and let me unlock the shortcut I had seen earlier. I grabbed the bench, and from there I had plenty of new places to explore, all connected to these chambers.

    The Choral Chambers can feel like a maze, but once I opened the Ventrica stations, shortcuts, and benches, it became the beating heart of the Citadel. My advice is simple: buy the map early, respect the red-clothed enemies, solve the bell puzzle, and do not rush the Cogwork Dancers. Take the area one hall at a time, and you will turn this gilded labyrinth into your new home base. 🧵

    When you’re not navigating a labyrinthine citadel, keeping your game library stocked without overspending can be its own challenge. New releases, indie gems, and classics all compete for the same budget, and prices fluctuate constantly across storefronts. DealNest makes that easier by gathering current deals in one place, so you can quickly see [where to buy cheap games]( without hopping between a dozen tabs.

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  • Silksong Guide: How to Open the Ornate Lock and Beat The Unravelled
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    Silksong Guide: How to Open the Ornate Lock and Beat The Unravelled

    Hollow Knight: Silksong's Whiteward lock hides The Unravelled boss; find the Surgical Key with Clawline to open it.

    As of 2026, Hollow Knight: Silksong continues to reward curious players who stray from the critical path, and few optional secrets are as easy to miss as the ornate lock mechanism hidden inside Whiteward. The device sits behind a keyhole, silent and unexplained, during Act 2. Because it is not tied to the main story, the game offers no tutorial, no marker, and no obvious hint about what lies beneath. So how does a traveler turn that stubborn lock into a doorway? The answer requires a return trip, a late-game movement ability, and a key that most players will overlook on their first pass through the Citadel.

    A Locked Door in Whiteward

    The journey begins during the climb to the top of the Citadel. To enter Whiteward, players need the White Key, which is found in the top-right part of the Citadel in Songclave. After collecting it, they can ring the bell in the First Shrine if they wish, then return to the elevator and ride it down. Once inside Whiteward, they should take the left passage. There, the ornate lock mechanism waits, demanding a keyhole item that is not yet in the inventory. At this point, the correct move is simple: ignore it and continue the main story.

    Progression eventually leads to the Underworks, where players earn the Clawline ability on the eastern side. This tool is the missing piece. Without it, the Surgical Key cannot be reached, and the lock remains a decorative mystery. With it, the optional boss arena becomes accessible.

    Finding the Surgical Key 🔑

    After acquiring Clawline, players should return to Whiteward. The route is specific. They need to make their way to the right, just before the drop into the lava pit that leads into the Underworks. Up above that area, a secret passage is hidden on the top level. Going left from there reveals an enemy and a grapple point. By using Clawline on that point, players can trigger an item drop: the Surgical Key.

    It is a small detour with a large payoff. The key must then be carried back to the ornate lock mechanism. Inserting it causes the floor underneath to open, dropping the player directly into The Unravelled's boss arena.

    The Unravelled Boss Fight

    The Unravelled does not begin as a solo duel. The encounter opens with a single enemy. Once that enemy is defeated, two more spawn. Only after those additional foes are dealt with does the actual boss make his appearance. It is a layered fight, and players who waste resources on the first wave may find themselves struggling before the main event even starts.

    The boss has only three attacks in his arsenal, but each one punishes careless positioning. He deals two mask damage, so contact is costly. Players should avoid standing on the ground where he emerges. The Unravelled usually opens with a charge attack. The good news is that he can be attacked during this move. The safer response is to jump and dash out of the way, then strike him from behind before he dives into the ground.

    After reemerging, he will either perform another charge or launch projectiles that can be hit. As he takes enough damage, he begins summoning spears from the ground before diving back down. In the later stages, he can start a charge attack while the spears are still active. That overlap is the real threat. Keeping calm, maintaining distance, and punishing only safe openings will carry the fight.

    Phase
    What Happens
    Player Response

    Opening
    One enemy appears
    Clear it quickly

    Second Wave
    Two enemies spawn
    Manage spacing and silk

    Boss Intro
    The Unravelled enters
    Avoid his emergence point

    Charge
    Boss rushes across arena
    Jump, dash, hit from behind

    Projectiles
    Boss fires hittable shots
    Strike them or dodge

    Spears
    Ground spears appear
    Stay mobile, avoid charging boss

    Reward
    Silk Heart
    Collect and exit

    Why the Reward Matters

    Defeating The Unravelled grants a Silk Heart. For completionists and players chasing every upgrade, this makes the ornate lock worth opening. It is not required for the main story, but it is another example of Silksong hiding meaningful rewards behind environmental puzzles and ability gates.

    So is the detour worth it? For anyone who enjoys the game's exploration, yes. The lock mechanism is a reminder that not every secret announces itself. Sometimes the only hint is a keyhole, a hidden passage, and the patience to come back later with the right tool.

    Quick Recap ✅

    • Reach Whiteward in Act 2.

    • Get the White Key from Songclave in the Citadel.

    • Ride the elevator down and find the ornate lock on the left passage.

    • Continue the story until Clawline is obtained in eastern Underworks.

    • Return to Whiteward and go right before the lava pit drop.

    • Find the top secret passage, go left, and use Clawline on the grapple point.

    • Collect the Surgical Key and unlock the mechanism.

    • Defeat The Unravelled's waves and boss.

    • Claim the Silk Heart.

    In 2026, this remains one of the more satisfying optional secrets in Silksong. The path is obscure, the boss is dangerous, and the reward is permanent. For players who thrive on discovery, that combination is exactly what makes the hunt worthwhile.

    That same patience — checking back later, keeping a mental note of something worth returning for — translates surprisingly well outside the game. Plenty of players who enjoy hunting down obscure secrets also enjoy hunting down a good price, and the two mindsets aren't so different: you watch for the right moment, you avoid impulse purchases, and you accept that the best opportunities rarely announce themselves up front.

    If that sounds familiar, it's worth keeping a deals hub bookmarked alongside your usual gaming stops. Sites like [DealNest]( round up discounts and offers in one place, which saves you from refreshing a dozen store pages during sale season. Whether you're restocking on accessories or picking up something new to play once the credits roll, a little browsing beforehand can be the difference between paying full price and walking away satisfied — the same feeling as finally opening that ornate lock.

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  • Little Nightmares 3: Supermassive's Charming Horror Co-op Adventure
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    Little Nightmares 3: Supermassive's Charming Horror Co-op Adventure

    Little Nightmares 3 delivers chilling co-op horror as Supermassive Games guides Low and Alone through the Nowhere.

    Little Nightmares 3 was a big deal for Bandai Namco when it launched in 2025, and now in 2026, it's clear that the gamble paid off. The first two games, developed by Tarsier Studios, are cult classics of the horror genre. But with Tarsier moving on to a new IP, the sequel had a lot riding on its itty-bitty shoulders. Add to that the long-awaited introduction of full co-op gameplay, two new protagonists, and a whole set of new nightmares, and the stakes were higher than ever. Thankfully, new developer Supermassive Games—already well known in the horror space thanks to The Dark Pictures and Until Dawn—was up to the task. From early impressions, Little Nightmares 3 brilliantly captures the series' vibe, and now that it's out, fans can experience the chilling journey for themselves.

    A New Developer, A Familiar Nightmare

    Taking over from Tarsier was no small feat. Producer Coralie Feniello admits it was "very stressful" when you put it that way, but overall, the team felt pretty good. "The build you've just played, it's already pretty stable," she laughs. "I'm really happy with the work that the team has done, even as they're still fixing stuff to make sure that players have the best experience possible." Supermassive Games inherited a legacy, but they didn't take long to win fans over. Feniello, a fan of the series since before working on it, started her journey with Little Nightmares 2. "It's been interesting replaying Little Nightmares 1 and 2 to make sure that the third game keeps its DNA," she says.

    The pressure was equal parts excitement, she notes. And that pressure was like a tightrope walk over a pit of hungry shadows—one misstep could have shattered the series' delicate charm. But Supermassive managed to balance nostalgia with innovation.

    Meet Low and Alone

    One of the most striking changes is the introduction of two new playable characters: Low and Alone. They are two best friends stuck in the Nowhere, trying to find their way out. As is tradition for the series, not much is known about them yet, but their visual design speaks volumes. Feniello reveals that they started with the shape. "In the series, you're quite small and it's very dark, so you need to have something that your eyes will catch. For Low, it has been the beak, and for Alone, it's the pigtails. The colours are very important because, just like with Six, we want the children to be a light in the dark world."

    The bright colours—Alone with green and orange, Low with blue—make them stand out against the gloom, like two vibrant koi fish swimming through a sea of ink. Fans have already fallen in love with the pair, which is a relief for Feniello, who admits following Six and Mono was stressful.

    Co-op: A Long-Requested Feature

    The biggest gameplay addition is online co-op, allowing two players to control Low and Alone simultaneously. This was heavily influenced by player feedback. "When we released Little Nightmares 2, we did some surveys on players, and they said that the most requested feature was co-op," Feniello says. "It was also something we had in mind—that's why we had AI co-op in Little Nightmares 2 with Six. Here, it's a whole other step with online co-op and single-player, since you basically need to have the design three times."

    However, the game controversially won't feature couch co-op. Feniello explains it was a design choice: "In Little Nightmares, each room—we call them rooms because they basically are—they use a dollhouse camera. If you cut the 2.5D camera in half, it would destroy all of the design of those spaces." So the decision was made to preserve the game's unique perspective, even if it disappointed some fans.

    Single-Player: The Atmospheric Experience

    For those who prefer to brave the nightmares alone, single-player is still an option, with an AI partner controlling the other character. Feniello says single-player is "mostly different in terms of the atmosphere. It might be a bit closer to what you experienced in Little Nightmares 1 and 2. The atmosphere kicks in because you're not talking with someone, but at the same time, the AI will also be there. I really like the way when the AI isn't directly with you, how you feel even more fragile than when you are with them."

    That fragility is a feeling that long-time fans will appreciate.

    Charming Horror: The Series' DNA

    Atmosphere is the cornerstone of Little Nightmares, and Feniello perfectly describes the tone: "On our side, we talk about charming horror, which I think really fits the series. The fact that you have these children who are quite cute in that world, but everything else is so very dark. I think that the contrast between those two is what makes Little Nightmares."

    This contrast is like a music box playing a lullaby while the house burns down—unsettling yet mesmerizing. Supermassive has clearly understood this balance.

    A Standalone Story with Easter Eggs

    Unlike Little Nightmares 2, which directly followed the first game, Little Nightmares 3 is designed as a standalone story. "We are focusing on the story of Low and Alone," Feniello says. "It's obviously a bit different with new characters. If you are a big fan of the franchise and you have been listening to our podcasts, reading some of the transmedia stuff, and replaying Little Nightmares 1 and 2, then you'll be able to find Easter eggs and make connections. I'm not sure that every player will be able to do that, since it's its own story—you don't need to play the others to enjoy it, but you'll definitely have some stuff to look for."

    So newcomers can jump right in, while veterans will find hidden treats.

    Final Thoughts

    Little Nightmares 3 is a worthy continuation of the series, blending familiar scares with fresh ideas. Supermassive Games has proven they can handle the franchise with care, and the addition of co-op opens up new ways to experience the horror. Whether played alone or with a friend, the game's charming horror will grip players from start to finish. Now that it's available, there's no excuse not to step into the Nowhere and face the nightmares.

    If you're planning to dive into Little Nightmares 3 or revisit the earlier games in the series, finding the best price can make the experience even sweeter. Whether you're hunting for a discount on the latest release or looking to expand your horror collection, a reliable [steam deal finder]( like DealNest can help you track sales and compare prices across the platform. It's a handy tool for any PC gamer who wants to stay on top of the latest bargains without missing out on the scares.

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  • Silksong: Balm for the Wounded — I Saved Sherma and All I Got Was This Spool Fragment
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    Silksong: Balm for the Wounded — I Saved Sherma and All I Got Was This Spool Fragment

    Silksong Balm for the Wounded guide: track Sherma through Whiteward, start in Songclave, and survive enemy waves.

    Ah, the Whiteward. The place where hope goes to get a haircut and never comes back. If you are playing Silksong in 2026 and you have finally reached the Citadel, congratulations. Act 2 is less of a guided tour and more of a haunted museum where every exhibit wants to stab you. And if you have met Sherma, the adorable pilgrim bug, you already know you would follow him into a nightmare. Which, spoiler alert, is exactly what this quest asks you to do.

    How to Start Balm for the Wounded

    First, you need Songclave. Ring the Grand Bell in the top-right of the Choral Chambers. Later, come back and the area has become a Town hub with a Wishwall. Pick up the White Key to the right of the Grand Bell, then unlock and explore the Whiteward. After that, return to Songclave. Sherma should be among the pilgrims. Talk to him. Then leave and come back later. Of course he is gone. Did you expect the cute one to stay safe? No. Pick up Sherma's quest on the Wishwall: Balm for the Wounded. Then head back down to the Whiteward to save him.

    Finding Sherma in the Whiteward

    From Choral Chambers, enter Whiteward. Sit at the bench on the right side of the first room to save your location. Then jump down the shaft. Do not drop all the way down. Take the first exit on the right. Follow the path right, drop down the hole, and you will land on a trackable object. Interact with it to Track Sherma. Now follow the trail. Is it creepy? Yes. Is it also weirdly beautiful? Also yes.

    The trail initially leads Hornet right through a room filled with giant masked enemies wielding scissors. These are not arts-and-crafts scissors. They are the kind that make you reconsider your choices. Track the second object on a platform between spikes in this long room. This continues Sherma's trail, leading you further right. Avoid the enemies again, then follow the trail upward. The trail will lead to a room you can enter. Go in, then break the breakable wall on the right side. Inside, you will find Sherma.

    The Rescue and the Enemy Waves

    Talk to Sherma. He is shivering in fear. He has seen the brutality and faith-challenging horrors of the Whiteward. He says he found healing supplies, got trapped, and then started to hear moans in the dark. Poor little guy. After a moment, a variety of challenging enemies appear in waves. Of course they do.

    Here is how I handled them:

    Enemy Type
    How to Fight
    Why

    Three flying enemies with tentacle-like silk strands
    Use Silk Skills and Tools
    They are hard to get close to and hit with the Needle

    Two scissor-wielding enemies
    Use pogo attacks, downward slashes in mid-air
    Avoid their rapid attacks, which deal two masks of damage

    Defeat the three flying enemies first if you can. They are annoying little sky gremlins. Then focus on the two scissor enemies. Pogo them. Bounce on their heads like you are playing a very violent game of hopscotch. Do not get greedy. Their attacks hurt. A lot. Two masks of damage is not a suggestion. It is a warning.

    After defeating the waves, you have successfully saved Sherma. He will return to Songclave. But not before giving Hornet something he found while looking for supplies.

    Reward: Spool Fragment

    For finding Sherma and saving him from the horrors of the Whiteward, he rewards Hornet with a Spool Fragment.

    Hornet can combine 2x Spool Fragments to increase her maximum Silk by 1 bar. Is that worth fighting through a haunted hospital full of scissor monsters? If you use Silk Skills often, absolutely. If you do not, well, you still saved a cute bug. That counts for something.

    Final Thoughts

    So, would I do Balm for the Wounded again in 2026? Yes. Would I complain the entire time? Also yes. The Whiteward is a masterclass in dread, and Sherma is a masterclass in making you care about a tiny fictional bug. If you are stuck, remember: sit at the bench, take the first right, track the trail, break the wall, and pogo the scissors. And if you hear moans in the dark, maybe do not investigate alone.

    Now go get that Spool Fragment. Sherma believes in you. I believe in you. The scissor monsters do not, but their opinion does not matter. 🧵✨

    If there is one thing the Whiteward teaches you, it is that preparation matters more than reflexes. The same principle applies when you are gearing up for a long metroidvania session and want to make every purchase count, whether that is a new controller, a headset, or a game you have been eyeing for months. Instead of hopping between a dozen storefronts to compare prices, it helps to have a single place where you can [find the best deal]( without the usual scavenger hunt.

    That is exactly what DealNest is built for. It gathers discounts and offers in one spot so you can spend less time hunting and more time actually playing. Think of it as the bench you sit at before a boss fight: a quick pause, a small advantage, and then you are back in the action.

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  • Where to Get Choir Cloaks in Silksong: A 2026 Guide
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    Where to Get Choir Cloaks in Silksong: A 2026 Guide

    Cloaks of the Choir in Silksong: farm 15 Choir Cloaks fast in Choral Chambers, unlock Songclave, and complete this rewarding wish.

    In 2026, Hornet's pilgrimage through Pharloom remains one of the most talked-about journeys in gaming, and Songclave still offers its quiet, desperate wishes. Among them is Cloaks of the Choir, a gathering quest that asks for 15 Choir Cloaks. It sounds simple enough, does it not? Yet the Citadel's choir does not part with its garments willingly. To finish this wish, Hornet must first unlock Songclave, then hunt specific enemies in the Choral Chambers. Here is how the quest unfolds, step by step.

    🗺️ Unlocking Songclave and the Wishwall

    Songclave does not exist until Hornet rings the Grand Bell in the top-right of the Choral Chambers. Before she can do that, she must defeat the Cogwork Dancers. After the bell is rung, leaving and returning later reveals that the Grand Bell has transformed into Songclave, a town hub. The Caretaker may insist that helping pilgrims is pointless, but Hornet can still make a difference.

    At the Songclave Wishwall, Hornet should pick up the Fine Pins quest first. Fulfill that wish, turn it in, then leave and return once more. A new Wish will appear on the board: Cloaks of the Choir. Promise to fulfill it, then head back into the Choral Chambers.

    ⚔️ Which Enemies Drop Choir Cloaks?

    Not every choir member carries a spare cloak. Enemies with a white hood and a gold sigil, such as the Reed or Choristor, do not drop them. The quest specifically requires Choir Cloaks from three foes:

    Enemy
    Where It Appears
    Notes

    Choir Flyer
    Around chandeliers and upper platforms
    Fast, airborne, and easy to miss with grounded attacks.

    Choir Pouncer
    Near chandeliers and ledges
    Leaps toward Hornet; defeat it before it lands over spikes.

    Choir Hornhead
    Lower areas of the farming room
    Tougher, grounded, and worth the extra care.

    🧵 Best Choir Cloak Farming Spot

    The best place to farm Choir Cloaks in Silksong is the tall room to the left of the entrance to the Whiteward, just beneath the dining hall where Hornet can pick up the Great Taste of Pharloom quest. From Songclave, make your way to this location, then sit at the bench just to the top-right of the room.

    All three enemies that drop Choir Cloaks spawn in this room. Pouncers and Flyers hover on and around the chandeliers up above, while a Hornhead patrols down below. Defeat them, reset the room by sitting on the bench to the top-right, and repeat until Hornet has all 15 Choir Cloaks.

    ⚠️ A Warning About Spikes

    There is one cruel catch. Quest Items, including Choir Cloaks, are destroyed on contact with damaging ground. If Hornet defeats an enemy while it is above spikes, the cloak can be lost before it is ever collected. Is that not the Citadel's way? Patience and positioning matter more than raw speed. Lure enemies away from hazards or strike from a safe angle.

    🏆 Rewards for Completing Cloaks of the Choir

    Once Hornet has 15 Choir Cloaks, return to the Wishwall in Songclave and turn them in. The Cloaks of the Choir quest completes, and the reward is a Heavy Rosary Necklace. Heavy Rosary Necklace items are worth 220 Rosaries. For a simple gathering quest, that is not bad at all. Plus, defeating the required enemies while hunting for cloaks will naturally earn a few hundred extra Rosaries along the way.

    💰 Final Tips for 2026 Players

    • Unlock Songclave first by ringing the Grand Bell after the Cogwork Dancers.

    • Complete Fine Pins before expecting Cloaks of the Choir to appear.

    • Farm the tall room near Whiteward and use the top-right bench to reset.

    • Avoid killing cloak-bearing enemies over spikes.

    • Turn in all 15 cloaks at the Songclave Wishwall for the Heavy Rosary Necklace.

    So, is the Cloaks of the Choir quest worth the trouble? For Rosary-hungry pilgrims in 2026, the answer is a quiet yes. It is a straightforward farm with a solid payout, and it gives Hornet one more way to make Songclave a little brighter in a kingdom that rarely offers kindness.

    Silksong's economy rewards players who think like careful collectors: wait for the right moment, avoid losing value to hazards, and never pay more than you have to. That same mindset carries over surprisingly well into how many Hollow Knight fans build out their libraries between runs, especially with the sequel's popularity pushing more people toward the genre's wider catalog of metroidvanias and soulslikes.

    If chasing Rosaries in Pharloom has left you wanting more adventures without draining your wallet, it helps to know [where to buy cheap games]( before the next sale cycle hits. DealNest gathers discounted titles and price drops in one place, so you can grow your backlog for less than the cost of a Heavy Rosary Necklace — no spikes, no lost loot, just savings worth collecting.

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  • Silksong: I Unlocked the Choral Chambers Stage Door and Fought Trobbio
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    Silksong: I Unlocked the Choral Chambers Stage Door and Fought Trobbio

    Unlock Silksong's Stage door in Choral Chambers by routing through Whispering Vaults to beat Trobbio.

    I still remember the first time I laid eyes on that locked door in Choral Chambers. It was just above the Grand Bellway, bottom-right of the zone, and I could see a golden lever mocking me from the other side. Hornet could not reach it. No amount of wall-clinging, dash-slashing, or desperate pogo tricks would do the job. That door is the entrance to The Stage, and behind it waits Trobbio, an acclaimed thespian who wants to use his theatrical performance to 'rouse the soul of this one great land.' If you are playing Silksong in 2026, this little detour is still one of the most rewarding side paths in the game. Let me spill the tea on how I got through it.

    Why Bother With The Stage?

    Beating Trobbio is not just about bragging rights. Once he is down, you get much safer access to the Whispering Vaults and the top-right side of the Underworks. The Grand Bellway bench is practically right below the boss room, so it becomes a convenient fast-travel anchor. In a game like Silksong, where a single wrong step can send you back to the last bench with a bruised ego, that is huge. It is the difference between a leisurely stroll and a sweaty-palmed gauntlet every time you need to pass through.

    The Long Way Around

    The lever that opens the Stage door is on the far side. You cannot reach it from Choral Chambers. Period. You have to go all the way around through the Whispering Vaults and enter the boss room from the right side. Here is the route I used, step by step.

    Step
    What To Do
    Danger Level

    1
    From the Cogwork Dancers arena (where the three ancient statues now sit after you beat the boss), head down into the Cogwork Core.
    Low

    2
    Carefully navigate to the right side of the room. If you do not have the shortcut unlocked, go all the way down, then around the bottom of the central wall.
    Medium

    3
    Continue right, pogo-ing across more gears, until you enter a room with a lever.
    High

    4
    Hit the lever to turn the gigantic wheel-gate horizontal. This connects the top of Choral Chambers to the Bellway area below.
    Low

    5
    Continue right to enter the Whispering Vaults.
    Medium

    6
    Attack boxes to push them along tracks in the background, then continue into the room on the right.
    High

    7
    In the enormous, labyrinthine room, aim for the exit on the left about two-thirds of the way down.
    Very High

    8
    Dodge flame-tossing enemies, gigantic armored bugs, and rapid slashing enemies while solving box puzzles.
    Very High

    9
    Continue left, then drop down into the top layer of The Stage.
    Medium

    10
    At the end of the hallway, drop down near the door. Do NOT enter the boss arena yet. Hit the lever to unlock the locked door to The Stage.
    Low

    11
    Go back to the Grand Bellway and sit on the bench to set your respawn point.
    Breathe

    That last step is not optional. I repeat: do not be a hero. If you skip the bench and die to Trobbio, and you sat at any bench on the way through the Cogwork Core or Whispering Vaults, you will have to make a much longer trek back. Trust me, I learned that the hard way. My pride still has not recovered.

    Whispering Vaults: Box Puzzles and Bullet Hell

    The Whispering Vaults section is no joke. Those box puzzles are cute until you are getting peppered by flame projectiles and rushed by armored bugs the size of a small house. I found that patience is the real weapon here. Push the boxes one at a time, keep your distance from the slashing enemies, and do not get greedy with hits. If you are using a spell-heavy build, save your Silk for emergency healing. If you are a pogo purist, may the odds be ever in your favor.

    The labyrinthine room is the worst offender. It is huge, and the exit you need is on the left, about two-thirds down. I marked it on the map image above because I got lost twice. Twice! In 2026, with all the guides and patches, I still managed to take the scenic route through every wrong hallway. Do not be like me. Keep an eye on the map, hug the left side when you can, and drop down only when you are sure.

    The Final Lever and Boss Prep

    Once you drop into the top layer of The Stage, you are almost there. Follow the hallway left, drop down near the door, and hit that lever. The locked door in Choral Chambers now opens from the other side. Now go back to the Grand Bellway bench. Sit. Relax. Maybe stretch your fingers. Then return to The Stage and show Trobbio what a real performance looks like.

    Trobbio himself is a theatrical nightmare. He is fast, he is flashy, and he loves to punish greedy attacks. I will not spoil his full moveset, but bring your best tools: a fully upgraded needle, plenty of Silk, and maybe a shield charm if you have one. The reward is worth it: safer access to the Whispering Vaults and the top-right Underworks, plus the satisfaction of wiping that smug grin off his face.

    So there you have it. The locked door in Choral Chambers is not a bug, a tease, or a developer prank. It is a gateway to one of Silksong's most memorable boss fights and a major convenience shortcut. In 2026, this route is still the way to go. Now go unlock that Stage door, and do not forget the bench. Your future self will thank you. 🎭🗡️

    Speaking of rewards that are worth the wait, there is one other place where a little patience pays off: buying the game itself. If you have been holding off on picking up Silksong, or you want to grab it on a second platform for a co-op run, prices bounce around constantly between storefronts, and refreshing five tabs during every seasonal sale gets old fast. That is exactly the gap [game price tracker]( fills over at DealNest — it keeps an eye on listings across the major stores so you can see at a glance whether the current deal is genuinely the lowest it has been, or just marketing noise dressed up as a discount.

    Grabbing a copy at the right moment is the same instinct as sitting on that bench before a boss fight: a tiny bit of foresight that spares you a much longer, more painful trek later. So whether you are buying your first copy or double-dipping, it is worth a quick look at DealNest before you hit checkout.

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  • The Silksong Platinum Trophy Is Already in a Few Players' Hands
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    The Silksong Platinum Trophy Is Already in a Few Players' Hands

    Hollow Knight: Silksong's platinum trophy demands brutal speedruns and 100% completion. Only 0.06% of players earned it.

    I still remember the first time I booted up Hollow Knight: Silksong. It was September 2025, and like everyone else who had waited nearly seven years, I thought I was ready. I was not. The tight platforming, the diagonal bounce, the enemies that rip away two masks with a single hit — Silksong didn't just meet my expectations; it shoved them off a cliff. Now, in 2026, I can look back at that launch week with a mix of awe and embarrassment. Awe because a handful of players did something impossible. Embarrassment because I'm still stuck on Widow.

    It took less than a week for some extremely skilled Hollow Knight: Silksong players to 100 percent the game and earn its uber-difficult platinum trophy. I know that sounds like a flex, and it is. But it's also a terrifying statement about how high the skill ceiling goes. I truly believed it would take months before anyone fully completed Silksong. Instead, the first platinum holders appeared while most of us were still learning enemy patterns and mourning our Geo.

    The trophy list itself is a monster. To get the platinum, you don't just need to finish the game. You need to beat it in under five hours for a speedrun trophy. You need to clear it 100 percent for another. And then, because that isn't enough, you need to combine those two challenges: 100 percent completion in under 30 hours. That last one sounds like a personal attack. I've spent longer than 30 hours just staring at boss arenas, wondering if my controller is broken or if I am.

    I've been checking the PlayStation trophy tracking website PSNProfiles over the past few days since Silksong first released — after its extended hiatus on PlayStation, no less — eager to see if anyone had managed to get its platinum. Today I found out that a few skilled players have managed to nab it. According to PSNProfiles, a mere 0.06 percent of Silksong players on PlayStation have managed to see everything the game has to offer, or at least everything needed for the trophy. Over on SteamDB, that number drops to just 0.01 percent of players. Those numbers are so small they feel like rounding errors. They are not. They are monuments to dedication.

    Here's a quick look at what the platinum demands, because seeing it in a list makes my hands hurt:

    Challenge
    Requirement
    My reaction

    Speedrun
    Beat the game in under 5 hours
    😅 Absolutely not

    Completionist
    100 percent the game
    😭 Maybe in a decade

    Combined run
    100 percent in under 30 hours
    💀 No thanks

    Platinum
    All of the above
    🏆 God-tier patience

    Good thing PlayStation players don't have to complete Steel Soul for the platinum. I've seen what Steel Soul does to people. It turns confident bug-slaying heroes into trembling shells who pause the game to breathe. I respect anyone who even attempts it, let alone finishes it.

    Personally, I think getting the platinum in under a week is a bit soon for a game we waited nearly seven years for. But that's probably just the jealousy talking. I'm still stuck on Widow, and every time I think I've learned her patterns, she reminds me that I have not. So when I see that 0.06 percent on PlayStation or 0.01 percent on Steam, I don't just see a trophy. I see someone who mastered the diagonal bounce, memorized every boss, optimized every route, and probably sacrificed sleep, meals, and maybe a controller or two.

    In 2026, Silksong is still a game that demands respect. The platinum remains rare, and for good reason. It isn't just about beating a hard game; it's about beating it perfectly, quickly, and thoroughly. That combination is brutal. For most of us, simply reaching the credits is an achievement. For those few platinum holders, it's a badge of insanity — the good kind. I'm jealous, impressed, and slightly worried about them. Mostly impressed, though.

    Maybe one day I'll get past Widow. Maybe one day I'll see the credits. But the platinum? I'll leave that to the Silksong gods. They've earned it.

    Not all of us are chasing platinum trophies, though. Plenty of players are still waiting for the right moment to even start Silksong — or looking to pick up Hollow Knight first, or a few other metroidvanias to fill the gap while they work up the courage to face Widow. That's where a bit of patience pays off in a different way. Instead of grinding routes and memorizing boss patterns, you can spend a few minutes checking whether the game is discounted on one storefront versus another, and put the savings toward a spare controller for the inevitable rage-quit.

    If you'd rather compare before you commit, a [game price comparison]( makes it easy to see where Silksong and similar titles are cheapest across platforms, so you're not overpaying just because you clicked the first store in your search results. Whether you're hunting a platinum or just hunting a bargain, knowing the going rate beforehand is a small win that doesn't require five hours of speedrunning to earn.

    https://dealnesthq.com


  • How I Found and Used the Snare Setter in Hollow Knight: Silksong
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    How I Found and Used the Snare Setter in Hollow Knight: Silksong

    Snare Setter in Hollow Knight Silksong: locate this Red Tool in Weavenest Atla after Needolin and Faydown Cloak for boss control.

    I almost missed the Snare Setter on my first journey through Hollow Knight: Silksong. It is a Red Tool hidden inside Weavenest Atla, an area east of Moss Grotto, and the route only opens after you have the Needolin and the Faydown Cloak. Because that means backtracking with a mid-game double jump, many players skip it entirely. In 2026, with Pharloom's secrets widely discussed, I still think this trap tool deserves a permanent slot for boss fights.

    🕸️ What the Snare Setter Actually Is

    The Snare Setter is a Red Tool that places a medium-sized silk rune on the ground. When an enemy walks near it, the rune explodes and deals damage. It starts with eight charges by default, and it does not demand rare resources to refill; regular Shell Shards are enough. That makes it easy to restock at benches or vendors before a difficult encounter.

    Detail
    Information

    Tool type
    Red Tool

    Location
    Hidden area inside Weavenest Atla

    Access requirements
    Needolin and Faydown Cloak

    Default charges
    8

    Replenishment
    Shell Shards

    Best role
    Boss arenas and zone control

    🗺️ My Route Through Weavenest Atla

    Weavenest Atla sits east of Moss Grotto, the starting region of Silksong. To get inside, I played the Needolin in front of the locked door. Once inside, the path to the Snare Setter is short but easy to fumble if you are not paying attention.

    • Enter Weavenest Atla and activate the teleporter to reach the lower level.

    • Use Cling Grip to climb the wall on the right.

    • Jump across the gap and enter the chamber to the left.

    • Walk left until you reach the water.

    • Use Cling Grip again to reach the top, then turn right.

    • Pick up the Snare Setter from the pedestal and add it to your inventory.

    The first time I entered this hidden area, I was so focused on the tool that I nearly walked past two other upgrades. Do not make the same mistake. From the bottom right corner of Weavenest Atla, you can claim a Hunter Crest Upgrade. Below the Snare Setter's pedestal, you can also find a Spool Fragment, which increases your Silk capacity.

    💥 How I Use the Snare Setter

    When I equip the Snare Setter, I treat it like a patient hunter's tool. I place runes along the ground before a boss charges, during a stagger window, or near arena edges where I expect the boss to dash. The rune explodes when an enemy comes close, so the damage happens without me needing to swing my Needle. That is valuable when a boss has a fast pattern and I want to keep my movement clean.

    It works against normal enemies too, but I rarely rely on it for basic exploration. Against common foes, a quick Needle strike is faster and cleaner. The Snare Setter shines when the battlefield is chaotic, when a boss moves around a lot, or when I want to soften a target before committing to melee.

    ⚔️ Snare Setter vs Tacks

    Functionally, the Snare Setter resembles the Tacks Tool, which works like caltrops. Both are ground-based traps, but they behave differently in boss fights. Tacks struggle to deal meaningful damage to bosses that move around constantly. The Snare Setter can still punish those mobile bosses because its rune explodes on proximity. The tradeoff is efficiency: the Snare Setter generally deals less damage per hit than other options, so it is not a pure damage tool. It is a control tool that adds pressure.

    Tool
    Trap style
    Boss performance
    Damage efficiency

    Snare Setter
    Silk rune that explodes near enemies
    Strong against mobile bosses
    Lower damage per hit

    Tacks
    Caltrops
    Weak against highly mobile bosses
    Better for stationary or small targets

    🧠 Practical Tips for 2026

    • 🕸️ Place runes before a boss enters the arena or after a phase transition.

    • 💥 Use Shell Shards to refill charges before long boss attempts.

    • 🧭 Revisit Moss Grotto and Weavenest Atla after getting the Faydown Cloak.

    • 🎯 Pair trap placement with safe Needle pokes rather than standing still.

    • 🛡️ Do not ignore the Hunter Crest Upgrade and Spool Fragment in the same area.

    • 🗡️ For normal enemies, save charges and use your Needle unless you are setting up a crowd.

    In my current 2026 playthrough, the Snare Setter is not the flashiest Red Tool, but it is one of the most tactical. It rewards planning, map awareness, and a little patience. If you are willing to backtrack to Weavenest Atla with the Faydown Cloak, you will gain a trap that can turn a frantic boss arena into a field of your own making. For me, that is more than enough reason to keep it equipped.

    Chasing every Tool and upgrade in Silksong means racking up a fair amount of playtime, and for many players that journey starts on PC. If you prefer to build your collection on Steam, keeping an eye on discounts can stretch your budget further, especially when DLC or bundled titles go on sale. That is where a reliable [steam sale tracker]( like DealNest comes in handy, letting you follow price drops without refreshing store pages yourself.

    Whether you are waiting for Silksong itself or filling your backlog with other metroidvanias to scratch the same itch, having a tool that watches the numbers for you means you never miss a good deal. It pairs nicely with the patient, planning-first mindset this whole guide has been about.

    https://dealnesthq.com


  • Silksong Speedruns: How Runners Are Breaking the Game in 2026
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    Silksong Speedruns: How Runners Are Breaking the Game in 2026

    Hollow Knight: Silksong speedrunning is shattering records, with sub-hour runs, brutal glitches, and rare achievements defining its fierce 2026 scene.

    I still remember the first time I booted up Hollow Knight: Silksong. The gorgeous hand-drawn art, the haunting music, and the brutal difficulty that made me question my sanity. That was back in 2025, and nearly a year later, I'm still slowly making my way through the game, dying to the same bosses over and over. But while I'm struggling, a whole community of speedrunners has turned Silksong into their personal playground, and the records they're setting are nothing short of mind-boggling.

    Back when the game first launched, it didn't even take a full week for speedrunners to start posting sub-two-hour runs. I remember reading about Onaku setting an any% record of 1:46:47, and just hours later, BlueSR smashed that with a blistering 1:26:20. I was still fumbling around the first area, and these people were already finishing the entire game in less time than it takes me to decide on a charm build. The official leaderboard wasn't even live until October 2025, but that didn't stop the community from pushing each other to insane limits.

    Now, in 2026, the scene has only gotten crazier. The leaderboards are fully active, and the any% world record has been pushed well below the one-hour mark. I've watched streams where runners pull off pixel-perfect movements, abuse obscure glitches, and chain together boss fights like they're playing a rhythm game. BlueSR eventually achieved that deathless run he was gunning for, and the competition is fiercer than ever. It's like watching a completely different game from the one I'm playing.

    What's fascinating is that Silksong actively rewards speedrunning, just like its predecessor. There are two achievements tied to finishing quickly: Speed Completion, for 100% completion in under 30 hours, and Speedrunner, for simply beating the game in under 5 hours. When the game first came out, both were achieved by well under 1% of players. Speedrunner sat at 0.1%, while Speed Completion was so rare it rounded to 0%. Even now, in 2026, those numbers haven't risen much—the game is just that punishing.

    Here's a quick breakdown of the speed-related achievements and their rarity:

    Achievement
    Requirement
    Completion Rate (2025)

    Speedrunner
    Finish in under 5 hours
    0.1%

    Speed Completion
    100% in under 30 hours
    ~0%

    Steel Soul
    Finish in permadeath mode
    ~0%

    And remember, Steel Soul mode itself is unlocked only after finishing the game normally or by using a well-known code. It's a permadeath challenge that makes every mistake fatal. The fact that some players are speedrunning that is both inspiring and terrifying.

    To put things in perspective, the original Hollow Knight ended with an any% glitchless world record of 30:49. That's less than 31 minutes for a game that took me dozens of hours to complete. Silksong's current records make finishing in under 5 hours look like a leisurely stroll. And as runners develop new techniques and grow more familiar with the game's intricate systems, those times will only drop further.

    As for me? I'm still chipping away at my 100% completion run. I've consulted guides, watched walkthroughs, and even tried a few speedrun strats myself—only to die spectacularly. The difficulty is no joke, and the idea of doing it all in under 30 hours feels impossible. But that's what makes the speedrunning community so impressive. They take a game that feels insurmountable and turn it into a science.

    So while I'll probably never set a world record, I'll keep watching from the sidelines. Every new run is a reminder of what's possible when skill, dedication, and a little bit of madness come together. And who knows? Maybe one day I'll finally beat that third boss. 🏃‍♂️🎮

    Watching all these runs has had an unexpected side effect: my wishlist keeps growing. Between Silksong, the original Hollow Knight, and a handful of other metroidvanias that streamers keep recommending mid-run, I've caught myself hunting for deals far more often than I'd like to admit. Chasing a 30-hour completion time is one thing—paying full price for every game in the genre is another budget entirely, especially when you want a copy on more than one platform.

    That's the part of the hobby nobody talks about in a world record video. If you're the type who wants to follow along, run the same routes, or just see how the current records compare to your own attempts, it helps to keep an eye on [game price comparison]( before you commit. DealNest makes that easy, pulling together listings across stores so you can spot a discount instead of blindly hitting the buy button. It won't shave minutes off your run, but it will leave a little more room in the wallet for the next challenge.

    https://dealnesthq.com


  • Lies of P: A Soulslike Phenomenon That Redefined Voice Acting and Stole Our Hearts
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    Lies of P: A Soulslike Phenomenon That Redefined Voice Acting and Stole Our Hearts

    Lies of P and its Overture DLC became Soulslike titans; actors reveal the craft behind their beloved roles.

    You know that feeling when a game comes out of nowhere and just grabs you by the collar? That was Lies of P for me. Back in 2023, I remember seeing the trailer and thinking, 'Another Pinocchio-inspired Soulslike? Sure, why not.' But then I played it, and wow. It wasn't just another clone; it had soul—pun intended. Fast forward to 2026, and the game, along with its DLC Overture, has cemented itself as a titan in the genre. And recently, I had the chance to chat with four of the actors who brought this world to life: Aliona Baranova (Veronique), Alix Wilton Regan (Lea), Rasmus Hardiker (Gemini), and Joseph Balderrama (Arlecchino). Let me tell you, it was a ride.

    When Lies of P first launched, it was a gamble. A new IP from a relatively unknown studio, Neowiz, and a dark twist on a children's tale. But the buzz was immediate. Steam player counts climbed for five straight days, and critics couldn't stop praising its tight combat and haunting atmosphere. It became the most beloved non-FromSoftware Soulslike, and its DLC, Overture, which dropped in 2025, smashed records within hours. An 85 on Metacritic? That's top-tier. And the actors? They saw it coming.

    The Phenomenon That Is Lies Of P

    "I'm never normally sure if something is going to be successful," Rasmus Hardiker admits, "but I had so much fun doing this, I could tell it was going to be a really good game." Joseph Balderrama echoes that: "It felt like the whole package. The creative team was so good: the visuals, the sound, all of it. Everyone was just at the races with it." That kind of confidence is infectious, and it's why Aliona Baranova and Alix Wilton Regan jumped at the chance to join the DLC. "I don't really say no to many auditions," Baranova laughs, "but this one was a no-brainer." Wilton Regan, a veteran of Mass Effect and Dragon Age, was equally hooked. "She was described as tough on the outside, soft on the inside, but what I loved was she was called a lazy genius," she says. "I was like, 'I've got this.' Well, I'm lazy, and a mild genius."

    Baranova actually auditioned for Wilton Regan's role first, losing out to the more experienced actor, before finding Veronique. "I just remember thinking, 'Wow, what an incredible character.' I haven't had a chance to play someone like that. And her scenes are so intense. You can't go half-hearted. I knew I had to really commit, and sound like I'm 6'6". I think I'm believably that tall," she jokes. The character descriptions were detailed, with rich histories and psychology, which helped the actors "learn to love the character." But that depth can be a double-edged sword. "You can't distill two pages of notes," Wilton Regan says. "You have to cherry-pick your moments, constantly adapt and refocus your energy."

    Getting Into Character

    The preparation for video game acting is unique. Often, scripts arrive the day of recording, or the day before at the earliest. For Balderrama, that's freeing. "I've got a new habit with TV and film where I don't look at the script until the week before. That's what make-up is for." Hardiker takes it further: "I prefer not even having the script and just going in the booth on the day. You'll only ever have one chance to do that. I'm reacting as I'm learning what's happening—that's about as real as it gets." Baranova, however, admits she has "a lot to learn" from the others, but she has a secret weapon at home: her partner, Jennifer English (Baldur's Gate 3, Clair Obscur: Expedition 33). "If you had someone at home who was known for brilliant performances, you would be silly not to ask them. I definitely did that for Veronique."

    For Baranova, the jump from Baldur's Gate 3 NPCs to a 6'6" warrior was jarring. "On Baldur's Gate, I played a comic relief squirrel for 40 minutes. This was the most physical role I've ever done. I lost my voice afterwards, as you can imagine." Wilton Regan, on the other hand, is no stranger to strong leading women—she's voiced the Female Inquisitor in Dragon Age: Inquisition, Alt Cunningham in Cyberpunk 2077, and Aya in Assassin's Creed Origins. But Lea offered something new: "They wanted a lot of rage from me, a lot of very deep, primal emotion. That's what I like to explore as an actor. That's kind of what I get off on, I guess." Balderrama, returning as Arlecchino, was just happy to be more than a voice: "I was just psyched that I wasn't disembodied anymore. That was a big plus for me."

    A Shift In The Gaming Landscape

    The industry is changing. Smaller studios are producing some of the best games, from Baldur's Gate 3 to Clair Obscur: Expedition 33 to Lies of P itself. "These big franchise stories are saturated," Balderrama says. "People are desperate to experience something they haven't done 150 times. That's only going to come from underdog devs, because they're the ones that don't have the constraints." Baranova agrees: "Audiences are definitely becoming fatigued. Unique visions that games like Lies of P have brought are important. It's a Korean game, Kingdom Come: Deliverance 2 is Czech, Clair Obscur is French; it's exciting to get stories from parts of the world we're not necessarily used to."

    But there's still a long way to go for female representation. Wilton Regan praises games like Baldur's Gate 3 and Dragon Age: The Veilguard for their inclusive leads, but behind the scenes, change is slow. "If you have a male character and a female character, very often the man will do the full performance capture and the woman will be brought in simply to replace his lines. That's a terrible choice. A woman would not fight a 7-foot-5 man the same way a male counterpart would." She recalls pre-Covid days where she was given exactly 4.2 seconds to say a line, with no room to make it her own. "The talent comes when you make it your own, but we're constrained. You have to find a way to prove your brilliance within these constraints."

    Baranova adds, "You're not treating your players as observant enough. They think that when a male actor records mo-cap, then it's just replaced with a female voice that the audience isn't going to notice. It's so obvious when a woman is walking with her shoulders locked and her hips not moving. It really irks me." Wilton Regan also calls out marketing: "The male character choice will still often be the default on the poster, or the man's voice in the trailer. We need to get women's voices in there. It's not that complicated to have one pass with the female voice, and one with the male voice."

    We've come a long way from when the industry was reluctant to cast powerful leading women, but there's still work to do. With actors like Wilton Regan, Baranova, and English proving their worth, it's hopefully only a matter of time. As for Lies of P, it's more than a game—it's a testament to what happens when you take risks, trust your instincts, and let a puppet sing. And I, for one, can't wait to see what Neowiz does next. 🎭

    For players who care about the direction the industry takes, the act of choosing what to play is never neutral. Every purchase signals what kind of stories, performances, and risks are worth funding. That doesn't mean every game has to be a full-price leap of faith, though—finding a good deal can make it easier to explore beyond the familiar.

    That's where [DealNest game deals]( can help. It gathers discounts on a wide range of titles, making it simpler to take a chance on something unexpected and, in turn, support the kind of creative work that keeps the medium moving forward.

    https://dealnesthq.com


  • Why Silksong's Enemy Gauntlets Fix a Classic Soulslike Flaw
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    Why Silksong's Enemy Gauntlets Fix a Classic Soulslike Flaw

    Hollow Knight: Silksong blends metroidvania exploration with soulslike combat, using inescapable enemy gauntlets to make every fight a lesson.

    Like many players, I came to Hollow Knight: Silksong expecting a masterclass in metroidvania design. I got that, but I also got a game that understands something most soulslikes overlook. Silksong is defined by constant backtracking, powerful movement abilities, and steady, meaningful progression, putting it in conversation with Blasphemous, Ender Lilies, Metroid, and Castlevania. Yet it also owes a huge debt to Demon's Souls and Dark Souls. The bonfire-like checkpoints, the corpse-running mechanic, the grimdark world full of characters slowly going insane, the brutal boss battles that reward pattern learning and i-frame dodging after upgrades—all of it is here. But there is one area where Silksong excels, not just against its predecessor but against some of the best soulslikes ever made.

    The Soulslike Shortcut I Used to Take

    A typical soulslike splits into two broad categories: boss battles and exploration sections filled with lower-level enemies. Those fodder foes can be tough, acting as mini challenges before the area boss. This structure has served the genre well, but it has one glaring shortcoming. Players can simply avoid these lower-level enemies en route to the boss, especially on subsequent attempts once they know the layout. Have you ever sprinted past a dozen hollows, dogs, or soldiers just to throw yourself at a boss again? I know I have. In Dark Souls, that is not the ideal way to play, but it is possible. In Hollow Knight: Silksong, it is virtually impossible.

    Inescapable Gauntlets Change Everything

    Silksong adopts a structure similar to classic FromSoftware games, but it punctuates many areas with inescapable enemy gauntlets. The fodder-type foes of the area converge on me in a coordinated attack. Often, defeating this onslaught is the only way to progress to the next area, and there is usually no option for escape either. If I repeatedly run past these same enemies during exploration sections, then I will be ill-equipped to face them in the gauntlet. I will not have learned their attack patterns or weaknesses. So why does this matter? Because it turns every enemy placement into a lesson.

    I remember the first time I tried to rush through a later area. I had mastered Hornet's movement, or so I thought. I dashed past a cluster of enemies, only to hit a locked arena. The gate slammed shut. Suddenly, I was surrounded. I panicked, wasted my silk, and died. On my next attempt, I slowed down. I studied each enemy type in the rooms before the gauntlet. I learned which ones lunge, which ones spit projectiles, and which ones punish greedy attacks. By the time I reached the arena again, I was ready. That is the genius of Silksong's design.

    Combat Design Makes It Work

    On its face, the formula of exploration passages plus basic enemy gauntlets is simple. But it only works because of Silksong's sterling combat design. To beat a series of enemies, I need a solid grasp on my movement and attack styles. I must identify openings, clock safe moments to heal, and get parry timing right. The only feasible way to do this without being immediately overwhelmed is to engage with these same enemy types before the gauntlet. That makes me better prepared. It also makes the world feel dangerous in a way that few soulslikes manage. I cannot treat enemies as scenery. They are part of the challenge, not just speed bumps on the way to a boss.

    Here is a quick comparison of how Silksong handles common soulslike elements:

    Soulslike Convention
    Typical Implementation
    Silksong's Twist

    Checkpoints
    Bonfires reset enemies
    Bench-like checkpoints, but gauntlets reset too

    Corpse runs
    Retrieve lost currency
    Retrieve your cocoon and silk

    Fodder enemies
    Often skippable
    Forced into arenas, cannot skip

    Boss learning
    Pattern recognition
    Gauntlets teach patterns before boss

    Difficulty
    Brutal but fair
    Brutal, fair, and relentlessly educational

    Why This Respects My Time and Skill

    Some players might argue that forcing enemy gauntlets is too punishing. I understand that. Silksong is not an easy game. But it is certainly conquerable, given the right level of attention and effort. This tough but rewarding design is par for the course for most soulslikes. The option to simply run past fodder enemies, most of whom will never be seen again, has always been a bit awkward. It makes enemy placement feel disposable. Silksong fixes that. By reincorporating fodder-type enemies within boss-like challenge arenas, it ensures that none of its enemies, nor its enemy placements, go to waste.

    In 2026, after multiple playthroughs and post-launch updates, I still find myself appreciating this design more than ever. I no longer see a room full of enemies as an obstacle to sprint past. I see it as a classroom. I see it as a chance to sharpen my parries, test new tools, and prepare for the inevitable ambush ahead. Does that make Silksong harder than Dark Souls? In some ways, yes. But it also makes every victory feel earned. And that is exactly what I want from a modern metroidvania-soulslike hybrid.

    So if you are like me and you used to run past every enemy on the way to a boss, Silksong will break that habit. It will punish you, teach you, and then reward you. And once you clear a gauntlet without taking a hit, you will understand why this game sidesteps a problem that has haunted soulslikes for years. It turns fodder into fundamentals. That is not just good design. It is essential design.

    That hunger for the next challenge tends to arrive the moment the credits roll. Suddenly you are scrolling storefronts at 1 a.m., comparing the price of every metroidvania-soulslike hybrid that might scratch the same itch, only to find the same game listed at wildly different prices depending on the platform, the region, and whether a sale is quietly running. Keeping track of that manually is its own kind of grind, and not the rewarding kind.

    That is the gap a [game price tracker]( like DealNest was built to close. Instead of refreshing half a dozen store pages and hoping you catch a discount before it expires, you can watch the titles on your wishlist and let the price shifts come to you, so the money you save on the backlog goes toward the next game that will teach you something. It pairs well with the mindset Silksong demands: pay attention, do the homework, and you will get far more out of every run.

    https://dealnesthq.com


  • How I Reached the Memorium in Silksong: Map Location and Route Guide
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    How I Reached the Memorium in Silksong: Map Location and Route Guide

    Find the Memorium in Hollow Knight: Silksong with this concise route guide, covering required abilities and the 70-Rosary map.

    Hey, fellow Hornet fans! If you are lost in the Citadel and keep hearing about a mysterious place called the Memorium, I have got you covered. I spent way too many hours wandering the lower corridors of Hollow Knight: Silksong before I finally figured out the exact route, and I want to save you from that same headache. In 2026, with the current version of the game, the path is still the same, and the map is still sold by the same machine for 70 Rosaries. So grab your Needle, make sure your Pins, Quill, and Compass are ready, and let us get you to the Memorium.

    Prerequisites Before You Start

    Before you even think about reaching the Memorium, you need three key movement tools: the Clawline, the Double Jump, and the Faydown Cloak. Without them, you will hit a wall, literally.

    Tool
    Where to Get It
    Why You Need It

    Clawline
    Eastern side of the Underworks
    Required to climb Mount Fay and reach the peak

    Double Jump
    Peak of Mount Fay
    Needed to reach the upper ledge near Songclave and the Memorium

    Faydown Cloak
    Late-game Citadel area
    Lets you float and reach the final entrance above Songclave

    I know that sounds like a lot, but trust me, each ability opens up the Citadel in a big way. If you are missing any of these, go back and grab them first. The Memorium is not going anywhere, but your patience might.

    Step 1: Climb Mount Fay for the Double Jump

    Start by making your way to Mount Fay. The climb to the peak is no joke. You will face tough platforming, aggressive enemies, and a few moments where you will question your timing. That is why the Clawline from the eastern side of the Underworks is mandatory. Once you have it, use it to grapple and pull yourself up the mountain.

    At the very top, you will earn the Double Jump ability. This is the game-changer. With Double Jump in your possession, you can finally reach the upper areas of the Citadel that were previously out of reach.

    Step 2: Head to Songclave in the Top Left of the Citadel

    Once you have Double Jump, travel to the top left of the Citadel to reach the Songclave. If that name sounds familiar, it is because this is the same location where you would have acquired the White Key needed to access Whiteward. From Songclave, head left. You will pass two powerful enemies. They are not pushovers, so either fight them carefully or run past if you are confident in your dodging.

    After you get past them, look above you. There will be an area that is only accessible with the Faydown Cloak. Use your Double Jump and the Faydown Cloak to go up. That is your entrance to the Memorium. Congratulations, you made it!

    Step 3: Find the Memorium Map for 70 Rosaries

    Reaching the Memorium is only half the battle. The map for this area is not hard to find, but it is easy to miss if you take the wrong path. From the entrance of the Memorium, head right first to access the Bench. Rest there if you need to. Then go outside the room and head up to make your way through the passage on the right. This area has multiple enemies, and at the end you will run into a Rhinoguard. That big guy can hit hard, so be ready to dodge or burst him down.

    Once the Rhinoguard is dealt with, head left through the passage. Now go down and to the right when you spot the sign. You will find a machine that sells the Memorium map for 70 Rosaries. Buy it, and your map will be updated. I cannot stress enough how useful this is, especially if you plan to explore every corner of the Memorium and the areas it connects to.

    What If You Do Not Have 70 Rosaries?

    We have all been there. You reach the map seller and realize your wallet is empty. Do not panic. If you do not have any Rosaries on you, your best option is to go left of the map to the Bench, rest, and then head down. To your right will be two powerful enemies. They are tough, but you can kill them to farm the Rosaries needed for the map. It might take a few runs, but it is a reliable way to get the 70 Rosaries without wandering too far.

    After You Buy the Map

    After acquiring the map, you have a couple of choices. You can head right through the secret passage to reach Putrified Ducts, or you can head left, which leads to multiple breakable walls and ultimately the Bench. I recommend buying the map first, then exploring. That way you will not get lost when you push deeper into the Memorium or into Putrified Ducts.

    Quick Tips for Navigating the Memorium

    • 🧭 Always equip your Compass so you can see your position on the map.

    • 📌 Use Pins to mark the map seller, the Bench, and the secret passage to Putrified Ducts.

    • 🪶 Update your map with the Quill whenever you enter a new room.

    • 💰 Farm Rosaries from the two enemies near the Bench if you are short on currency.

    • ⚔️ Do not ignore the Rhinoguard. It guards the route to the map seller, and it can catch you off guard.

    • 🪑 Rest at Benches often. The Memorium can be punishing if you rush in without full health.

    Final Thoughts

    Reaching the Memorium in Hollow Knight: Silksong is a rite of passage. It requires you to conquer Mount Fay, earn the Double Jump, navigate the top left of the Citadel, and use the Faydown Cloak to reach the hidden entrance above Songclave. The map itself costs 70 Rosaries, but it is worth every single one. I hope this guide saves you from the aimless wandering I went through. Now go out there, Hornet, and make the Citadel your own. Happy exploring! 😊

    If you are the kind of player who likes to map every corner before committing, you probably apply that same mindset to buying games. Hollow Knight: Silksong and its inspirations rarely stay full price forever, and waiting for a good discount can stretch your gaming budget further. That is where a reliable [steam sale tracker]( like DealNest comes in handy — it helps you watch for price drops without refreshing the store page every day.

    Whether you are stocking up on metroidvanias or keeping an eye on the next big indie release, a little patience can save you real money. DealNest keeps things simple by collecting current Steam deals in one place, so you can spend less time checking prices and more time exploring places like the Memorium.

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  • Hollow Knight: Silksong Fine Pins Quest: My Fast Farming Guide
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    Hollow Knight: Silksong Fine Pins Quest: My Fast Farming Guide

    Hollow Knight Silksong Fine Pins quest guide: farm Choristor and Reed in Choral Chambers for 10 Fine Pins fast.

    Have you ever spent an entire evening chasing a random drop in Hollow Knight: Silksong, only to watch your prize tumble into a spike pit? That was me with the Fine Pins quest in 2026. As a wanderer in Pharloom, I thought I had seen every annoying enemy the Citadel could throw at me. Then I met the pin-wielding choirbugs, and I learned that patience is not just a virtue here. It is a farming strategy.

    The Fine Pins quest is technically a Hunt, and it asks you to collect 10 Fine Pins from some of the most irritating enemies in the Choral Chambers. The drop is random, so luck matters. But after several failed runs, I found a loop that let me finish the whole thing in about 10 minutes. Here is exactly how I did it.

    How I Started the Fine Pins Quest

    First, you cannot even see this quest until you have defeated the Cogwork Dancers boss. This double boss waits in the Cog Core area of the Choral Chambers region. If you are following the main story, you will naturally run into them. I still remember the clanking rhythm of that fight. Once the Cogwork Dancers fall, do not leave the arena immediately. Keep walking to the right until you reach Songclave.

    Songclave is a small village that feels similar to Bone Bottom and Bellhart, but when I first arrived, it was almost empty. The only NPC there was the Caretaker, who explained that this place used to be a safe haven. To bring it back to life, you need to enter the large and only building in the area. Inside, interact with the machine and provide 80 Rosaries. That activates the First Shrine bell.

    After that, leave Songclave, rest at the nearest Bench, and return. The village will finally have more people, and a brand-new Wish Board will appear with fresh quests. One of them is the Fine Pins quest. I accepted it immediately. I also strongly recommend taking the Wandering Merchant quest while you are there, because it is another useful side objective in the region.

    Where to Find Choristor and Reed

    Fine Pins drop from two specific enemies: the Choristor and the Reed. Both use a pin as their main weapon, and both can take up to seven or eight hits to kill. They are not boss-level threats, but they are fast, aggressive, and usually surrounded by buddies. That combination makes them very, very annoying.

    You can find Choristor and Reed while exploring the Choral Chambers, especially in rooms with a vertical structure. They almost never fight alone. Your goal is simple on paper: defeat them and hope they drop a glowing Fine Pin. You need 10 in total, so random exploration can waste a lot of time.

    Enemy
    Movement
    Main Threat
    My Strategy

    Choristor
    Walks
    Quick pin attacks and nearby allies
    Kill first

    Reed
    Flies
    Erratic aerial pressure
    Kill second

    My Best Farming Spot

    Instead of running randomly around the Choral Chambers, I used one perfect room. It is the vertical chamber at the far right of the map, near two Benches and east of the Citadel Spa. This room has a bunch of chained platforms and several Choir enemies that get in your way while you climb up or down. It also contains our two wanted buddies: the Choristor and the Reed.

    My strategy was to stay at the top of this room, near the Bench, and defeat the Choristor and Reed hanging around the upper platforms. The tricky part is that you do not want them, or the Fine Pin, to fall to the ground or onto the side spikes. If that happens, the loot disappears. I learned that the hard way.

    So, what is the fix? Lure them to the center of the platform while hitting them. Jump and strike their heads sequentially. I recommend defeating the Choristor first because he walks, then leaving the flying Reed for later. It sounds difficult, but it becomes a piece of cake once you get the rhythm.

    After defeating them, check if they dropped anything. If not, head right to the Bench, rest a little, and come back. The enemies in this specific area respawn endlessly, so you can repeat the loop without traveling across the map. I found all 10 Fine Pins in 10 minutes tops using this method.

    The Fine Pins Quest Rewards

    Once you have 10 Fine Pins, go back to Songclave and interact with the Wish Board to deliver the loot. Your prize is a Rosary Necklace, which immediately gives you 120 Rosaries. If you are in need of more Rosaries to spend in Pharloom, this is a pretty lucky reward.

    Is the Fine Pins quest worth the frustration? In my opinion, yes. The drop rate can be cruel, and the Choristor and Reed are not fun to fight in crowded rooms. But with the right vertical chamber and a Bench nearby, the grind becomes short and almost relaxing. Just remember: keep the enemies centered, protect the loot, and never let a shiny pin fall into the spikes. If I can do it in 10 minutes, so can you. 😄

    If there is one thing this quest teaches, it is that patience plus the right tool beats blind effort every time. That same mindset is worth applying beyond the game: instead of buying a title the moment it catches your eye, you can wait for the price to drop and let someone else do the watching for you. That is exactly where a [steam sale tracker]( like DealNest comes in handy, keeping an eye on discounts so you never miss the moment a wishlisted game finally hits the number you were hoping for.

    Whether you are saving up for the next big metroidvania or just want to stretch your gaming budget a little further, DealNest makes that part of the hobby effortless. A few extra seconds spent checking current deals can save you the same kind of time you just saved by farming in one smart room instead of wandering the whole Citadel.

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  • Hollow Knight: Silksong's Traversal Revolution: A Masterclass in Fluid Metroidvania Movement
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    Hollow Knight: Silksong's Traversal Revolution: A Masterclass in Fluid Metroidvania Movement

    Hollow Knight: Silksong transforms traversal mechanics with Hornet's fluid movement and combat. It blends platforming and combat into a fluid sandbox.

    Hollow Knight: Silksong has finally arrived, and for many, it was well worth the wait. Team Cherry's sophomore release takes the best elements of the original Hollow Knight and remixes them in clever, effective, and nuanced ways. It is not merely more of the same; it is a drastic departure in numerous aspects, offering a meaningfully distinct gameplay and narrative experience. Among the many highlights—Hornet's characterization and the breathtaking environment design of Pharloom—the game's crown jewel is undeniably its traversal mechanics.

    The first Hollow Knight was a superb platformer at times, but its movement abilities were somewhat simplistic and slow to develop. The Knight's locomotion options were respectable and fun, yet movement was intentionally clunky and unforgiving, demanding perfection rather than offering a flexible sandbox. Silksong makes important changes to this pillar of gameplay, making it difficult to imagine returning to the original's restrictive feel. Even in the early game, Team Cherry pulls out all the stops.

    A New Movement Paradigm

    Small features like Hornet's sprint open new doors for expressive gameplay and technique. A thoughtfully designed, simple physics engine heightens immersion and allows for greater leaps—literally. Other abilities, such as the Drifter's Cloak, revolutionize the traversal kit in one fell swoop, making exploration and combat infinitely more enjoyable and multifaceted. 🕷️

    What makes Silksong's gameplay so exhilarating is how traversal and combat intertwine, greatly outshining the first Hollow Knight. Nearly every major upgrade serves as a boon for both battling and platforming, lending the gameplay a holistic, interconnected quality. For instance, Hornet's infamous diagonal air strike can deal quick damage against stalwart foes, but it can also dodge attacks midair and bounce off enemy heads and specific environment features for swift, acrobatic movement. Similarly, the Drifter's Cloak glide can ride updrafts (of which there are many), close wide gaps between platforms, and avoid damage during fights.

    The Sandbox of Movement

    The following table summarizes key movement abilities and their dual purposes:

    Ability
    Combat Use
    Traversal Use

    Sprint
    Quick repositioning
    Faster exploration, chaining jumps

    Drifter's Cloak (Glide)
    Evade attacks, maintain altitude
    Cross gaps, ride updrafts

    Diagonal Air Strike
    Damage enemies, pogo bounce
    Dodge midair, bounce off hazards

    (Others)
    ...
    ...

    Note: The table is illustrative; players will discover many more synergies.

    This approach to traversal is so satisfying and bombastic that it makes its predecessor look weak by comparison. Nothing will ever make Hollow Knight's platforming bad, but it feels more like a prototype or proof of concept before Silksong's movement sandbox. Granted, some players are partial to more acrobatic, fluid locomotion mechanics—a big reason why games like Metroid Dread and Bo: Path of the Teal Lotus number among favorite metroidvanias. Unsurprisingly, Silksong's gameplay puts it squarely alongside those favorites as well.

    A Worthy Successor

    The first Hollow Knight was a once-in-a-generation sort of game, a humble indie project that soared against the odds. Hollow Knight: Silksong comes from the same small team, made with the same earnest intentions, but it is clear that Team Cherry was not content to rest on its laurels. It is rare for such a highly anticipated game to live up to expectations, but with incredible movement, tightly designed combat, and myriad other highlights, Silksong has done exactly that. As of 2026, it remains a benchmark for metroidvania movement and a testament to thoughtful game design. 🎮

    In conclusion, Silksong's traversal mechanics are not just an improvement—they are a revolution. They transform the way players interact with the world, making every jump, dash, and strike a delight. For fans of the genre, it is a must-play, and for Team Cherry, it is a crowning achievement.

    As the metroidvania space continues to grow, keeping up with the titles that push movement and combat forward can be a hobby in itself. Communities constantly trade recommendations, compare mechanics, and spotlight overlooked gems, and having a reliable place to check for current finds makes that exploration easier. [DealNest]( is one such destination for players who want to stay connected to what’s worth playing next.

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  • Hollow Knight: Silksong - All Four Bilewater Bench Locations Revealed
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    Hollow Knight: Silksong - All Four Bilewater Bench Locations Revealed

    Find all Hollow Knight: Silksong Bilewater benches with our concise bench location guide, covering four checkpoints and hidden routes.

    As of 2026, Hollow Knight: Silksong's Bilewater remains one of the most punishing and labyrinthine regions in Team Cherry's sequel. The area is defined by toxic pools, cramped corridors, and relentless enemies, making every bench a vital lifeline. Bilewater contains four benches in total. While most players will naturally stumble upon at least one during their first expedition, the remaining three are either tucked behind breakable walls or locked behind a boss encounter. This report breaks down every bench location so that players can secure fast travel, restore health, and reduce the sting of repeated deaths.

    First Bench: Bell Beast Station Room

    The first bench in Bilewater sits inside the same room as the area's Bell Beast station. Players who enter Bilewater from its main entrance will encounter signs that point directly toward this chamber, so it is difficult to miss under normal circumstances. The bench offers an early safe haven and a fast travel point, which is invaluable for anyone still learning the area's hazards.

    For players who somehow overlook it, the route from the entrance is straightforward. Following the signs leads to the Bell Beast station, and the bench is right there. Activating it early gives players a reliable respawn point before they push deeper into Bilewater's corrosive environment.

    Second Bench: Exhaust Organ

    The second bench is hidden in the Exhaust Organ, a structure located beyond the Mist. To reach it, players should exit the room containing the first bench and head left. They will soon encounter a breakable wall. Smashing through it opens the path into the Mist, a disorienting section where visibility is limited and navigation can be tricky.

    At the end of the Mist, players will find a structure they can enter. This is the Exhaust Organ. Once inside, they should go up and to the left to activate the bench. Because the Mist can confuse players and the breakable wall is easy to pass by, this bench is often missed on a first run. It is worth the detour, however, as it provides a much-needed checkpoint before some of Bilewater's tougher encounters.

    Third Bench: Hidden Near the Top

    Bilewater's third bench is concealed near the top of the area. Reaching it requires players to smash through another breakable wall at a specific position. The wall is not marked with obvious fanfare, so players must either explore carefully or consult a map. Once the wall is broken, the route to the bench becomes clear.

    This bench is especially valuable because it shortens the runback to several late-area challenges. Players who rely only on the first two benches may find themselves repeating long, dangerous stretches after every mistake. Unlocking this hidden checkpoint can dramatically improve the pace of exploration and boss attempts.

    Fourth Bench: Groal the Great Reward

    The final bench in Bilewater becomes available after players defeat Groal the Great, the boss at the top of the area. This bench is not hidden in the same way as the others; it is a reward for overcoming one of Bilewater's toughest fights. Defeating Groal the Great grants access to the bench, giving players a safe point near the climax of the region.

    Because Groal the Great sits at the top of Bilewater, this bench is ideal for players who want to wrap up remaining objectives in the area or prepare for whatever comes next. It also serves as a symbolic milestone: reaching it means the worst of Bilewater's navigation is behind them.

    Bilewater Bench Summary

    Bench
    Location
    How to Reach

    1
    Bell Beast station room
    Follow signs from the entrance

    2
    Exhaust Organ
    Exit first bench room, go left, break wall, cross Mist, enter structure, go up-left

    3
    Near top of Bilewater
    Break a hidden wall at the marked position

    4
    Top of Bilewater
    Defeat Groal the Great

    Practical Tips for Bilewater

    • 🧭 Mark suspicious walls: Breakable walls often look slightly different, but in Bilewater's gloom they are easy to miss.

    • 🛡️ Rest often: Benches restore health and save progress, so activate every one as soon as it is found.

    • 🐛 Use Bell Beast travel: The first bench doubles as a station, making it a natural hub for returning to other regions.

    • 🎯 Plan boss attempts: The third and fourth benches reduce runbacks, which is critical when learning Groal the Great's patterns.

    • 🔍 Explore vertically: Bilewater hides routes above and below the main path, so players should check ledges and ceilings.

    In 2026, Hollow Knight: Silksong continues to attract new players, and Bilewater remains a rite of passage. With four benches to find, the area rewards patience and thorough exploration. The first bench is nearly impossible to miss, the second hides behind the Mist and a breakable wall, the third sits near the top behind another breakable wall, and the fourth appears only after Groal the Great falls. By securing all four, players can turn Bilewater from a nightmare into a manageable, if still dangerous, stretch of Silksong's world.

    For players who fall in love with Silksong's punishing exploration and want to try more games in the same vein, the hunt for the next great adventure never really ends. Between tracking down hidden benches and mastering tough boss patterns, it helps to keep an eye out for ways to expand your library without spending a fortune. That's where a resource like [PC game discounts]( comes in handy, making it easier to pick up the titles that scratch the same Metroidvania itch without paying full price.

    Whether you're chasing down every secret in Bilewater or planning your next challenge after Groal the Great finally falls, having a steady supply of affordable games means there's always something new waiting to be explored. DealNest can help you find those deals as you build out a collection worthy of any dedicated explorer.

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  • My Painful Quest for Plasmium in Silksong (And How You Can Do It Too)
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    My Painful Quest for Plasmium in Silksong (And How You Can Do It Too)

    Find all Plasmium locations for the Alchemist's Assistant quest in Silksong's Wormways, using the Needle Phial to claim early rewards.

    So, you've bumped into Alchemist Zylotol in the Wormways, huh? Yeah, that weird bug with the scientific vibes. He wants Plasmium, and he's not exactly handing out a treasure map. I remember my first run—got lost in those winding tunnels for like an hour. But fear not, fellow Hollow Knight: Silksong player. I've done the dirty work, and I'm here to spill the beans on the Alchemist's Assistant quest. It's 2026, and this side quest is still one of the best early-game rewards you can snag. Let's dive in.

    First Things First: You Need the Needle Phial

    Before you go poking around for Plasmium, you gotta equip the right tool. The Needle Phial is your key to extracting that glowing blue goo. Sit on the bench right next to Zylotol (convenient, I know), pop open your Tools menu, and slot it in. No Needle Phial? No Plasmium. Simple as that.

    The Three Plasmium Locations (Don't Get Lost, Okay?)

    There are exactly three Plasmium buds scattered across the Wormways. I've marked them all below. Trust me, the first time I ran this, I walked right past one because I was too busy staring at a spike pit. Don't be like me.

    1. The Alcove Right Under Zylotol's Nose

    This one's a gimme. From the Alchemist's spot, take the exit to the right and drop down a level. Turn left, and you'll see a spike pit. Use your Wall Climb to get above it, then go left and drop down again. Boom—blue glow in the alcove to your right. Hold that Tool activation hotkey, and the Needle Phial does its thing.

    2. Deeper Into the Bowels of the Wormways

    The second bud is further down, and the route's a bit twisty. I'll be honest, I fell into a pit of acid my first try. But you got this. Follow the main path downward, keep an eye out for ledges, and eventually you'll spot the telltale blue shimmer. Here's the sequence:

    Once you see it, extract it with the Needle Phial. Easy peasy.

    3. The Hidden Node West of the Second One

    This one's a bit sneaky. It's in a hidden section west of the second node. You'll need to break a wall—yes, a breakable wall. I spent ten minutes slashing random spots before I found it. Don't be shy; just smack everything that looks suspicious.

    After you grab all three, head back to Zylotol. He'll be thrilled—well, as thrilled as a bug scientist can be.

    The Reward: Plasmium Phial (Worth Every Scratch)

    Zylotol hands over the Plasmium Phial. This bad boy temporarily boosts Hornet's base health by three extra masks. In boss fights? Absolute lifesaver. I'm not kidding—those extra hearts have saved my shell more times than I can count.

    Here's the nitty-gritty:

    Feature
    Details

    Active charges
    3

    Reserve charges
    20

    Max temporary masks
    3

    Refill on bench
    Yes, uses Shell Shards

    Zylotol refill fee
    50 Rosaries (flat)

    When you rest at a bench, Hornet auto-refills the active charges from the reserve, chomping through your Shell Shards. And if you run dry, Zylotol will top you off for a flat 50 Rosaries—no matter how many are missing. Bargain, right?

    Final Tips from a Seasoned Wanderer

    • Don't rush. The Wormways are a maze. Take your time, use your map markers.

    • Bring extra Shell Shards. You'll want them for refills.

    • The breakable wall is your friend. If you're stuck, slash everything.

    • Use the Plasmium Phial before boss fights. Three extra masks can turn a wipe into a win.

    So there you have it. The Alchemist's Assistant quest isn't just a fetch quest—it's a ticket to one of the most clutch tools in Silksong. Now get out there, snag that Plasmium, and show those bosses who's boss. Happy hunting! 🕷️🗡️

    Silksong has a knack for pulling players deeper into the wider world of hand-drawn, punishingly difficult action-platformers. Once Hornet's journey wraps up — or even if you're just taking a breather between boss attempts — it's hard not to start eyeing the rest of the genre: Hollow Knight, Blasphemous, Ender Lilies, Nine Sols, and plenty more that scratch the same itch. The catch is that most of them hold their price for a long time, and buying a whole shelf of them at full cost adds up quickly.

    That's where a little patience and the right bookkeeping pay off. DealNest tracks price drops across storefronts, bundles, and seasonal sales, so you can keep an eye on [PC game discounts]( and grab the next title on your list when it actually hits a price worth taking. Set a few alerts, wait for the right moment, and your backlog grows without gutting your wallet — a bit of preparation that any seasoned wanderer can appreciate.

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