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		<title><![CDATA[Forums - All Forums]]></title>
		<link>https://forum.oldadmins.biz.hr/</link>
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		<pubDate>Sat, 31 Oct 2026 12:49:29 +0000</pubDate>
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			<title><![CDATA[Silksong’s Alchemist’s Assistant Quest: Plasmium Locations and Plasmium Vial Reward]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=224</link>
			<pubDate>Sat, 31 Oct 2026 11:55:02 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=224</guid>
			<description><![CDATA[In 2026, Hollow Knight: Silksong’s Wormways remains a dangerous detour for even seasoned players, but the Alchemist’s Assistant quest gives the brave a chance to turn a strange blue substance into a lifesaving advantage. The optional assignment from Alchemist Zylotol sends the Knight through cramped tunnels, falling worms, spike pits, and false walls in search of three plasmium deposits. The payoff is the Plasmium Vial, a trap item that grants temporary blue health and can pull a run back from the brink. The quest is not especially long, yet its hidden route and unusual reward make it one of the Wormways’ most memorable secrets.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae531ffe666713e4f17e4d42OG8vEQm07" loading="lazy"  alt="[Image: 6ae531ffe666713e4f17e4d42OG8vEQm07]" class="mycode_img" /><br />
<br />
Quest Start and Requirements ?️<br />
<br />
The Alchemist’s Assistant quest begins only after the Knight has unlocked the Wormways. Access requires the Simple Key, which can be obtained in one of two ways at this stage: it can be bought from Pebb for 500 Rosary, or it can drop from a strong enemy at the top of Sinner’s Road. The first option is the more likely path for most adventurers, but either method works. Once the key is in hand, it must be used on the Wormways’ door in the top left portion of the Mosslands.<br />
<br />
Requirement<br />
Detail<br />
<br />
Simple Key<br />
Purchased from Pebb for 500 Rosary or dropped by a strong enemy at the top of Sinner’s Road<br />
<br />
Wormways access<br />
Use the Simple Key on the door in the top left portion of the Mosslands<br />
<br />
Cling Grip<br />
Obtained in Shellwood after defeating Sister Splinter and claiming it from the Herrah statue<br />
<br />
Reaching Alchemist Zylotol ?<br />
<br />
Inside the Wormways, Alchemist Zylotol is located at the topmost portion of the map in the center. His chamber sits in an opening above a long wall, which means Cling Grip is required to reach him. Players who do not already have Cling Grip must venture into Shellwood, defeat Sister Splinter, and claim the ability from the Herrah statue at the top of the area. With wall-climbing available, the Knight can mount the walls and speak with Zylotol.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532064380708a4e2a951c69lEMrZS07" loading="lazy"  alt="[Image: 6ae532064380708a4e2a951c69lEMrZS07]" class="mycode_img" /><br />
<br />
After accepting the quest to gather plasmium, players should not leave immediately. The special equipment from Zylotol must be equipped first. The Knight should sit on the bench to the Alchemist’s left and equip the Needle Phial to the trap slot. This step is easy to overlook, but it is essential for harvesting the blue deposits scattered through the area.<br />
<br />
Plasmium Harvesting Basics ?<br />
<br />
Each plasmium deposit appears as a bright blue liquid-filled flower, making it difficult to miss once it comes into view. When the Knight reaches a deposit, the trap button must be held down until the phial is charged. Releasing the button then injects and absorbs the plasmium contents. The process is simple, but the journey between deposits is where the Wormways tests patience and precision.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae5320d34de3ae65838f85fcMxdJ3ml07" loading="lazy"  alt="[Image: 6ae5320d34de3ae65838f85fcMxdJ3ml07]" class="mycode_img" /><br />
<br />
First Plasmium Location<br />
<br />
The first plasmium is the closest and most misleading of the group. Although the Alchemist’s instructions point toward the bowels of the Wormways, this deposit is actually near the Alchemist. After leaving Zylotol’s room and descending into the main Wormways chamber, the route takes a slight left and drops past falling worms. The Knight then continues left, climbs a small hill, and floats down toward a blue light and an alcove on the right. The plasmium sits nestled within that alcove, ready for harvesting.<br />
<br />
Second Plasmium Location<br />
<br />
From the Alchemist’s room, the Knight must head for the bottom of the Wormways. The path goes down two rooms from Zylotol, into a dark portion of the map where visibility is limited. From the entrance into this area, players should stay right and navigate the corridors downward. When moss begins to appear, the route shifts to the right. As with the first deposit, the Knight should head toward the blue light as soon as it appears, which leads directly to the second plasmium location.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532136304e852d1bd78aeOSJWmXci07" loading="lazy"  alt="[Image: 6ae532136304e852d1bd78aeOSJWmXci07]" class="mycode_img" /><br />
<br />
Third Plasmium Location<br />
<br />
The third plasmium demands a more careful route toward the bottom left corner of the Wormways. From the second deposit, the Knight must head up and left against the falling worms. A small enemy spawns on the wall to the left above a pit of spikes. The Knight continues past this enemy, moving up and left through an entrance into the next area. In the following room, a dash across the gap is required while avoiding falling worms. The route then goes left as far as possible until a wall is reached and a drop becomes available. The Knight slides down the wall on the left side, landing on a platform to avoid the spikes below. A false wall to the left must be broken to open the final path. The route then requires platforming along the path, jumping over spikes at the top of a wall, and sliding down the far left wall as before. From there, the plasmium’s light becomes visible, and the Knight can jump across the spikes to the alcove where the vial is tucked away.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532190b782e4c75641e3eqFjVpqZh07" loading="lazy"  alt="[Image: 6ae532190b782e4c75641e3eqFjVpqZh07]" class="mycode_img" /><br />
<br />
Hidden Previous Assistant ?️<br />
<br />
From the third plasmium location, the Knight can jump across the spikes to a nearby ledge. Hidden in the shadows to the left is a breakable wall. Going through it and continuing left reveals a large chamber. The Alchemist’s previous assistant can be found there, overgrown with plasmium or lifeblood. There is no reward in this room, but discovering the assistant unlocks unique dialogue with Alchemist Zylotol. It is a small narrative reward that adds context to the quest and the Alchemist’s research.<br />
<br />
Rewards for Clearing the Quest ?<br />
<br />
Once the Knight returns to Alchemist Zylotol, he grants a new charm: the Plasmium Vial. It is a trap item that gives a temporary mask of blue health for each use. Although it is classified as a trap, it is unique in several important ways. It does not use scraps to recharge, it holds 20 reserve charges on its own, and it can be used three times per rest. Players must visit the Alchemist each time they want to replenish reserve charges. The health does stack, but the blue masks disappear when resting at a bench. Even with the three-use limit, the trap is exceptionally useful for escaping a tight bind.<br />
<br />
Plasmium Vial Feature<br />
Effect<br />
<br />
Item type<br />
Trap charm<br />
<br />
Activation<br />
Grants a temporary blue health mask per use<br />
<br />
Recharge cost<br />
Does not use scraps<br />
<br />
Reserve capacity<br />
20 charges<br />
<br />
Rest limit<br />
Three uses per rest<br />
<br />
Refill method<br />
Visit Alchemist Zylotol<br />
<br />
Bench behavior<br />
Blue masks vanish when resting<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532218ab4b0c12c6109661wFCYYOt07" loading="lazy"  alt="[Image: 6ae532218ab4b0c12c6109661wFCYYOt07]" class="mycode_img" /><br />
<br />
For 2026 players revisiting Silksong’s optional content, the Alchemist’s Assistant quest remains a strong example of how hidden routes, unusual resources, and narrative details can combine into a rewarding side adventure. The Plasmium Vial may not replace a full healing strategy, but its reserve charges and temporary blue masks give the Knight a valuable emergency tool in one of the game’s most hostile underground regions.<br />
<br />
Exploring every corner of Silksong for hidden chambers and quest rewards is its own kind of treasure hunt, and that same patience can make a difference when you’re looking for value outside the game. Whether you’re comparing prices on a new title or keeping an eye out for limited-time discounts, having a reliable place to check saves time and helps you avoid missing worthwhile offers.<br />
<br />
<a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a handy resource for that kind of browsing, bringing deal-focused information together so you can spend less time searching and more time playing. It pairs well with the completionist mindset—just as you’d double-check a false wall for a hidden route, it pays to check a dedicated deal hub before making your next purchase.]]></description>
			<content:encoded><![CDATA[In 2026, Hollow Knight: Silksong’s Wormways remains a dangerous detour for even seasoned players, but the Alchemist’s Assistant quest gives the brave a chance to turn a strange blue substance into a lifesaving advantage. The optional assignment from Alchemist Zylotol sends the Knight through cramped tunnels, falling worms, spike pits, and false walls in search of three plasmium deposits. The payoff is the Plasmium Vial, a trap item that grants temporary blue health and can pull a run back from the brink. The quest is not especially long, yet its hidden route and unusual reward make it one of the Wormways’ most memorable secrets.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae531ffe666713e4f17e4d42OG8vEQm07" loading="lazy"  alt="[Image: 6ae531ffe666713e4f17e4d42OG8vEQm07]" class="mycode_img" /><br />
<br />
Quest Start and Requirements ?️<br />
<br />
The Alchemist’s Assistant quest begins only after the Knight has unlocked the Wormways. Access requires the Simple Key, which can be obtained in one of two ways at this stage: it can be bought from Pebb for 500 Rosary, or it can drop from a strong enemy at the top of Sinner’s Road. The first option is the more likely path for most adventurers, but either method works. Once the key is in hand, it must be used on the Wormways’ door in the top left portion of the Mosslands.<br />
<br />
Requirement<br />
Detail<br />
<br />
Simple Key<br />
Purchased from Pebb for 500 Rosary or dropped by a strong enemy at the top of Sinner’s Road<br />
<br />
Wormways access<br />
Use the Simple Key on the door in the top left portion of the Mosslands<br />
<br />
Cling Grip<br />
Obtained in Shellwood after defeating Sister Splinter and claiming it from the Herrah statue<br />
<br />
Reaching Alchemist Zylotol ?<br />
<br />
Inside the Wormways, Alchemist Zylotol is located at the topmost portion of the map in the center. His chamber sits in an opening above a long wall, which means Cling Grip is required to reach him. Players who do not already have Cling Grip must venture into Shellwood, defeat Sister Splinter, and claim the ability from the Herrah statue at the top of the area. With wall-climbing available, the Knight can mount the walls and speak with Zylotol.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532064380708a4e2a951c69lEMrZS07" loading="lazy"  alt="[Image: 6ae532064380708a4e2a951c69lEMrZS07]" class="mycode_img" /><br />
<br />
After accepting the quest to gather plasmium, players should not leave immediately. The special equipment from Zylotol must be equipped first. The Knight should sit on the bench to the Alchemist’s left and equip the Needle Phial to the trap slot. This step is easy to overlook, but it is essential for harvesting the blue deposits scattered through the area.<br />
<br />
Plasmium Harvesting Basics ?<br />
<br />
Each plasmium deposit appears as a bright blue liquid-filled flower, making it difficult to miss once it comes into view. When the Knight reaches a deposit, the trap button must be held down until the phial is charged. Releasing the button then injects and absorbs the plasmium contents. The process is simple, but the journey between deposits is where the Wormways tests patience and precision.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae5320d34de3ae65838f85fcMxdJ3ml07" loading="lazy"  alt="[Image: 6ae5320d34de3ae65838f85fcMxdJ3ml07]" class="mycode_img" /><br />
<br />
First Plasmium Location<br />
<br />
The first plasmium is the closest and most misleading of the group. Although the Alchemist’s instructions point toward the bowels of the Wormways, this deposit is actually near the Alchemist. After leaving Zylotol’s room and descending into the main Wormways chamber, the route takes a slight left and drops past falling worms. The Knight then continues left, climbs a small hill, and floats down toward a blue light and an alcove on the right. The plasmium sits nestled within that alcove, ready for harvesting.<br />
<br />
Second Plasmium Location<br />
<br />
From the Alchemist’s room, the Knight must head for the bottom of the Wormways. The path goes down two rooms from Zylotol, into a dark portion of the map where visibility is limited. From the entrance into this area, players should stay right and navigate the corridors downward. When moss begins to appear, the route shifts to the right. As with the first deposit, the Knight should head toward the blue light as soon as it appears, which leads directly to the second plasmium location.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532136304e852d1bd78aeOSJWmXci07" loading="lazy"  alt="[Image: 6ae532136304e852d1bd78aeOSJWmXci07]" class="mycode_img" /><br />
<br />
Third Plasmium Location<br />
<br />
The third plasmium demands a more careful route toward the bottom left corner of the Wormways. From the second deposit, the Knight must head up and left against the falling worms. A small enemy spawns on the wall to the left above a pit of spikes. The Knight continues past this enemy, moving up and left through an entrance into the next area. In the following room, a dash across the gap is required while avoiding falling worms. The route then goes left as far as possible until a wall is reached and a drop becomes available. The Knight slides down the wall on the left side, landing on a platform to avoid the spikes below. A false wall to the left must be broken to open the final path. The route then requires platforming along the path, jumping over spikes at the top of a wall, and sliding down the far left wall as before. From there, the plasmium’s light becomes visible, and the Knight can jump across the spikes to the alcove where the vial is tucked away.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532190b782e4c75641e3eqFjVpqZh07" loading="lazy"  alt="[Image: 6ae532190b782e4c75641e3eqFjVpqZh07]" class="mycode_img" /><br />
<br />
Hidden Previous Assistant ?️<br />
<br />
From the third plasmium location, the Knight can jump across the spikes to a nearby ledge. Hidden in the shadows to the left is a breakable wall. Going through it and continuing left reveals a large chamber. The Alchemist’s previous assistant can be found there, overgrown with plasmium or lifeblood. There is no reward in this room, but discovering the assistant unlocks unique dialogue with Alchemist Zylotol. It is a small narrative reward that adds context to the quest and the Alchemist’s research.<br />
<br />
Rewards for Clearing the Quest ?<br />
<br />
Once the Knight returns to Alchemist Zylotol, he grants a new charm: the Plasmium Vial. It is a trap item that gives a temporary mask of blue health for each use. Although it is classified as a trap, it is unique in several important ways. It does not use scraps to recharge, it holds 20 reserve charges on its own, and it can be used three times per rest. Players must visit the Alchemist each time they want to replenish reserve charges. The health does stack, but the blue masks disappear when resting at a bench. Even with the three-use limit, the trap is exceptionally useful for escaping a tight bind.<br />
<br />
Plasmium Vial Feature<br />
Effect<br />
<br />
Item type<br />
Trap charm<br />
<br />
Activation<br />
Grants a temporary blue health mask per use<br />
<br />
Recharge cost<br />
Does not use scraps<br />
<br />
Reserve capacity<br />
20 charges<br />
<br />
Rest limit<br />
Three uses per rest<br />
<br />
Refill method<br />
Visit Alchemist Zylotol<br />
<br />
Bench behavior<br />
Blue masks vanish when resting<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532218ab4b0c12c6109661wFCYYOt07" loading="lazy"  alt="[Image: 6ae532218ab4b0c12c6109661wFCYYOt07]" class="mycode_img" /><br />
<br />
For 2026 players revisiting Silksong’s optional content, the Alchemist’s Assistant quest remains a strong example of how hidden routes, unusual resources, and narrative details can combine into a rewarding side adventure. The Plasmium Vial may not replace a full healing strategy, but its reserve charges and temporary blue masks give the Knight a valuable emergency tool in one of the game’s most hostile underground regions.<br />
<br />
Exploring every corner of Silksong for hidden chambers and quest rewards is its own kind of treasure hunt, and that same patience can make a difference when you’re looking for value outside the game. Whether you’re comparing prices on a new title or keeping an eye out for limited-time discounts, having a reliable place to check saves time and helps you avoid missing worthwhile offers.<br />
<br />
<a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a handy resource for that kind of browsing, bringing deal-focused information together so you can spend less time searching and more time playing. It pairs well with the completionist mindset—just as you’d double-check a false wall for a hidden route, it pays to check a dedicated deal hub before making your next purchase.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bellhart's Silk Situation: A 2026 Guide to Freeing Pharloom's Quirkiest Town]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=223</link>
			<pubDate>Sat, 31 Oct 2026 10:11:48 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=223</guid>
			<description><![CDATA[Bellhart is the kind of town that greets visitors with a chorus of creaking silk and a collective nap that would make a sloth jealous. In <span style="font-style: italic;" class="mycode_i">Hollow Knight: Silksong</span>, every resident of Pharloom's central burg has been strung up like a row of particularly unfortunate marionettes, and as of 2026, freeing them remains one of the game's most satisfying detours. The solution is not written on a welcome mat; it requires a westward trek, a map-buying spree, and a boss fight against a spider who treats tempo like a weapon. Think of it as a municipal rescue operation conducted by a very determined insect with a needle.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae531f5ded00b6ddc5602d0wJNSaxGk07" loading="lazy"  alt="[Image: 6ae531f5ded00b6ddc5602d0wJNSaxGk07]" class="mycode_img" /><br />
<br />
How to Reach the Bellhart Crown<br />
<br />
If the townsfolk are hanging from silk, logic suggests something above them is holding the strings. The goal, therefore, is to reach the top of Bellhart. Before any climbing begins, players should pick up two maps from Shakra: Bellhart for 40 Rosaries and Shellwood for 70 Rosaries. They are sold together, but the seller's location depends on how Hornet first entered Shellwood. Coming from Greymoor puts Shakra far westward, past the first Shellwood bench and a descending elevator, at the bottom-left exit of the elevator room. Coming from the Wormways places her east of the Greymoor–Far Fields connection. Finding her can feel like a cartographer mapping a city that keeps rearranging its streets, but the purchase is non-negotiable.<br />
<br />
With maps in hand, the main business of Shellwood awaits: defeat Sister Splinter and obtain Cling Grip. Once Cling Grip is acquired, the path above Bellhart opens by exiting Shellwood from the top-right corner of the map area. The cleanest route is to return to Sister Splinter's arena and head right.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae531fc026d61b8d07ee956yJzZcgNk07" loading="lazy"  alt="[Image: 6ae531fc026d61b8d07ee956yJzZcgNk07]" class="mycode_img" /><br />
<br />
How to Break the Silken Curse<br />
<br />
Inside the crown, the only sensible direction is downward. Bell enemies, including small respawning ones, populate the tunnels. Eventually, an exit points further down. Players should ignore it temporarily and open a shortcut to the left of this exit, which shortens future runs from the east Shellwood bench considerably. At the bottom, Widow waits in her chamber. She has several phases, including a false ending in the tradition of the old Soul Tyrant. Defeating her requires patience and a few habits that are easier to describe than to execute.<br />
<br />
Float over the ground boulder attack; do not dash over it.<br />
<br />
Watch for falling debris and projectiles before committing to an attack.<br />
<br />
Bring Silkstorm to punish Widow when a player would normally strike from above.<br />
<br />
When Widow plays music, dash to her and attack.<br />
<br />
Glide and take time landing after a jump; panic is not a strategy.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae53202ddad2d8dc36694c8Mxt3p0Ht07" loading="lazy"  alt="[Image: 6ae53202ddad2d8dc36694c8Mxt3p0Ht07]" class="mycode_img" /><br />
<br />
Fighting Widow can resemble a clockmaker reassembling a cuckoo clock while the cuckoo files a grievance, but the reward is worth the noise. After Widow falls, Hornet must Bind multiple times to absorb the power within, unlocking Needolin. The scene brightens, silk strands appear beside her, and the next steps are simple: cut the strands, then ring the bell by hitting the lever.<br />
<br />
What Do I Unlock by Freeing Bellhart?<br />
<br />
Once the bell rings, Bellhart's citizens begin to move again. The town becomes a proper hub. Players can shop at the ground-floor store, peruse the shops on the platforms above via the ladder on the left, and eventually own and decorate a home. Some stores require quests, or Wishes, to unlock or expand. Home ownership likewise requires upgrading Bellhart until Pavo hands over the key.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532038d82540da95fc1f2IpL2NWkK07" loading="lazy"  alt="[Image: 6ae532038d82540da95fc1f2IpL2NWkK07]" class="mycode_img" /><br />
<br />
Shop<br />
Service<br />
Notes<br />
<br />
Frey's Shop<br />
General store<br />
Sells general wares and furniture; requires 'My Missing Courier' to expand stock and the key from Pavo after Bellhart is fully upgraded.<br />
<br />
Pibb &amp; Tipp's Couriers<br />
Courier service<br />
Requires 'My Missing Courier' and 'My Missing Brother' to set up shop.<br />
<br />
Relic Seeker Scrounge<br />
Relic services<br />
Give relics to Scrounge to read their lore.<br />
<br />
Pinmaster Plinney<br />
Nail upgrade<br />
Upgrades nail damage; requires 'Pinmaster's Oil' for further upgrades.<br />
<br />
Shakra's Maps<br />
Map services<br />
Ring the bell to summon Shakra and buy missing map pieces.<br />
<br />
Freeing Bellhart is not a simple errand. It is a westward expedition, a map hunt, a descent through respawning bells, and a duel with a spider who conducts violence like a sommelier evaluating a vintage in a burning cellar. Yet the payoff is a town that finally exhales, a home to decorate, and a hub that makes the rest of Pharloom feel a little less hostile. In 2026, that remains a bargain worth every Rosary.<br />
<br />
If the expedition through Bellhart leaves you eager for another hand-drawn world to explore—or simply looking to stretch a gaming budget further before the next release—it helps to know where <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">where to buy cheap games</a>. DealNest gathers bargain-friendly game offers in one place, making it easier to compare options without turning a quick browse into another boss fight.]]></description>
			<content:encoded><![CDATA[Bellhart is the kind of town that greets visitors with a chorus of creaking silk and a collective nap that would make a sloth jealous. In <span style="font-style: italic;" class="mycode_i">Hollow Knight: Silksong</span>, every resident of Pharloom's central burg has been strung up like a row of particularly unfortunate marionettes, and as of 2026, freeing them remains one of the game's most satisfying detours. The solution is not written on a welcome mat; it requires a westward trek, a map-buying spree, and a boss fight against a spider who treats tempo like a weapon. Think of it as a municipal rescue operation conducted by a very determined insect with a needle.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae531f5ded00b6ddc5602d0wJNSaxGk07" loading="lazy"  alt="[Image: 6ae531f5ded00b6ddc5602d0wJNSaxGk07]" class="mycode_img" /><br />
<br />
How to Reach the Bellhart Crown<br />
<br />
If the townsfolk are hanging from silk, logic suggests something above them is holding the strings. The goal, therefore, is to reach the top of Bellhart. Before any climbing begins, players should pick up two maps from Shakra: Bellhart for 40 Rosaries and Shellwood for 70 Rosaries. They are sold together, but the seller's location depends on how Hornet first entered Shellwood. Coming from Greymoor puts Shakra far westward, past the first Shellwood bench and a descending elevator, at the bottom-left exit of the elevator room. Coming from the Wormways places her east of the Greymoor–Far Fields connection. Finding her can feel like a cartographer mapping a city that keeps rearranging its streets, but the purchase is non-negotiable.<br />
<br />
With maps in hand, the main business of Shellwood awaits: defeat Sister Splinter and obtain Cling Grip. Once Cling Grip is acquired, the path above Bellhart opens by exiting Shellwood from the top-right corner of the map area. The cleanest route is to return to Sister Splinter's arena and head right.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae531fc026d61b8d07ee956yJzZcgNk07" loading="lazy"  alt="[Image: 6ae531fc026d61b8d07ee956yJzZcgNk07]" class="mycode_img" /><br />
<br />
How to Break the Silken Curse<br />
<br />
Inside the crown, the only sensible direction is downward. Bell enemies, including small respawning ones, populate the tunnels. Eventually, an exit points further down. Players should ignore it temporarily and open a shortcut to the left of this exit, which shortens future runs from the east Shellwood bench considerably. At the bottom, Widow waits in her chamber. She has several phases, including a false ending in the tradition of the old Soul Tyrant. Defeating her requires patience and a few habits that are easier to describe than to execute.<br />
<br />
Float over the ground boulder attack; do not dash over it.<br />
<br />
Watch for falling debris and projectiles before committing to an attack.<br />
<br />
Bring Silkstorm to punish Widow when a player would normally strike from above.<br />
<br />
When Widow plays music, dash to her and attack.<br />
<br />
Glide and take time landing after a jump; panic is not a strategy.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae53202ddad2d8dc36694c8Mxt3p0Ht07" loading="lazy"  alt="[Image: 6ae53202ddad2d8dc36694c8Mxt3p0Ht07]" class="mycode_img" /><br />
<br />
Fighting Widow can resemble a clockmaker reassembling a cuckoo clock while the cuckoo files a grievance, but the reward is worth the noise. After Widow falls, Hornet must Bind multiple times to absorb the power within, unlocking Needolin. The scene brightens, silk strands appear beside her, and the next steps are simple: cut the strands, then ring the bell by hitting the lever.<br />
<br />
What Do I Unlock by Freeing Bellhart?<br />
<br />
Once the bell rings, Bellhart's citizens begin to move again. The town becomes a proper hub. Players can shop at the ground-floor store, peruse the shops on the platforms above via the ladder on the left, and eventually own and decorate a home. Some stores require quests, or Wishes, to unlock or expand. Home ownership likewise requires upgrading Bellhart until Pavo hands over the key.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae532038d82540da95fc1f2IpL2NWkK07" loading="lazy"  alt="[Image: 6ae532038d82540da95fc1f2IpL2NWkK07]" class="mycode_img" /><br />
<br />
Shop<br />
Service<br />
Notes<br />
<br />
Frey's Shop<br />
General store<br />
Sells general wares and furniture; requires 'My Missing Courier' to expand stock and the key from Pavo after Bellhart is fully upgraded.<br />
<br />
Pibb &amp; Tipp's Couriers<br />
Courier service<br />
Requires 'My Missing Courier' and 'My Missing Brother' to set up shop.<br />
<br />
Relic Seeker Scrounge<br />
Relic services<br />
Give relics to Scrounge to read their lore.<br />
<br />
Pinmaster Plinney<br />
Nail upgrade<br />
Upgrades nail damage; requires 'Pinmaster's Oil' for further upgrades.<br />
<br />
Shakra's Maps<br />
Map services<br />
Ring the bell to summon Shakra and buy missing map pieces.<br />
<br />
Freeing Bellhart is not a simple errand. It is a westward expedition, a map hunt, a descent through respawning bells, and a duel with a spider who conducts violence like a sommelier evaluating a vintage in a burning cellar. Yet the payoff is a town that finally exhales, a home to decorate, and a hub that makes the rest of Pharloom feel a little less hostile. In 2026, that remains a bargain worth every Rosary.<br />
<br />
If the expedition through Bellhart leaves you eager for another hand-drawn world to explore—or simply looking to stretch a gaming budget further before the next release—it helps to know where <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">where to buy cheap games</a>. DealNest gathers bargain-friendly game offers in one place, making it easier to compare options without turning a quick browse into another boss fight.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong's Hornet Stands Apart Through Movement and Animation]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=222</link>
			<pubDate>Fri, 30 Oct 2026 15:42:35 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=222</guid>
			<description><![CDATA[In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original remains widely regarded as one of the best games in the genre, which made the idea of a follow-up daunting. Yet Silksong has met that challenge in several visible ways: improved mobility mechanics, a long list of quality-of-life upgrades, and an art design that feels even more vibrant and hand-crafted than before. Those are the obvious upgrades. The more subtle upgrade is the way the game uses animation to make Hornet feel like a genuinely different protagonist.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e083e2dfeacf44ef5fae07GLuicP07" loading="lazy"  alt="[Image: 6ae3e083e2dfeacf44ef5fae07GLuicP07]" class="mycode_img" /><br />
<br />
The biggest change starts with the playable character. Hollow Knight put players in the small shoes of The Knight. Silksong hands the role to Hornet. Visually, the two are immediately distinct: Hornet is a little taller and slimmer, and her head shape is quite different from The Knight's. The contrast goes beyond silhouette. The Knight fights with a wide nail, slashing at enemies in broad arcs. Hornet uses a thin needle, stabbing quickly and striking from range. Fans first encountered that fighting style well before Silksong was announced, because Hornet appeared several times as a boss in the first Hollow Knight. That history gives her a presence that feels earned rather than invented for a sequel.<br />
<br />
Element<br />
The Knight<br />
Hornet<br />
<br />
Weapon<br />
Wide nail<br />
Thin needle<br />
<br />
Combat feel<br />
Broad slashes<br />
Quick stabs at range<br />
<br />
Movement identity<br />
Weightier and more grounded<br />
Lighter, agile and acrobatic<br />
<br />
Animation language<br />
Straightforward strikes<br />
Spins, twirls and low dashes<br />
<br />
Once players actually control Hornet, the core differences become obvious. She feels lighter on her feet almost immediately. Her agility is not a small stat tweak or a cosmetic detail; it shapes the first platforming challenges in Silksong. Hornet reaches ledges, changes direction and recovers from jumps in ways that make The Knight's movement feel more deliberate by comparison. The game's control scheme supports that feeling, but the animations are what sell it. Without the right motion, a fast character can still feel stiff. Silksong avoids that problem by making nearly every input look like part of Hornet's character.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e085a2cbef1f21d5fee465E73mtY07" loading="lazy"  alt="[Image: 6ae3e085a2cbef1f21d5fee465E73mtY07]" class="mycode_img" /><br />
<br />
The ledge jump is an early example. Players can grab onto platform edges and leap off them to gain height, and Hornet responds with a series of somersaults in the air. The move is functional, but it is also expressive. It tells players that this character is trained, precise and comfortable in vertical spaces. The same idea appears again in Hunter's March, where bouncing on the red flowers sends Hornet into a graceful twirl. Unlocking Swift Step adds another layer. The dash carries her across environments with her head and body held low, making the movement look streamlined rather than merely fast. Even the shift from a full sprint into a jump is elegant: Hornet leaps in a diagonal arc and adds a few stylish spins along the way.<br />
<br />
✅ The details are not limited to flashy traversal. Even a simple backstep, triggered by tapping the back button, sees Hornet perform a quick Castlevania: Symphony of the Night-like retreat before changing direction. It is the kind of animation many players might never think twice about, yet it quietly reinforces the same message. Hornet is not The Knight with a new sprite. She is a separate character with her own rhythm, posture and physical vocabulary.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08e6878a65a34aa26faady86GDy07" loading="lazy"  alt="[Image: 6ae3e08e6878a65a34aa26faady86GDy07]" class="mycode_img" /><br />
<br />
That sense of identity is one of Silksong's clearest strengths. A sequel can add new enemies, new areas and new abilities, but it is harder to make a new protagonist feel truly new. Silksong does that through a combination of design choices. The needle changes combat. The lighter movement changes exploration. The animations change the way players read every jump, dash and recovery. None of these elements works alone. Together, they make Hornet feel like a character who could not simply be swapped out for The Knight. For a sequel that had to follow one of the genre's most respected games, that is a meaningful step up. ?<br />
<br />
Small animation details like these often matter more once you understand how a character is meant to move, and they can shape which games you want to try next. If you are comparing picks for your backlog or waiting for the right moment to jump into something new, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> can help you spot offers without turning the search into a chore.<br />
<br />
Whether you are chasing another stylish action platformer or simply keeping an eye on titles with strong movement design, DealNest is a practical place to browse. It fits naturally alongside the habit of noticing how a game feels in the hands, not just how it looks in a trailer.]]></description>
			<content:encoded><![CDATA[In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original remains widely regarded as one of the best games in the genre, which made the idea of a follow-up daunting. Yet Silksong has met that challenge in several visible ways: improved mobility mechanics, a long list of quality-of-life upgrades, and an art design that feels even more vibrant and hand-crafted than before. Those are the obvious upgrades. The more subtle upgrade is the way the game uses animation to make Hornet feel like a genuinely different protagonist.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e083e2dfeacf44ef5fae07GLuicP07" loading="lazy"  alt="[Image: 6ae3e083e2dfeacf44ef5fae07GLuicP07]" class="mycode_img" /><br />
<br />
The biggest change starts with the playable character. Hollow Knight put players in the small shoes of The Knight. Silksong hands the role to Hornet. Visually, the two are immediately distinct: Hornet is a little taller and slimmer, and her head shape is quite different from The Knight's. The contrast goes beyond silhouette. The Knight fights with a wide nail, slashing at enemies in broad arcs. Hornet uses a thin needle, stabbing quickly and striking from range. Fans first encountered that fighting style well before Silksong was announced, because Hornet appeared several times as a boss in the first Hollow Knight. That history gives her a presence that feels earned rather than invented for a sequel.<br />
<br />
Element<br />
The Knight<br />
Hornet<br />
<br />
Weapon<br />
Wide nail<br />
Thin needle<br />
<br />
Combat feel<br />
Broad slashes<br />
Quick stabs at range<br />
<br />
Movement identity<br />
Weightier and more grounded<br />
Lighter, agile and acrobatic<br />
<br />
Animation language<br />
Straightforward strikes<br />
Spins, twirls and low dashes<br />
<br />
Once players actually control Hornet, the core differences become obvious. She feels lighter on her feet almost immediately. Her agility is not a small stat tweak or a cosmetic detail; it shapes the first platforming challenges in Silksong. Hornet reaches ledges, changes direction and recovers from jumps in ways that make The Knight's movement feel more deliberate by comparison. The game's control scheme supports that feeling, but the animations are what sell it. Without the right motion, a fast character can still feel stiff. Silksong avoids that problem by making nearly every input look like part of Hornet's character.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e085a2cbef1f21d5fee465E73mtY07" loading="lazy"  alt="[Image: 6ae3e085a2cbef1f21d5fee465E73mtY07]" class="mycode_img" /><br />
<br />
The ledge jump is an early example. Players can grab onto platform edges and leap off them to gain height, and Hornet responds with a series of somersaults in the air. The move is functional, but it is also expressive. It tells players that this character is trained, precise and comfortable in vertical spaces. The same idea appears again in Hunter's March, where bouncing on the red flowers sends Hornet into a graceful twirl. Unlocking Swift Step adds another layer. The dash carries her across environments with her head and body held low, making the movement look streamlined rather than merely fast. Even the shift from a full sprint into a jump is elegant: Hornet leaps in a diagonal arc and adds a few stylish spins along the way.<br />
<br />
✅ The details are not limited to flashy traversal. Even a simple backstep, triggered by tapping the back button, sees Hornet perform a quick Castlevania: Symphony of the Night-like retreat before changing direction. It is the kind of animation many players might never think twice about, yet it quietly reinforces the same message. Hornet is not The Knight with a new sprite. She is a separate character with her own rhythm, posture and physical vocabulary.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08e6878a65a34aa26faady86GDy07" loading="lazy"  alt="[Image: 6ae3e08e6878a65a34aa26faady86GDy07]" class="mycode_img" /><br />
<br />
That sense of identity is one of Silksong's clearest strengths. A sequel can add new enemies, new areas and new abilities, but it is harder to make a new protagonist feel truly new. Silksong does that through a combination of design choices. The needle changes combat. The lighter movement changes exploration. The animations change the way players read every jump, dash and recovery. None of these elements works alone. Together, they make Hornet feel like a character who could not simply be swapped out for The Knight. For a sequel that had to follow one of the genre's most respected games, that is a meaningful step up. ?<br />
<br />
Small animation details like these often matter more once you understand how a character is meant to move, and they can shape which games you want to try next. If you are comparing picks for your backlog or waiting for the right moment to jump into something new, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> can help you spot offers without turning the search into a chore.<br />
<br />
Whether you are chasing another stylish action platformer or simply keeping an eye on titles with strong movement design, DealNest is a practical place to browse. It fits naturally alongside the habit of noticing how a game feels in the hands, not just how it looks in a trailer.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Mods, Difficulty, and My Quest for a Fairer Fight]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=221</link>
			<pubDate>Fri, 30 Oct 2026 14:41:21 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=221</guid>
			<description><![CDATA[I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable person would do in 2026: I opened the mod page and whispered, hello, accessibility.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07e80fec5fb4148a77dBhgtHBxb07" loading="lazy"  alt="[Image: 6ae3e07e80fec5fb4148a77dBhgtHBxb07]" class="mycode_img" /><br />
<br />
The Wait Was Worth It, But My Reflexes Are Not<br />
<br />
Let me be clear: Silksong is, for the most part, well worth the wait. Reviews were slowly but surely pouring in, and every early review I saw was full of praise. Guide writers were hard at work on complete walkthroughs, and I was hard at work pretending that my fourth death in a row was tactical reconnaissance. The game is gorgeous, sharp, and confident. It is also about as forgiving as a cat that has just been told no.<br />
<br />
That is why the modding conversation around Silksong has been so fascinating. Within days of launch, players were already asking for ways to soften the opening portion, and modders answered with the enthusiasm of people who heard a doorbell and decided to install a whole new door.<br />
<br />
The Mods Are Already Here, and They Are Practical<br />
<br />
Browsing the Silksong mod page is a bit like visiting a support group where everyone also has a soldering iron. The headline act is <span style="font-style: italic;" class="mycode_i">No Double Damage</span>, a mod that removes double damage from enemies and normal bosses. It does not turn Hornet into a steamroller; it just stops every stray elbow from deleting a health bar. The first time I used it, I felt like I had slipped a folded napkin under a wobbly table: the furniture was still rickety, but dinner suddenly became possible.<br />
<br />
There are other helpful mods too:<br />
<br />
?️ A respawn mod that lets you respawn at a scene's entrance instead of backtracking from a bench that is apparently in a different time zone.<br />
<br />
? The same mod lets you customize respawn points in scenes, which is the gaming equivalent of leaving a spare key under a ceramic frog: a small mercy, wildly practical.<br />
<br />
? Several additional quality-of-life mods that make the experience easier and more accessible without rewriting the whole game.<br />
<br />
? Old-fashioned boss cheesing, because sometimes the smartest tactic is to let a terrifying boss walk into a wall while you take notes.<br />
<br />
Here is my highly scientific breakdown:<br />
<br />
Approach<br />
What it does<br />
My reaction<br />
<br />
<span style="font-style: italic;" class="mycode_i">No Double Damage</span><br />
Removes double damage from enemies and normal bosses<br />
Less screaming, more learning<br />
<br />
Scene entrance respawn<br />
Skips the long bench pilgrimage<br />
My patience returns from war<br />
<br />
Custom respawn points<br />
Lets me choose where to reappear<br />
Power without responsibility<br />
<br />
Boss cheese<br />
Uses clever tactics against intimidating fights<br />
? Delicious<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0886878a65a34aa26bcDyiFf9BF07" loading="lazy"  alt="[Image: 6ae3e0886878a65a34aa26bcDyiFf9BF07]" class="mycode_img" /><br />
<br />
The Difficulty Debate Has Teeth<br />
<br />
Of course, this opens up the usual dialogue about sacrificing intent and vision. Many people argue that Soulslikes such as Hollow Knight and Dark Souls should have one static difficulty. I understand that position. A game's difficulty is part of its voice, and modding it can feel like putting a funny hat on a statue. But in the case of Silksong, people are also pushing back at some of the game's design choices, and I think that pushback deserves a hearing.<br />
<br />
One commentator put it well: the game is honestly incredibly difficult. Enemies deal a lot of damage and are often very nimble, and with very few upgrades, the game feels at least three times as difficult as Hollow Knight. That concern has been a common thread. The base difficulty is less a curve and more a corkscrew designed by a caffeinated architect. When players feel like the game is being difficult for the sake of being difficult, and when it fails to give them the tools to properly deal with the challenge, modders step in to fill that void.<br />
<br />
I do not think that is a crime against art. A mod is not a review score, and it is not a demand that everyone play the same way. It is a knob on the radio. Some of us want the music louder; some of us want to hear our own thoughts. The <span style="font-style: italic;" class="mycode_i">No Double Damage</span> mod is not a victory over the game. It is a tiny adjustment that lets a player stay in the conversation long enough to actually learn the dance.<br />
<br />
Where Does That Leave Us in 2026?<br />
<br />
Looking back from 2026, the whole episode feels like a useful snapshot of how players negotiate difficulty now. Reviews praised Silksong, walkthroughs flourished, and modders built a little side door for anyone who needed it. Whether Team Cherry ultimately addressed those concerns in a future update or not, the void was already filled by people who love the game enough to tinker with it.<br />
<br />
So yes, I use mods. I use them because I want to see the rest of the game, not because I want to win an argument. Silksong can keep its fangs. I just prefer to bring a slightly thicker glove. ?<br />
<br />
All this tinkering has a way of expanding the backlog, though. Once I started poking around mod folders and load orders again, I found myself browsing for other soulslikes and metroidvanias to test my newly thickened glove against — and my wishlist quietly grew into something resembling a phone book. That is usually the moment when patience stops being a virtue and becomes a waiting game for the next seasonal sale, which is exactly the kind of thing a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> is built for. It saves you from refreshing store pages and guessing when a price will finally dip.<br />
<br />
It is a small quality-of-life upgrade in the same spirit as the mods above: nothing dramatic, just less friction between you and the part you actually enjoy. Whether you are hunting down an older Hollow Knight-style gem or waiting for Silksong's own price to budge, keeping an eye on the discounts means more games in the library and fewer excuses not to play them. ?]]></description>
			<content:encoded><![CDATA[I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable person would do in 2026: I opened the mod page and whispered, hello, accessibility.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07e80fec5fb4148a77dBhgtHBxb07" loading="lazy"  alt="[Image: 6ae3e07e80fec5fb4148a77dBhgtHBxb07]" class="mycode_img" /><br />
<br />
The Wait Was Worth It, But My Reflexes Are Not<br />
<br />
Let me be clear: Silksong is, for the most part, well worth the wait. Reviews were slowly but surely pouring in, and every early review I saw was full of praise. Guide writers were hard at work on complete walkthroughs, and I was hard at work pretending that my fourth death in a row was tactical reconnaissance. The game is gorgeous, sharp, and confident. It is also about as forgiving as a cat that has just been told no.<br />
<br />
That is why the modding conversation around Silksong has been so fascinating. Within days of launch, players were already asking for ways to soften the opening portion, and modders answered with the enthusiasm of people who heard a doorbell and decided to install a whole new door.<br />
<br />
The Mods Are Already Here, and They Are Practical<br />
<br />
Browsing the Silksong mod page is a bit like visiting a support group where everyone also has a soldering iron. The headline act is <span style="font-style: italic;" class="mycode_i">No Double Damage</span>, a mod that removes double damage from enemies and normal bosses. It does not turn Hornet into a steamroller; it just stops every stray elbow from deleting a health bar. The first time I used it, I felt like I had slipped a folded napkin under a wobbly table: the furniture was still rickety, but dinner suddenly became possible.<br />
<br />
There are other helpful mods too:<br />
<br />
?️ A respawn mod that lets you respawn at a scene's entrance instead of backtracking from a bench that is apparently in a different time zone.<br />
<br />
? The same mod lets you customize respawn points in scenes, which is the gaming equivalent of leaving a spare key under a ceramic frog: a small mercy, wildly practical.<br />
<br />
? Several additional quality-of-life mods that make the experience easier and more accessible without rewriting the whole game.<br />
<br />
? Old-fashioned boss cheesing, because sometimes the smartest tactic is to let a terrifying boss walk into a wall while you take notes.<br />
<br />
Here is my highly scientific breakdown:<br />
<br />
Approach<br />
What it does<br />
My reaction<br />
<br />
<span style="font-style: italic;" class="mycode_i">No Double Damage</span><br />
Removes double damage from enemies and normal bosses<br />
Less screaming, more learning<br />
<br />
Scene entrance respawn<br />
Skips the long bench pilgrimage<br />
My patience returns from war<br />
<br />
Custom respawn points<br />
Lets me choose where to reappear<br />
Power without responsibility<br />
<br />
Boss cheese<br />
Uses clever tactics against intimidating fights<br />
? Delicious<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0886878a65a34aa26bcDyiFf9BF07" loading="lazy"  alt="[Image: 6ae3e0886878a65a34aa26bcDyiFf9BF07]" class="mycode_img" /><br />
<br />
The Difficulty Debate Has Teeth<br />
<br />
Of course, this opens up the usual dialogue about sacrificing intent and vision. Many people argue that Soulslikes such as Hollow Knight and Dark Souls should have one static difficulty. I understand that position. A game's difficulty is part of its voice, and modding it can feel like putting a funny hat on a statue. But in the case of Silksong, people are also pushing back at some of the game's design choices, and I think that pushback deserves a hearing.<br />
<br />
One commentator put it well: the game is honestly incredibly difficult. Enemies deal a lot of damage and are often very nimble, and with very few upgrades, the game feels at least three times as difficult as Hollow Knight. That concern has been a common thread. The base difficulty is less a curve and more a corkscrew designed by a caffeinated architect. When players feel like the game is being difficult for the sake of being difficult, and when it fails to give them the tools to properly deal with the challenge, modders step in to fill that void.<br />
<br />
I do not think that is a crime against art. A mod is not a review score, and it is not a demand that everyone play the same way. It is a knob on the radio. Some of us want the music louder; some of us want to hear our own thoughts. The <span style="font-style: italic;" class="mycode_i">No Double Damage</span> mod is not a victory over the game. It is a tiny adjustment that lets a player stay in the conversation long enough to actually learn the dance.<br />
<br />
Where Does That Leave Us in 2026?<br />
<br />
Looking back from 2026, the whole episode feels like a useful snapshot of how players negotiate difficulty now. Reviews praised Silksong, walkthroughs flourished, and modders built a little side door for anyone who needed it. Whether Team Cherry ultimately addressed those concerns in a future update or not, the void was already filled by people who love the game enough to tinker with it.<br />
<br />
So yes, I use mods. I use them because I want to see the rest of the game, not because I want to win an argument. Silksong can keep its fangs. I just prefer to bring a slightly thicker glove. ?<br />
<br />
All this tinkering has a way of expanding the backlog, though. Once I started poking around mod folders and load orders again, I found myself browsing for other soulslikes and metroidvanias to test my newly thickened glove against — and my wishlist quietly grew into something resembling a phone book. That is usually the moment when patience stops being a virtue and becomes a waiting game for the next seasonal sale, which is exactly the kind of thing a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> is built for. It saves you from refreshing store pages and guessing when a price will finally dip.<br />
<br />
It is a small quality-of-life upgrade in the same spirit as the mods above: nothing dramatic, just less friction between you and the part you actually enjoy. Whether you are hunting down an older Hollow Knight-style gem or waiting for Silksong's own price to budge, keeping an eye on the discounts means more games in the library and fewer excuses not to play them. ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cogwork Dancers Boss Guide: Master Silksong's First Citadel Fight]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=220</link>
			<pubDate>Fri, 30 Oct 2026 11:09:54 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=220</guid>
			<description><![CDATA[Players pushing through <span style="font-weight: bold;" class="mycode_b">Hollow Knight: Silksong</span> know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.<br />
<br />
Where To Find The Cogwork Dancers<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0746856df9b07f19651748b9Xv507" loading="lazy"  alt="[Image: 6ae3e0746856df9b07f19651748b9Xv507]" class="mycode_img" /><br />
<br />
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.<br />
<br />
Cogwork Dancers Phase One Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07f94f876dc02484b5bvsvWdoKW07" loading="lazy"  alt="[Image: 6ae3e07f94f876dc02484b5bvsvWdoKW07]" class="mycode_img" /><br />
<br />
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.<br />
<br />
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:<br />
<br />
Dancer Positions<br />
Target Locations<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08a971519573b361d4b22f0k2Jj07" loading="lazy"  alt="[Image: 6ae3e08a971519573b361d4b22f0k2Jj07]" class="mycode_img" /> One in top middle, other in top right or top left<br />
Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0941550e2b8c90302a81zSUcs7I07" loading="lazy"  alt="[Image: 6ae3e0941550e2b8c90302a81zSUcs7I07]" class="mycode_img" /> Diagonally opposite<br />
They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e09f7970f0cbb79766c3v4WQ2WvW07" loading="lazy"  alt="[Image: 6ae3e09f7970f0cbb79766c3v4WQ2WvW07]" class="mycode_img" /> Both in the air<br />
Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0a854714d13d0203dc4U9KbFDa207" loading="lazy"  alt="[Image: 6ae3e0a854714d13d0203dc4U9KbFDa207]" class="mycode_img" /> Both on one side on the ground<br />
Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0b140f0b489d054f907ijmjcszo07" loading="lazy"  alt="[Image: 6ae3e0b140f0b489d054f907ijmjcszo07]" class="mycode_img" /> Both beside each other midair<br />
Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side.<br />
<br />
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.<br />
<br />
Cogwork Dancers Phase Two Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0bae78c54e249acbf416tSETkpt07" loading="lazy"  alt="[Image: 6ae3e0bae78c54e249acbf416tSETkpt07]" class="mycode_img" /><br />
<br />
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.<br />
<br />
Cogwork Dancers Phase Three Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0c555ae76b73fc4591eDTlFWxDz07" loading="lazy"  alt="[Image: 6ae3e0c555ae76b73fc4591eDTlFWxDz07]" class="mycode_img" /><br />
<br />
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.<br />
<br />
Cogwork Dancers Phase Four Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0d00ea7cf442456873ftuiG3j1507" loading="lazy"  alt="[Image: 6ae3e0d00ea7cf442456873ftuiG3j1507]" class="mycode_img" /><br />
<br />
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battle: they're actually hard to get hit by. After a few more swings, the second dancer falls, and the fight is over. The arena goes quiet, and you can almost hear the cogs winding down. It's a bittersweet end to a mechanical romance.<br />
<br />
So there you have it: read the positions, stay patient, and don't get greedy. The Cogwork Dancers are a test of observation more than reflexes, and once you learn their steps, you'll be the one leading the dance. ?⚙️<br />
<br />
Once the cogs fall silent and you’re ready to move on to the next challenge, you might also be thinking about adding Hollow Knight: Silksong to your own library or comparing it with other games on your wishlist. DealNest is a handy place to <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">check game prices</a> across stores before you commit, so you can spend less time hunting for a deal and more time mastering the next dance.]]></description>
			<content:encoded><![CDATA[Players pushing through <span style="font-weight: bold;" class="mycode_b">Hollow Knight: Silksong</span> know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.<br />
<br />
Where To Find The Cogwork Dancers<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0746856df9b07f19651748b9Xv507" loading="lazy"  alt="[Image: 6ae3e0746856df9b07f19651748b9Xv507]" class="mycode_img" /><br />
<br />
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.<br />
<br />
Cogwork Dancers Phase One Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07f94f876dc02484b5bvsvWdoKW07" loading="lazy"  alt="[Image: 6ae3e07f94f876dc02484b5bvsvWdoKW07]" class="mycode_img" /><br />
<br />
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.<br />
<br />
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:<br />
<br />
Dancer Positions<br />
Target Locations<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08a971519573b361d4b22f0k2Jj07" loading="lazy"  alt="[Image: 6ae3e08a971519573b361d4b22f0k2Jj07]" class="mycode_img" /> One in top middle, other in top right or top left<br />
Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0941550e2b8c90302a81zSUcs7I07" loading="lazy"  alt="[Image: 6ae3e0941550e2b8c90302a81zSUcs7I07]" class="mycode_img" /> Diagonally opposite<br />
They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e09f7970f0cbb79766c3v4WQ2WvW07" loading="lazy"  alt="[Image: 6ae3e09f7970f0cbb79766c3v4WQ2WvW07]" class="mycode_img" /> Both in the air<br />
Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0a854714d13d0203dc4U9KbFDa207" loading="lazy"  alt="[Image: 6ae3e0a854714d13d0203dc4U9KbFDa207]" class="mycode_img" /> Both on one side on the ground<br />
Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0b140f0b489d054f907ijmjcszo07" loading="lazy"  alt="[Image: 6ae3e0b140f0b489d054f907ijmjcszo07]" class="mycode_img" /> Both beside each other midair<br />
Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side.<br />
<br />
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.<br />
<br />
Cogwork Dancers Phase Two Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0bae78c54e249acbf416tSETkpt07" loading="lazy"  alt="[Image: 6ae3e0bae78c54e249acbf416tSETkpt07]" class="mycode_img" /><br />
<br />
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.<br />
<br />
Cogwork Dancers Phase Three Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0c555ae76b73fc4591eDTlFWxDz07" loading="lazy"  alt="[Image: 6ae3e0c555ae76b73fc4591eDTlFWxDz07]" class="mycode_img" /><br />
<br />
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.<br />
<br />
Cogwork Dancers Phase Four Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0d00ea7cf442456873ftuiG3j1507" loading="lazy"  alt="[Image: 6ae3e0d00ea7cf442456873ftuiG3j1507]" class="mycode_img" /><br />
<br />
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battle: they're actually hard to get hit by. After a few more swings, the second dancer falls, and the fight is over. The arena goes quiet, and you can almost hear the cogs winding down. It's a bittersweet end to a mechanical romance.<br />
<br />
So there you have it: read the positions, stay patient, and don't get greedy. The Cogwork Dancers are a test of observation more than reflexes, and once you learn their steps, you'll be the one leading the dance. ?⚙️<br />
<br />
Once the cogs fall silent and you’re ready to move on to the next challenge, you might also be thinking about adding Hollow Knight: Silksong to your own library or comparing it with other games on your wishlist. DealNest is a handy place to <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">check game prices</a> across stores before you commit, so you can spend less time hunting for a deal and more time mastering the next dance.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Stardew Valley Creator's Silksong Cameo Remains a Charming Mystery in 2026]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=219</link>
			<pubDate>Fri, 30 Oct 2026 10:53:55 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=219</guid>
			<description><![CDATA[In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he performed. The omission has turned a small credit line into a long-running fan investigation, and the mystery has lost none of its charm.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a93755a9285f1bc9b804ee1Ohacdeq307" loading="lazy"  alt="[Image: 6a93755a9285f1bc9b804ee1Ohacdeq307]" class="mycode_img" /><br />
<br />
The credit is especially intriguing because Silksong’s cast has become one of its most celebrated strengths. Pharloom is dense with strange travelers, merchants, and small figures whose conversations add warmth to an otherwise hostile underground world. Fans have spent months comparing voice clips, interview footage, and in-game cadence in an effort to match Barone’s voice to a specific character. No definitive answer has emerged, but the search itself has become part of the community experience.<br />
<br />
The Most Likely Candidates for a Fully Voiced NPC<br />
<br />
Barone, who is widely known online as ConcernedApe, is not the only indie developer with a connection to Team Cherry. The link between Stardew Valley and Silksong is easier to understand when considering Matthew Griffin, who has worked with both projects and serves as head of marketing and publishing for Team Cherry. Barone was also credited in the special thanks section of the Hollow Knight Wanderer’s Journal, which shows that his relationship with the studio predates Silksong.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ebf378e234c385ffdJiPAF9eJ07" loading="lazy"  alt="[Image: 6ae3e07ebf378e234c385ffdJiPAF9eJ07]" class="mycode_img" /><br />
<br />
Even so, Silksong’s use of bug language and stylized accents makes identification difficult. The credits describe the role simply as additional voices, leaving open the possibility that Barone voiced more than one character. Among the most frequently discussed candidates are two early-game figures whose performances carry a recognizably human cadence.<br />
<br />
Candidate<br />
Location<br />
Why fans suspect the performance<br />
<br />
Fleamaster Mooshka<br />
Early-game flea questline<br />
The character’s delivery has a warm, conversational rhythm that fans associate with Barone’s public interviews.<br />
<br />
Pavo<br />
Bellhart<br />
Pavo’s voice carries a playful, slightly weary tone that seems close to the developer’s natural speaking style.<br />
<br />
Neither candidate has been confirmed. That uncertainty has not stopped players from revisiting both characters and sharing new comparisons. Some argue that the credit could refer to a minor enemy or a merchant with only a few lines. Others believe Barone may have recorded several small roles, which would make the search even more complicated. ?<br />
<br />
Silksong’s NPCs Are One of Its Greatest Strengths<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08ca7a0d0034f9c113fimdmZFWW07" loading="lazy"  alt="[Image: 6ae3e08ca7a0d0034f9c113fimdmZFWW07]" class="mycode_img" /><br />
<br />
The voice-acting mystery matters because Silksong’s characters matter. In the original Hollow Knight, figures such as Cornifer and Quill offered rare glimpses of hope in a dark world. Silksong takes a different approach. Its travelers are more energetic, more expressive, and more willing to share the road toward the Citadel. The adorable Sherma has become a fan favorite, while characters such as Mooshka and Pavo give Pharloom a sense of community rather than isolation.<br />
<br />
These NPCs also serve a practical purpose. Pharloom is considerably more dangerous than the early areas of Hollow Knight, and the items sold by friendly characters can change the course of a run. A useful tool, a rare upgrade, or a well-timed conversation can make Hornet’s journey feel less lonely and more manageable. That combination of personality and utility is why players keep returning to the cast long after the main path is complete. ?<br />
<br />
Whether Team Cherry or Barone ever confirms the exact role, the cameo has already become a small legend within the Silksong community. It reflects the warmth that connects two very different indie successes, and it adds another layer of curiosity to a world already full of secrets. In 2026, the answer remains hidden, but the affection for Silksong’s characters is not. ✨<br />
<br />
That same spirit of discovery often sends players looking beyond a single release, whether to revisit favorite indie worlds or try something new while waiting for the next update. For anyone keeping an eye on discounted titles between major releases, DealNest makes it easy to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">game deals today</a> without digging through scattered storefront pages.<br />
<br />
It is a practical stop for players who want to stay curious about the wider indie landscape while still getting value from each purchase, especially when a small hidden gem can end up feeling as memorable as the games that inspired the search in the first place.]]></description>
			<content:encoded><![CDATA[In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he performed. The omission has turned a small credit line into a long-running fan investigation, and the mystery has lost none of its charm.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a93755a9285f1bc9b804ee1Ohacdeq307" loading="lazy"  alt="[Image: 6a93755a9285f1bc9b804ee1Ohacdeq307]" class="mycode_img" /><br />
<br />
The credit is especially intriguing because Silksong’s cast has become one of its most celebrated strengths. Pharloom is dense with strange travelers, merchants, and small figures whose conversations add warmth to an otherwise hostile underground world. Fans have spent months comparing voice clips, interview footage, and in-game cadence in an effort to match Barone’s voice to a specific character. No definitive answer has emerged, but the search itself has become part of the community experience.<br />
<br />
The Most Likely Candidates for a Fully Voiced NPC<br />
<br />
Barone, who is widely known online as ConcernedApe, is not the only indie developer with a connection to Team Cherry. The link between Stardew Valley and Silksong is easier to understand when considering Matthew Griffin, who has worked with both projects and serves as head of marketing and publishing for Team Cherry. Barone was also credited in the special thanks section of the Hollow Knight Wanderer’s Journal, which shows that his relationship with the studio predates Silksong.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ebf378e234c385ffdJiPAF9eJ07" loading="lazy"  alt="[Image: 6ae3e07ebf378e234c385ffdJiPAF9eJ07]" class="mycode_img" /><br />
<br />
Even so, Silksong’s use of bug language and stylized accents makes identification difficult. The credits describe the role simply as additional voices, leaving open the possibility that Barone voiced more than one character. Among the most frequently discussed candidates are two early-game figures whose performances carry a recognizably human cadence.<br />
<br />
Candidate<br />
Location<br />
Why fans suspect the performance<br />
<br />
Fleamaster Mooshka<br />
Early-game flea questline<br />
The character’s delivery has a warm, conversational rhythm that fans associate with Barone’s public interviews.<br />
<br />
Pavo<br />
Bellhart<br />
Pavo’s voice carries a playful, slightly weary tone that seems close to the developer’s natural speaking style.<br />
<br />
Neither candidate has been confirmed. That uncertainty has not stopped players from revisiting both characters and sharing new comparisons. Some argue that the credit could refer to a minor enemy or a merchant with only a few lines. Others believe Barone may have recorded several small roles, which would make the search even more complicated. ?<br />
<br />
Silksong’s NPCs Are One of Its Greatest Strengths<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08ca7a0d0034f9c113fimdmZFWW07" loading="lazy"  alt="[Image: 6ae3e08ca7a0d0034f9c113fimdmZFWW07]" class="mycode_img" /><br />
<br />
The voice-acting mystery matters because Silksong’s characters matter. In the original Hollow Knight, figures such as Cornifer and Quill offered rare glimpses of hope in a dark world. Silksong takes a different approach. Its travelers are more energetic, more expressive, and more willing to share the road toward the Citadel. The adorable Sherma has become a fan favorite, while characters such as Mooshka and Pavo give Pharloom a sense of community rather than isolation.<br />
<br />
These NPCs also serve a practical purpose. Pharloom is considerably more dangerous than the early areas of Hollow Knight, and the items sold by friendly characters can change the course of a run. A useful tool, a rare upgrade, or a well-timed conversation can make Hornet’s journey feel less lonely and more manageable. That combination of personality and utility is why players keep returning to the cast long after the main path is complete. ?<br />
<br />
Whether Team Cherry or Barone ever confirms the exact role, the cameo has already become a small legend within the Silksong community. It reflects the warmth that connects two very different indie successes, and it adds another layer of curiosity to a world already full of secrets. In 2026, the answer remains hidden, but the affection for Silksong’s characters is not. ✨<br />
<br />
That same spirit of discovery often sends players looking beyond a single release, whether to revisit favorite indie worlds or try something new while waiting for the next update. For anyone keeping an eye on discounted titles between major releases, DealNest makes it easy to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">game deals today</a> without digging through scattered storefront pages.<br />
<br />
It is a practical stop for players who want to stay curious about the wider indie landscape while still getting value from each purchase, especially when a small hidden gem can end up feeling as memorable as the games that inspired the search in the first place.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Faydown Cloak Guide: Climb Mount Fay for Double Jump]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=218</link>
			<pubDate>Fri, 30 Oct 2026 06:20:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=218</guid>
			<description><![CDATA[I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactly why the Faydown Cloak feels like such a huge prize. It gives you a double jump and cold immunity, and you can grab it fairly soon after getting the Clawline. Sound too good to be true? It is not, but the climb is a real test.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ab15d4848fb7b1f16Z0UuWi8l07" loading="lazy"  alt="[Image: 6ae3e07ab15d4848fb7b1f16Z0UuWi8l07]" class="mycode_img" /><br />
<br />
Before you start, make sure you have the Clawline. Without it, you will be stranded on Mount Fay with no way up. You also need enough progress in The Slab to have free access to the Bellway station there, because that is the route to Mount Fay. I highly recommend running Weavelight for this entire segment. The improved grapple feel is not a luxury here; it is almost a necessity. And yes, I promise this is not a Celeste guide in disguise, even if the platforming gets spicy.<br />
<br />
Quick Prep Checklist<br />
<br />
Check<br />
Why It Matters<br />
<br />
✅ Clawline unlocked<br />
You cannot climb Mount Fay without grappling<br />
<br />
✅ The Slab Bellway access<br />
The only practical way to reach the mountain<br />
<br />
✅ Weavelight equipped<br />
Better grapple and silk regeneration<br />
<br />
✅ Rosaries for Shakra<br />
The map is worth buying if you can spare them<br />
<br />
✅ Patience<br />
The cold timer will punish panic<br />
<br />
Mount Fay simulates a very bad winter. Once you step outside, you have roughly 30 seconds before the cold kills you. The key rule is simple: keep moving toward warmth. Metal lamps, benches, and warm rooms reset the pressure. If you make a mistake near a room transition, duck inside and step back out to refresh the timer. Why not use every trick? The mountain will not show you mercy.<br />
<br />
The Foothill<br />
<br />
Leave the station and jump off the first ledge to grapple the rings. Keep fast, constant momentum going left. Cross the gap and run into the cave where you meet Shakra. The map here is not complicated, but it is still nice to have, so buy it if you can afford it. Sit at the bench, breathe, and prepare for the run.<br />
<br />
Jump across the freezing lake, because even touching the water hurts. Get onto the floating platforms and climb right. Watch for the metal lamps in the ceiling. Those warm spots are your lifeline, so start treating them like checkpoints.<br />
<br />
100 Meters<br />
<br />
Run right, grapple the floating platform, climb up, and jump across the crumbling block platforms as quickly as you can. Grapple to the platform on your left, jump and grapple the enemy, then grab the ring and jump onto the wall. Climb fast, grapple, wall jump, and hook onto the wall that leads to another safe zone.<br />
<br />
Time your wall jumps so you do not hit the spikes. Grapple through the spike tunnel and slide down the left wall to safety. Grapple over, tap dash to climb up the wall without jumping off, then grapple the enemies ahead. Use them to reach the left wall, climb up, and dash quickly to the next safe zone. The next room is full of silk and warmth, so take a real breather there.<br />
<br />
Crystalline Drop<br />
<br />
Counter-intuitively, you need to drop down here. Before you do, camp on the ledge and keep hitting the metallic bug for infinite silk. If you took damage earlier, this is your chance to heal. When you are ready, begin the descent. Drop your glide a little to speed up the fall, stay on the left side of the crystal, and enter the first hole on the left that you can slide into.<br />
<br />
The tunnel inside is warm and full of silk, though there is a strange little guy you need to smack. Head to the end and break the wall on your left to reach another frozen lake. This time, grapple across the enemies that shatter into needles. With the extra silk, you can constantly grapple and glide while barely losing height. If you cannot do that, grapple any enemy you can find and look for a wall, ring, or piece of ground to stall on. The second and third enemies in this sequence can lead to a wall and a warm spot.<br />
<br />
At the end, there is a warm room with a bench. Head left, then down and right, and break a wall to find the hidden passage. Before going up, you can farm the enemy outside to the left for more silk. There is also a mask shard here, but you cannot get it yet, so remember that for later.<br />
<br />
Rebound Up<br />
<br />
Keep this pocket of warmth in mind and start bounding up the walls. Once you are on top of the lift, jump and grapple the enemy, then hold backwards to land on the upper lift. You need to get used to that maneuver. This is where Weavelight shines, because you can almost always regenerate a bar of silk before you need to grapple again.<br />
<br />
Hit each enemy, keep climbing the lifts, and you will reach a wall with a warm light. Dash up the walls to avoid spikes. At the top wall, jump off, glide, and hit the grapple just in time to reach the other wall and glide down. Hit a couple more enemies, then rest on the ledge to your right.<br />
<br />
Slip into the cave and prepare to fall again. This drop is faster and riskier, but do not be afraid to deploy your cloak when you feel unsafe. Grab the wall on your left as you fall. From that safe spot, grapple a trio of floating enemies, jump off the wall, and hit another enemy to keep momentum. The last enemy is tricky: grapple it, immediately turn around, and hook the wall on your left. If you miss, glide down slowly and readjust.<br />
<br />
Ice Cold Soup<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07" loading="lazy"  alt="[Image: 6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07]" class="mycode_img" /><br />
<br />
In the next segment, you are grappling above water again, but the ceiling is much lower. Grapple the enemy, then hit the block connected by crystals to make it fall. Retreat left if you need extra safety. From the block, grapple another enemy and glide into the tunnel to top off your silk. Do not fall in the next room, because it sends you back to the first falling segment and undoes a ton of progress. Head right instead.<br />
<br />
Open the blockade for a small shortcut in case you fumble. Then it is time for more enemy grappling. Hit the enemy, turn around, grab the ring, turn again, and grab the next ring with very tight height requirements. Repeat until you can go up through the hole in the ceiling.<br />
<br />
Reach for the Summit<br />
<br />
With the mold-spore-like snow covering the ground, you are on the final stretch. Open the wall on your left for a warm spot and a bench. Jump the wall, grab the hoop, jump off, hit the enemy, and double back to the wall. Do not trust the snowy slope; it will send you tumbling down. Instead, slam dunk the next hoop and use it to toss yourself onto the left wall, which leads to a warm lamp.<br />
<br />
Jump, glide, and grapple across the spikes. Rope onto another bug, then be very quick with the crumbling platforms. It is easy to miss the height you need to grab the wall. Your timer is probably nearly up, so run past the silk flowers, grab the enemy, and dash left to find grace on the wall. From there, it is another set of grapples and wall clings, all testing the same movement you have been practicing.<br />
<br />
Take a short breather in the next room, then jump out to the top and start gliding when the wind direction is favorable. If you did well, you will ride the current up, run right, and finally claim the Faydown Cloak. That means double jump and cold immunity are yours. Enjoy the glide down the mountain, because after that climb, you have earned it.<br />
<br />
Once the Faydown Cloak is in hand and the mountain is behind you, the natural next question is what to play—or replay—next. If you are weighing up another challenging action-platformer or looking to add Silksong to your library, it pays to check prices before committing.<br />
<br />
<a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> gathers current discounts and offers in one place, making it easier to spot a good price without hopping between storefronts. That way you can spend less time comparison-shopping and more time planning your next tough climb.]]></description>
			<content:encoded><![CDATA[I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactly why the Faydown Cloak feels like such a huge prize. It gives you a double jump and cold immunity, and you can grab it fairly soon after getting the Clawline. Sound too good to be true? It is not, but the climb is a real test.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ab15d4848fb7b1f16Z0UuWi8l07" loading="lazy"  alt="[Image: 6ae3e07ab15d4848fb7b1f16Z0UuWi8l07]" class="mycode_img" /><br />
<br />
Before you start, make sure you have the Clawline. Without it, you will be stranded on Mount Fay with no way up. You also need enough progress in The Slab to have free access to the Bellway station there, because that is the route to Mount Fay. I highly recommend running Weavelight for this entire segment. The improved grapple feel is not a luxury here; it is almost a necessity. And yes, I promise this is not a Celeste guide in disguise, even if the platforming gets spicy.<br />
<br />
Quick Prep Checklist<br />
<br />
Check<br />
Why It Matters<br />
<br />
✅ Clawline unlocked<br />
You cannot climb Mount Fay without grappling<br />
<br />
✅ The Slab Bellway access<br />
The only practical way to reach the mountain<br />
<br />
✅ Weavelight equipped<br />
Better grapple and silk regeneration<br />
<br />
✅ Rosaries for Shakra<br />
The map is worth buying if you can spare them<br />
<br />
✅ Patience<br />
The cold timer will punish panic<br />
<br />
Mount Fay simulates a very bad winter. Once you step outside, you have roughly 30 seconds before the cold kills you. The key rule is simple: keep moving toward warmth. Metal lamps, benches, and warm rooms reset the pressure. If you make a mistake near a room transition, duck inside and step back out to refresh the timer. Why not use every trick? The mountain will not show you mercy.<br />
<br />
The Foothill<br />
<br />
Leave the station and jump off the first ledge to grapple the rings. Keep fast, constant momentum going left. Cross the gap and run into the cave where you meet Shakra. The map here is not complicated, but it is still nice to have, so buy it if you can afford it. Sit at the bench, breathe, and prepare for the run.<br />
<br />
Jump across the freezing lake, because even touching the water hurts. Get onto the floating platforms and climb right. Watch for the metal lamps in the ceiling. Those warm spots are your lifeline, so start treating them like checkpoints.<br />
<br />
100 Meters<br />
<br />
Run right, grapple the floating platform, climb up, and jump across the crumbling block platforms as quickly as you can. Grapple to the platform on your left, jump and grapple the enemy, then grab the ring and jump onto the wall. Climb fast, grapple, wall jump, and hook onto the wall that leads to another safe zone.<br />
<br />
Time your wall jumps so you do not hit the spikes. Grapple through the spike tunnel and slide down the left wall to safety. Grapple over, tap dash to climb up the wall without jumping off, then grapple the enemies ahead. Use them to reach the left wall, climb up, and dash quickly to the next safe zone. The next room is full of silk and warmth, so take a real breather there.<br />
<br />
Crystalline Drop<br />
<br />
Counter-intuitively, you need to drop down here. Before you do, camp on the ledge and keep hitting the metallic bug for infinite silk. If you took damage earlier, this is your chance to heal. When you are ready, begin the descent. Drop your glide a little to speed up the fall, stay on the left side of the crystal, and enter the first hole on the left that you can slide into.<br />
<br />
The tunnel inside is warm and full of silk, though there is a strange little guy you need to smack. Head to the end and break the wall on your left to reach another frozen lake. This time, grapple across the enemies that shatter into needles. With the extra silk, you can constantly grapple and glide while barely losing height. If you cannot do that, grapple any enemy you can find and look for a wall, ring, or piece of ground to stall on. The second and third enemies in this sequence can lead to a wall and a warm spot.<br />
<br />
At the end, there is a warm room with a bench. Head left, then down and right, and break a wall to find the hidden passage. Before going up, you can farm the enemy outside to the left for more silk. There is also a mask shard here, but you cannot get it yet, so remember that for later.<br />
<br />
Rebound Up<br />
<br />
Keep this pocket of warmth in mind and start bounding up the walls. Once you are on top of the lift, jump and grapple the enemy, then hold backwards to land on the upper lift. You need to get used to that maneuver. This is where Weavelight shines, because you can almost always regenerate a bar of silk before you need to grapple again.<br />
<br />
Hit each enemy, keep climbing the lifts, and you will reach a wall with a warm light. Dash up the walls to avoid spikes. At the top wall, jump off, glide, and hit the grapple just in time to reach the other wall and glide down. Hit a couple more enemies, then rest on the ledge to your right.<br />
<br />
Slip into the cave and prepare to fall again. This drop is faster and riskier, but do not be afraid to deploy your cloak when you feel unsafe. Grab the wall on your left as you fall. From that safe spot, grapple a trio of floating enemies, jump off the wall, and hit another enemy to keep momentum. The last enemy is tricky: grapple it, immediately turn around, and hook the wall on your left. If you miss, glide down slowly and readjust.<br />
<br />
Ice Cold Soup<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07" loading="lazy"  alt="[Image: 6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07]" class="mycode_img" /><br />
<br />
In the next segment, you are grappling above water again, but the ceiling is much lower. Grapple the enemy, then hit the block connected by crystals to make it fall. Retreat left if you need extra safety. From the block, grapple another enemy and glide into the tunnel to top off your silk. Do not fall in the next room, because it sends you back to the first falling segment and undoes a ton of progress. Head right instead.<br />
<br />
Open the blockade for a small shortcut in case you fumble. Then it is time for more enemy grappling. Hit the enemy, turn around, grab the ring, turn again, and grab the next ring with very tight height requirements. Repeat until you can go up through the hole in the ceiling.<br />
<br />
Reach for the Summit<br />
<br />
With the mold-spore-like snow covering the ground, you are on the final stretch. Open the wall on your left for a warm spot and a bench. Jump the wall, grab the hoop, jump off, hit the enemy, and double back to the wall. Do not trust the snowy slope; it will send you tumbling down. Instead, slam dunk the next hoop and use it to toss yourself onto the left wall, which leads to a warm lamp.<br />
<br />
Jump, glide, and grapple across the spikes. Rope onto another bug, then be very quick with the crumbling platforms. It is easy to miss the height you need to grab the wall. Your timer is probably nearly up, so run past the silk flowers, grab the enemy, and dash left to find grace on the wall. From there, it is another set of grapples and wall clings, all testing the same movement you have been practicing.<br />
<br />
Take a short breather in the next room, then jump out to the top and start gliding when the wind direction is favorable. If you did well, you will ride the current up, run right, and finally claim the Faydown Cloak. That means double jump and cold immunity are yours. Enjoy the glide down the mountain, because after that climb, you have earned it.<br />
<br />
Once the Faydown Cloak is in hand and the mountain is behind you, the natural next question is what to play—or replay—next. If you are weighing up another challenging action-platformer or looking to add Silksong to your library, it pays to check prices before committing.<br />
<br />
<a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> gathers current discounts and offers in one place, making it easier to spot a good price without hopping between storefronts. That way you can spend less time comparison-shopping and more time planning your next tough climb.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ewa Pajor Card: FC 27 Guide & Coins]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=217</link>
			<pubDate>Fri, 30 Oct 2026 00:46:12 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=217</guid>
			<description><![CDATA[Introduction About Ewa Pajor<br />
<br />
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputation as a forward who can find space in crowded penalty areas and turn chances into goals with impressive consistency.<br />
<br />
Born in Uniejów, Poland, Pajor developed into an elite attacker through her determination and technical ability. Her successful spell with VfL Wolfsburg established her among Europe’s leading forwards, where she contributed goals, assists, and decisive performances in major domestic and international competitions.<br />
<br />
Now playing for FC Barcelona, Ewa Pajor continues to demonstrate the qualities of a top-class striker: intelligent positioning, pace, composure, and a strong competitive mentality. As a key figure for the Poland national team, she remains an inspiring example of excellence in women’s football.<br />
<br />
Ewa Pajor's card<br />
<br />
Ewa Pajor’s 89-rated Striker card is built to be a constant scoring threat, combining explosive 93 pace, elite 91 shooting, and silky 89 dribbling. While her 65 passing, 22 defending, and 72 physicality show that her game is focused firmly on attack rather than defensive work, her standout offensive attributes make her exceptionally dangerous in and around the box. As a striker, Pajor can use her speed to burst beyond the back line, her dribbling to create space in tight areas, and her clinical finishing to punish even the smallest defensive mistake, making her an ideal option for breaking open defenses and sealing crucial goals.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05c0560d7b3ee62fa91swj907Qb07" loading="lazy"  alt="[Image: 6ae3d05c0560d7b3ee62fa91swj907Qb07]" class="mycode_img" /><br />
<br />
How to Obtain Ewa Pajor's Player Card<br />
<br />
To obtain Ewa Pajor’s card in FC 27, you can first try purchasing card packs and testing your luck, though the chances of getting the card are relatively low and uncertain; second, you can complete SBC (Squad Building Challenges) tasks, which may reward you with Ewa Pajor’s card, although this depends on the available challenges and their requirements; finally, you can directly purchase the card from the transfer market for around 0.18 million FC 27 Coins, which is a more direct method but quite expensive.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05ee021b4a8a475e0b4twkGw2xo07" loading="lazy"  alt="[Image: 6ae3d05ee021b4a8a475e0b4twkGw2xo07]" class="mycode_img" /><br />
<br />
Fastest Ways to Earn FC 27 Coins<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6acdea18991e80e0f57b3ca5dorQZoRM07" loading="lazy"  alt="[Image: 6acdea18991e80e0f57b3ca5dorQZoRM07]" class="mycode_img" /><br />
<br />
Conventional methods to earn <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">fc27 coins</a> include selling player cards from your club, completing weekly objectives, and participating in various game modes for rewards, but these approaches are limited and depend heavily on player skill or luck; if you are targeting a card such as Ewa Pajor, you may spend a lot of time and still come up short.<br />
<br />
Fortunately, LootBar.com offers a faster route with <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">cheap fifa coins</a>, a 10% discount for newly registered users, and regular special offers. The purchased coins arrive quickly through a secure trading method that protects your account and will not lead to a ban, so there is no need to wait to <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">buy fc 27 coins</a> and get the Ewa Pajor player card you want right away.<br />
<br />
What is the best Gaming Top-Up Platform？<br />
<br />
As a trusted choice for gaming top-up, LootBar offers both top speed and affordability. The platform has earned a reputation as the best platform for gaming recharge, supported by outstanding customer feedback—<span style="font-weight: bold;" class="mycode_b">4.9/5.0 on Trustpilot</span>.]]></description>
			<content:encoded><![CDATA[Introduction About Ewa Pajor<br />
<br />
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputation as a forward who can find space in crowded penalty areas and turn chances into goals with impressive consistency.<br />
<br />
Born in Uniejów, Poland, Pajor developed into an elite attacker through her determination and technical ability. Her successful spell with VfL Wolfsburg established her among Europe’s leading forwards, where she contributed goals, assists, and decisive performances in major domestic and international competitions.<br />
<br />
Now playing for FC Barcelona, Ewa Pajor continues to demonstrate the qualities of a top-class striker: intelligent positioning, pace, composure, and a strong competitive mentality. As a key figure for the Poland national team, she remains an inspiring example of excellence in women’s football.<br />
<br />
Ewa Pajor's card<br />
<br />
Ewa Pajor’s 89-rated Striker card is built to be a constant scoring threat, combining explosive 93 pace, elite 91 shooting, and silky 89 dribbling. While her 65 passing, 22 defending, and 72 physicality show that her game is focused firmly on attack rather than defensive work, her standout offensive attributes make her exceptionally dangerous in and around the box. As a striker, Pajor can use her speed to burst beyond the back line, her dribbling to create space in tight areas, and her clinical finishing to punish even the smallest defensive mistake, making her an ideal option for breaking open defenses and sealing crucial goals.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05c0560d7b3ee62fa91swj907Qb07" loading="lazy"  alt="[Image: 6ae3d05c0560d7b3ee62fa91swj907Qb07]" class="mycode_img" /><br />
<br />
How to Obtain Ewa Pajor's Player Card<br />
<br />
To obtain Ewa Pajor’s card in FC 27, you can first try purchasing card packs and testing your luck, though the chances of getting the card are relatively low and uncertain; second, you can complete SBC (Squad Building Challenges) tasks, which may reward you with Ewa Pajor’s card, although this depends on the available challenges and their requirements; finally, you can directly purchase the card from the transfer market for around 0.18 million FC 27 Coins, which is a more direct method but quite expensive.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05ee021b4a8a475e0b4twkGw2xo07" loading="lazy"  alt="[Image: 6ae3d05ee021b4a8a475e0b4twkGw2xo07]" class="mycode_img" /><br />
<br />
Fastest Ways to Earn FC 27 Coins<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6acdea18991e80e0f57b3ca5dorQZoRM07" loading="lazy"  alt="[Image: 6acdea18991e80e0f57b3ca5dorQZoRM07]" class="mycode_img" /><br />
<br />
Conventional methods to earn <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">fc27 coins</a> include selling player cards from your club, completing weekly objectives, and participating in various game modes for rewards, but these approaches are limited and depend heavily on player skill or luck; if you are targeting a card such as Ewa Pajor, you may spend a lot of time and still come up short.<br />
<br />
Fortunately, LootBar.com offers a faster route with <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">cheap fifa coins</a>, a 10% discount for newly registered users, and regular special offers. The purchased coins arrive quickly through a secure trading method that protects your account and will not lead to a ban, so there is no need to wait to <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">buy fc 27 coins</a> and get the Ewa Pajor player card you want right away.<br />
<br />
What is the best Gaming Top-Up Platform？<br />
<br />
As a trusted choice for gaming top-up, LootBar offers both top speed and affordability. The platform has earned a reputation as the best platform for gaming recharge, supported by outstanding customer feedback—<span style="font-weight: bold;" class="mycode_b">4.9/5.0 on Trustpilot</span>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How I Snagged the Underworks Map in Hollow Knight: Silksong]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=216</link>
			<pubDate>Thu, 29 Oct 2026 23:33:53 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=216</guid>
			<description><![CDATA[I’m not a speedrunner, and I’m definitely not the kind of player who memorizes every map on day one. So when Hollow Knight: Silksong dropped me into Act Two and the Great Citadel, I was riding high on those bright, welcoming halls. Then the elevator decided to betray me. One mechanical malfunction later, I was plummeting into the Underworks, a dark, desolate slice of the Citadel’s lower levels that doesn’t exactly roll out a welcome mat. If you’re anything like me, your first thought is probably: where is the map? Here’s how I found the Underworks map, step by step, and what I wish I’d known before I started climbing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efdb4ccbde0ff8ac9e9oCQDh68L07" loading="lazy"  alt="[Image: 6ae28efdb4ccbde0ff8ac9e9oCQDh68L07]" class="mycode_img" /><br />
<br />
Step 1: Pay the Bench Tax First<br />
<br />
Before you go wandering into the dark, deal with the machine near your landing spot. You need to put 15 Rosary Beads into it to release a bench. Do this first. Trust me, you do not want to start the climb with low health and no safe place to rest. The Underworks is gloomy, cramped in places, and full of little surprises that punish impatience. That bench is your anchor.<br />
<br />
Once you’ve paid and rested up, exit the chamber to the right. That takes you into the main Underworks area. From here, the real work begins: climbing.<br />
<br />
Step 2: Clear the Flyers, Then Climb<br />
<br />
As you start scaling the walls, flying enemies will swoop in and try to knock you off. I learned this the hard way. The first time I tried to rush upward, I got bumped mid-cling and had to restart my climb. So take a moment to clear those flyers before you commit to the wall. It saves time, health, and frustration.<br />
<br />
You’ll need the Cling Grip ability to climb the walls here. Keep heading upward, and pay attention to the mid-way section. On the left side, you’ll spot a golden lever. Interact with it, and it lowers a boulder on the right. That opens a pathway so Hornet can reach the top without getting blocked.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f00efde9ece6ffe488aJAgWIeuC07" loading="lazy"  alt="[Image: 6ae28f00efde9ece6ffe488aJAgWIeuC07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f02f35fb08c96c6cf2cTf5LVqfA07" loading="lazy"  alt="[Image: 6ae28f02f35fb08c96c6cf2cTf5LVqfA07]" class="mycode_img" /><br />
<br />
This part is straightforward once you know what to look for. Climb, clear, pull the lever, and keep moving up. No fancy tricks required. Just don’t ignore the lever like I almost did.<br />
<br />
Step 3: At the Top, Take the Left Fork<br />
<br />
When you finally reach the top, you’ll find two pathways: one on the left and one on the right. The right path takes you further into the Underworks. The left path has a signboard, and that’s the one you want first if you’re after the map.<br />
<br />
Enter the area with the signboard on the left. Inside, you’ll find a dimly lit room with an interactable wooden board. Walk up to it and interact. Hornet will receive the map for the Underworks. That’s it. Map acquired. No vendor, no purchase, no haggling. Just a wooden board in a quiet room.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f0ad2eeda112f4684faLkNFkvkH07" loading="lazy"  alt="[Image: 6ae28f0ad2eeda112f4684faLkNFkvkH07]" class="mycode_img" /><br />
<br />
This is a different routine from the usual map-buying flow, where you track down a vendor and pay up. Here, the map is tucked away in the environment. If you skip the left fork and push right, you can absolutely come back later, but the dark rooms start to blur together. Grab the map early and save yourself the headache.<br />
<br />
What the Underworks Map Actually Does for You<br />
<br />
The Underworks isn’t just a straight corridor. It has branching pathways, hidden corners, and routes that can lead to regions you might otherwise miss. The map makes those connections readable. It helps you spot where you’ve been, where you haven’t, and which climbable wall leads to progress versus a dead end.<br />
<br />
For me, the map turned a stressful detour into a manageable exploration zone. I could plan my route, mark my mental checkpoints, and stop second-guessing every dark doorway. If you’re playing in 2026 or later and you’re new to Silksong’s Act Two, this little wooden board is your new best friend.<br />
<br />
Quick Checklist<br />
Why It Matters<br />
<br />
✅ Have 15 Rosary Beads<br />
Releases the bench so you can rest and heal<br />
<br />
✅ Clear flying enemies first<br />
Prevents mid-climb knockoffs<br />
<br />
✅ Use Cling Grip<br />
Required for scaling the walls<br />
<br />
✅ Pull the golden lever<br />
Drops the boulder and opens the path<br />
<br />
✅ Take the left fork at the top<br />
Leads to the signboard room<br />
<br />
✅ Interact with the wooden board<br />
Grants the Underworks map<br />
<br />
My Honest Take<br />
<br />
Okay, lesson learned the hard way: the Underworks doesn’t hand you much. It’s dark, it’s hostile, and the elevator ride in is less than graceful. But the map route is short once you know it. Pay the bench, clear the sky, pull the lever, and take the left fork. Your future self will thank you.<br />
<br />
And if you miss the map on your first pass? No big deal. The Underworks will still be there, waiting in the dark. Just don’t wait too long. Those branching paths are a lot friendlier when you can actually see them.<br />
<br />
Once the Underworks map is in hand and the route starts making sense, it’s easy to start thinking about what to play next—especially if you’re drawn to atmospheric metroidvanias and exploration-heavy games. That’s where a site like DealNest can be useful: it gathers <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">best game deals</a> in one place, so you can browse discounts without digging through storefront after storefront.<br />
<br />
Whether you’re stocking up on indie adventures for later or keeping an eye out for something new after Silksong, DealNest is worth a look if you’d rather spend less time price-hunting and more time playing.]]></description>
			<content:encoded><![CDATA[I’m not a speedrunner, and I’m definitely not the kind of player who memorizes every map on day one. So when Hollow Knight: Silksong dropped me into Act Two and the Great Citadel, I was riding high on those bright, welcoming halls. Then the elevator decided to betray me. One mechanical malfunction later, I was plummeting into the Underworks, a dark, desolate slice of the Citadel’s lower levels that doesn’t exactly roll out a welcome mat. If you’re anything like me, your first thought is probably: where is the map? Here’s how I found the Underworks map, step by step, and what I wish I’d known before I started climbing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efdb4ccbde0ff8ac9e9oCQDh68L07" loading="lazy"  alt="[Image: 6ae28efdb4ccbde0ff8ac9e9oCQDh68L07]" class="mycode_img" /><br />
<br />
Step 1: Pay the Bench Tax First<br />
<br />
Before you go wandering into the dark, deal with the machine near your landing spot. You need to put 15 Rosary Beads into it to release a bench. Do this first. Trust me, you do not want to start the climb with low health and no safe place to rest. The Underworks is gloomy, cramped in places, and full of little surprises that punish impatience. That bench is your anchor.<br />
<br />
Once you’ve paid and rested up, exit the chamber to the right. That takes you into the main Underworks area. From here, the real work begins: climbing.<br />
<br />
Step 2: Clear the Flyers, Then Climb<br />
<br />
As you start scaling the walls, flying enemies will swoop in and try to knock you off. I learned this the hard way. The first time I tried to rush upward, I got bumped mid-cling and had to restart my climb. So take a moment to clear those flyers before you commit to the wall. It saves time, health, and frustration.<br />
<br />
You’ll need the Cling Grip ability to climb the walls here. Keep heading upward, and pay attention to the mid-way section. On the left side, you’ll spot a golden lever. Interact with it, and it lowers a boulder on the right. That opens a pathway so Hornet can reach the top without getting blocked.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f00efde9ece6ffe488aJAgWIeuC07" loading="lazy"  alt="[Image: 6ae28f00efde9ece6ffe488aJAgWIeuC07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f02f35fb08c96c6cf2cTf5LVqfA07" loading="lazy"  alt="[Image: 6ae28f02f35fb08c96c6cf2cTf5LVqfA07]" class="mycode_img" /><br />
<br />
This part is straightforward once you know what to look for. Climb, clear, pull the lever, and keep moving up. No fancy tricks required. Just don’t ignore the lever like I almost did.<br />
<br />
Step 3: At the Top, Take the Left Fork<br />
<br />
When you finally reach the top, you’ll find two pathways: one on the left and one on the right. The right path takes you further into the Underworks. The left path has a signboard, and that’s the one you want first if you’re after the map.<br />
<br />
Enter the area with the signboard on the left. Inside, you’ll find a dimly lit room with an interactable wooden board. Walk up to it and interact. Hornet will receive the map for the Underworks. That’s it. Map acquired. No vendor, no purchase, no haggling. Just a wooden board in a quiet room.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f0ad2eeda112f4684faLkNFkvkH07" loading="lazy"  alt="[Image: 6ae28f0ad2eeda112f4684faLkNFkvkH07]" class="mycode_img" /><br />
<br />
This is a different routine from the usual map-buying flow, where you track down a vendor and pay up. Here, the map is tucked away in the environment. If you skip the left fork and push right, you can absolutely come back later, but the dark rooms start to blur together. Grab the map early and save yourself the headache.<br />
<br />
What the Underworks Map Actually Does for You<br />
<br />
The Underworks isn’t just a straight corridor. It has branching pathways, hidden corners, and routes that can lead to regions you might otherwise miss. The map makes those connections readable. It helps you spot where you’ve been, where you haven’t, and which climbable wall leads to progress versus a dead end.<br />
<br />
For me, the map turned a stressful detour into a manageable exploration zone. I could plan my route, mark my mental checkpoints, and stop second-guessing every dark doorway. If you’re playing in 2026 or later and you’re new to Silksong’s Act Two, this little wooden board is your new best friend.<br />
<br />
Quick Checklist<br />
Why It Matters<br />
<br />
✅ Have 15 Rosary Beads<br />
Releases the bench so you can rest and heal<br />
<br />
✅ Clear flying enemies first<br />
Prevents mid-climb knockoffs<br />
<br />
✅ Use Cling Grip<br />
Required for scaling the walls<br />
<br />
✅ Pull the golden lever<br />
Drops the boulder and opens the path<br />
<br />
✅ Take the left fork at the top<br />
Leads to the signboard room<br />
<br />
✅ Interact with the wooden board<br />
Grants the Underworks map<br />
<br />
My Honest Take<br />
<br />
Okay, lesson learned the hard way: the Underworks doesn’t hand you much. It’s dark, it’s hostile, and the elevator ride in is less than graceful. But the map route is short once you know it. Pay the bench, clear the sky, pull the lever, and take the left fork. Your future self will thank you.<br />
<br />
And if you miss the map on your first pass? No big deal. The Underworks will still be there, waiting in the dark. Just don’t wait too long. Those branching paths are a lot friendlier when you can actually see them.<br />
<br />
Once the Underworks map is in hand and the route starts making sense, it’s easy to start thinking about what to play next—especially if you’re drawn to atmospheric metroidvanias and exploration-heavy games. That’s where a site like DealNest can be useful: it gathers <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">best game deals</a> in one place, so you can browse discounts without digging through storefront after storefront.<br />
<br />
Whether you’re stocking up on indie adventures for later or keeping an eye out for something new after Silksong, DealNest is worth a look if you’d rather spend less time price-hunting and more time playing.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Crawbug Clearing Quest: Ragpelts, Rewards, and Scarecrow Secrets]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=215</link>
			<pubDate>Thu, 29 Oct 2026 19:24:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=215</guid>
			<description><![CDATA[Creige's Halfway House has a problem with feathers, and Hornet is the one who can solve it. In Act 1 of Hollow Knight: Silksong, the Crawbug Clearing side quest asks players to collect 25 Ragpelts so that Creige can build a scarecrow. The task sounds simple enough—until the local birds start treating the roof like a personal playground. ?<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efb1770774fbb65901fDitGl9Xm07" loading="lazy"  alt="[Image: 6ae28efb1770774fbb65901fDitGl9Xm07]" class="mycode_img" /><br />
<br />
Starting the Crawbug Clearing Quest<br />
<br />
The quest does not appear at the very beginning of the journey. Players first need to defeat the Widow boss in Bellhart and free the town's citizens from their web captivity. That fight becomes available after defeating Sister Splinter in Shellwood and acquiring the Cling Grip. Once the Widow falls, the Wish Board beside the shopkeeper in Bellhart quietly offers its requests. Crawbug Clearing sits among them, alongside My Missing Courier and Rite of the Pollip.<br />
<br />
Accepting the wish is only the first step. The quest truly begins when Hornet speaks with Creige at the Halfway House in Greymoor. Behind the counter, Creige explains the situation: he needs 25 Ragpelts to build a scarecrow. Without it, the birds will keep swarming his building. Plain and simple, the man needs a feathered deterrent, and Hornet needs to supply the materials.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f042c0a46d33cfdd79cxl53RaaY07" loading="lazy"  alt="[Image: 6ae28f042c0a46d33cfdd79cxl53RaaY07]" class="mycode_img" /><br />
<br />
Finding Ragpelts in Greymoor<br />
<br />
Ragpelts come from the green bird enemies in Greymoor. The small green birds above the Halfway House do drop them, but each tiny bird yields only one Ragpelt. Grinding those little ones and resting at the nearby bench works, yet it is not the fastest route. Truth be told, the better farming spot lies farther east of the Halfway House.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f072c0a46d33cfdd7b2bzKNdsSy07" loading="lazy"  alt="[Image: 6ae28f072c0a46d33cfdd7b2bzKNdsSy07]" class="mycode_img" /><br />
<br />
The larger green birds are the real prize. Two types stand out: the fat bird that throws projectiles and the sword-wielding bird. Each of these larger enemies drops up to four Ragpelts when defeated. They also respawn whenever Hornet rests at a save bench, which makes repeated farming comfortable. The birds do not exactly line up politely for harvest, but a steady loop of combat and rest gets the job done.<br />
<br />
A practical route is to clear the larger birds east of the Halfway House, rest at the bench, and repeat. With up to four Ragpelts per kill, 25 pieces arrive much faster than nibbling away at the tiny birds. Players should keep an eye on their health and thread supply, especially when the projectile thrower and the sword bird appear together. Fighting them one at a time is safer, and using Tools to soften them up makes the loop smoother.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1059013d0cf4fa4e66JpZFVYa407" loading="lazy"  alt="[Image: 6ae28f1059013d0cf4fa4e66JpZFVYa407]" class="mycode_img" /><br />
<br />
Enemy Type<br />
Location<br />
Ragpelts per Kill<br />
Notes<br />
<br />
Tiny green bird<br />
Above the Halfway House<br />
1<br />
Easy but slow for farming<br />
<br />
Fat projectile bird<br />
East of the Halfway House<br />
Up to 4<br />
Keep moving to dodge projectiles<br />
<br />
Sword-wielding bird<br />
East of the Halfway House<br />
Up to 4<br />
Watch for quick lunges<br />
<br />
Turning In the Quest and Claiming the Reward<br />
<br />
Once the counter reaches 25 Ragpelts, Hornet can return to Creige at the Halfway House. Handing over the bundle concludes the Crawbug Clearing quest, and Creige is visibly pleased. His reward is the Crafting Kit Expanded item, a pouch for holding traps and tools along with fine crafting implements that increase their lethality.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1c6777879338e50648ItXeaPso07" loading="lazy"  alt="[Image: 6ae28f1c6777879338e50648ItXeaPso07]" class="mycode_img" /><br />
<br />
In practical terms, the Crafting Kit Expanded boosts Tool damage. The inventory's Tool Pouch and Crafting Kit screen shows a Tool Damage meter with four circles; this reward raises the meter to two white circles out of four. For players who lean on Tools during boss fights and crowded rooms, that extra damage is no small feat. It helps Hornet kill enemies faster and makes future Act 1 encounters a little less punishing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f24497a33a142aecbd3GdZQzISB07" loading="lazy"  alt="[Image: 6ae28f24497a33a142aecbd3GdZQzISB07]" class="mycode_img" /><br />
<br />
Crawbug Clearing is a short side quest with a clear loop: accept the wish, speak with Creige, farm the larger green birds east of the Halfway House, and return with 25 Ragpelts. The scarecrow may be Creige's victory, but the Crafting Kit Expanded is Hornet's prize. ?️<br />
<br />
For players who enjoy chasing optional upgrades like the Crafting Kit Expanded, that same habit often carries over into keeping an eye on what else is worth playing between Silksong sessions. <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a handy place for that kind of browsing, offering a straightforward game price comparison before you commit to a new title.]]></description>
			<content:encoded><![CDATA[Creige's Halfway House has a problem with feathers, and Hornet is the one who can solve it. In Act 1 of Hollow Knight: Silksong, the Crawbug Clearing side quest asks players to collect 25 Ragpelts so that Creige can build a scarecrow. The task sounds simple enough—until the local birds start treating the roof like a personal playground. ?<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efb1770774fbb65901fDitGl9Xm07" loading="lazy"  alt="[Image: 6ae28efb1770774fbb65901fDitGl9Xm07]" class="mycode_img" /><br />
<br />
Starting the Crawbug Clearing Quest<br />
<br />
The quest does not appear at the very beginning of the journey. Players first need to defeat the Widow boss in Bellhart and free the town's citizens from their web captivity. That fight becomes available after defeating Sister Splinter in Shellwood and acquiring the Cling Grip. Once the Widow falls, the Wish Board beside the shopkeeper in Bellhart quietly offers its requests. Crawbug Clearing sits among them, alongside My Missing Courier and Rite of the Pollip.<br />
<br />
Accepting the wish is only the first step. The quest truly begins when Hornet speaks with Creige at the Halfway House in Greymoor. Behind the counter, Creige explains the situation: he needs 25 Ragpelts to build a scarecrow. Without it, the birds will keep swarming his building. Plain and simple, the man needs a feathered deterrent, and Hornet needs to supply the materials.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f042c0a46d33cfdd79cxl53RaaY07" loading="lazy"  alt="[Image: 6ae28f042c0a46d33cfdd79cxl53RaaY07]" class="mycode_img" /><br />
<br />
Finding Ragpelts in Greymoor<br />
<br />
Ragpelts come from the green bird enemies in Greymoor. The small green birds above the Halfway House do drop them, but each tiny bird yields only one Ragpelt. Grinding those little ones and resting at the nearby bench works, yet it is not the fastest route. Truth be told, the better farming spot lies farther east of the Halfway House.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f072c0a46d33cfdd7b2bzKNdsSy07" loading="lazy"  alt="[Image: 6ae28f072c0a46d33cfdd7b2bzKNdsSy07]" class="mycode_img" /><br />
<br />
The larger green birds are the real prize. Two types stand out: the fat bird that throws projectiles and the sword-wielding bird. Each of these larger enemies drops up to four Ragpelts when defeated. They also respawn whenever Hornet rests at a save bench, which makes repeated farming comfortable. The birds do not exactly line up politely for harvest, but a steady loop of combat and rest gets the job done.<br />
<br />
A practical route is to clear the larger birds east of the Halfway House, rest at the bench, and repeat. With up to four Ragpelts per kill, 25 pieces arrive much faster than nibbling away at the tiny birds. Players should keep an eye on their health and thread supply, especially when the projectile thrower and the sword bird appear together. Fighting them one at a time is safer, and using Tools to soften them up makes the loop smoother.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1059013d0cf4fa4e66JpZFVYa407" loading="lazy"  alt="[Image: 6ae28f1059013d0cf4fa4e66JpZFVYa407]" class="mycode_img" /><br />
<br />
Enemy Type<br />
Location<br />
Ragpelts per Kill<br />
Notes<br />
<br />
Tiny green bird<br />
Above the Halfway House<br />
1<br />
Easy but slow for farming<br />
<br />
Fat projectile bird<br />
East of the Halfway House<br />
Up to 4<br />
Keep moving to dodge projectiles<br />
<br />
Sword-wielding bird<br />
East of the Halfway House<br />
Up to 4<br />
Watch for quick lunges<br />
<br />
Turning In the Quest and Claiming the Reward<br />
<br />
Once the counter reaches 25 Ragpelts, Hornet can return to Creige at the Halfway House. Handing over the bundle concludes the Crawbug Clearing quest, and Creige is visibly pleased. His reward is the Crafting Kit Expanded item, a pouch for holding traps and tools along with fine crafting implements that increase their lethality.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1c6777879338e50648ItXeaPso07" loading="lazy"  alt="[Image: 6ae28f1c6777879338e50648ItXeaPso07]" class="mycode_img" /><br />
<br />
In practical terms, the Crafting Kit Expanded boosts Tool damage. The inventory's Tool Pouch and Crafting Kit screen shows a Tool Damage meter with four circles; this reward raises the meter to two white circles out of four. For players who lean on Tools during boss fights and crowded rooms, that extra damage is no small feat. It helps Hornet kill enemies faster and makes future Act 1 encounters a little less punishing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f24497a33a142aecbd3GdZQzISB07" loading="lazy"  alt="[Image: 6ae28f24497a33a142aecbd3GdZQzISB07]" class="mycode_img" /><br />
<br />
Crawbug Clearing is a short side quest with a clear loop: accept the wish, speak with Creige, farm the larger green birds east of the Halfway House, and return with 25 Ragpelts. The scarecrow may be Creige's victory, but the Crafting Kit Expanded is Hornet's prize. ?️<br />
<br />
For players who enjoy chasing optional upgrades like the Crafting Kit Expanded, that same habit often carries over into keeping an eye on what else is worth playing between Silksong sessions. <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a handy place for that kind of browsing, offering a straightforward game price comparison before you commit to a new title.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hollow Knight: Silksong’s Rosary Beads Meet the World’s Least Forgiving Spikes]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=214</link>
			<pubDate>Thu, 29 Oct 2026 10:02:19 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=214</guid>
			<description><![CDATA[Hollow Knight: Silksong arrived on September 4, 2025, after roughly seven years of development, and promptly became the kind of cultural event that makes storefronts sweat. More than half a million simultaneous players piled onto Steam during its first weekend, while the Xbox Store and Nintendo eShop reportedly wobbled under the traffic. By 2026, the launch hubbub has cooled into the familiar hum of fandom maintenance, but one small, spiky grievance refuses to be swept under the rug: Rosary Beads, those precious little currency morsels, can be destroyed when they touch spikes. Not lost. Not delayed. Destroyed. Deleted from existence with the quiet cruelty of a spreadsheet macro.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef57f3f33b4a4f0ed6ft45K1B1M07" loading="lazy"  alt="[Image: 6ae28ef57f3f33b4a4f0ed6ft45K1B1M07]" class="mycode_img" /><br />
<br />
The complaint, amplified by a community post that gathered over 3,700 upvotes, is refreshingly specific. Players do not mind earning currency. They do not even mind losing it to a dignified death. What grinds their gears is watching a Rosary Bead drift into a spike and vanish, especially when the player has equipped the item meant to attract beads. In some cases, the auto-collect tool apparently nudges a bead’s trajectory straight into the hazard, turning a helpful accessory into a tiny, enthusiastic accomplice. The whole affair has the emotional texture of dropping a single fry into a car’s footwell and watching it achieve sentience just in time to roll under the seat.<br />
<br />
This is not the grandest controversy in Silksong, but it is the kind of detail that sticks in a player’s shoe like a very expensive pebble. The game’s broader difficulty debate has already covered Hornet’s hitboxes feeling too large, double damage showing up often enough to feel like a tax on optimism, and boss runbacks that are as welcome as a mosquito at a meditation retreat. Defenders of the game have fired back with a fair point: Hornet moves like a caffeinated calligrapher, fast and precise, and her responsiveness makes the challenge feel less like cruelty and more like a very sharp dance lesson.<br />
<br />
Grievance<br />
Community Mood<br />
Practical Effect<br />
<br />
Rosary Beads destroyed by spikes<br />
? Quietly furious<br />
Currency vanishes even with collection help<br />
<br />
Hornet’s hitboxes feel too big<br />
? Suspicious<br />
Players swear they were nowhere near that claw<br />
<br />
Double damage<br />
? Ouch<br />
Small mistakes become expensive lessons<br />
<br />
Boss runbacks<br />
?‍♂️ Weary<br />
The walk back becomes its own mini-boss<br />
<br />
No difficulty options<br />
? Divided<br />
Mods become the unofficial accessibility menu<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef8af4116879ee132e5OQ9gWtGe07" loading="lazy"  alt="[Image: 6ae28ef8af4116879ee132e5OQ9gWtGe07]" class="mycode_img" /><br />
<br />
Fortunately for PC players, modders have already begun acting like a pit crew staffed entirely by nocturnal tinkerers. Popular Silksong mods remove annoyances such as bosses dealing double damage, while others add more benches so that runbacks sting a little less. This matters because Team Cherry did not include difficulty options in Hollow Knight: Silksong, leaving mods as a pressure-release valve for players who love the world but would prefer fewer spike-flavored surprises. It is a very 2026 arrangement: the developers build the mountain, and the community quietly installs a chairlift.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a6944fca16219ed97ff40da4ZGWGUzS07" loading="lazy"  alt="[Image: 6a6944fca16219ed97ff40da4ZGWGUzS07]" class="mycode_img" /><br />
<br />
None of this has stopped Silksong from being a major hit, and none of it needs to. The Rosary Bead issue is less a grand design flaw and more a paper cut on the fingertip of an otherwise gripping adventure. Still, in a game where every bead can feel hard-won, watching one get deleted by a floor spike is enough to make even the most stoic bug warrior mutter something unkind. The community’s message is simple: keep the challenge, keep the speed, keep the glorious insect chaos, but perhaps let the currency survive a pointy floor. In 2026, that remains a small request with a very sharp edge. ??️<br />
<br />
PC players who enjoy fine-tuning a difficult game with mods tend to be the same crowd that keeps an eye on a good bargain. After all, the ideal time to try a demanding new title is often when it costs a little less, and DealNest is a straightforward place to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">PC game discounts</a> before adding another game to the backlog.<br />
<br />
That small bit of price-checking won’t make a boss fight any easier, but it does make the decision to jump in feel a little lighter—and leaves more room to appreciate the parts of a game that are supposed to be punishing, not the receipt.]]></description>
			<content:encoded><![CDATA[Hollow Knight: Silksong arrived on September 4, 2025, after roughly seven years of development, and promptly became the kind of cultural event that makes storefronts sweat. More than half a million simultaneous players piled onto Steam during its first weekend, while the Xbox Store and Nintendo eShop reportedly wobbled under the traffic. By 2026, the launch hubbub has cooled into the familiar hum of fandom maintenance, but one small, spiky grievance refuses to be swept under the rug: Rosary Beads, those precious little currency morsels, can be destroyed when they touch spikes. Not lost. Not delayed. Destroyed. Deleted from existence with the quiet cruelty of a spreadsheet macro.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef57f3f33b4a4f0ed6ft45K1B1M07" loading="lazy"  alt="[Image: 6ae28ef57f3f33b4a4f0ed6ft45K1B1M07]" class="mycode_img" /><br />
<br />
The complaint, amplified by a community post that gathered over 3,700 upvotes, is refreshingly specific. Players do not mind earning currency. They do not even mind losing it to a dignified death. What grinds their gears is watching a Rosary Bead drift into a spike and vanish, especially when the player has equipped the item meant to attract beads. In some cases, the auto-collect tool apparently nudges a bead’s trajectory straight into the hazard, turning a helpful accessory into a tiny, enthusiastic accomplice. The whole affair has the emotional texture of dropping a single fry into a car’s footwell and watching it achieve sentience just in time to roll under the seat.<br />
<br />
This is not the grandest controversy in Silksong, but it is the kind of detail that sticks in a player’s shoe like a very expensive pebble. The game’s broader difficulty debate has already covered Hornet’s hitboxes feeling too large, double damage showing up often enough to feel like a tax on optimism, and boss runbacks that are as welcome as a mosquito at a meditation retreat. Defenders of the game have fired back with a fair point: Hornet moves like a caffeinated calligrapher, fast and precise, and her responsiveness makes the challenge feel less like cruelty and more like a very sharp dance lesson.<br />
<br />
Grievance<br />
Community Mood<br />
Practical Effect<br />
<br />
Rosary Beads destroyed by spikes<br />
? Quietly furious<br />
Currency vanishes even with collection help<br />
<br />
Hornet’s hitboxes feel too big<br />
? Suspicious<br />
Players swear they were nowhere near that claw<br />
<br />
Double damage<br />
? Ouch<br />
Small mistakes become expensive lessons<br />
<br />
Boss runbacks<br />
?‍♂️ Weary<br />
The walk back becomes its own mini-boss<br />
<br />
No difficulty options<br />
? Divided<br />
Mods become the unofficial accessibility menu<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef8af4116879ee132e5OQ9gWtGe07" loading="lazy"  alt="[Image: 6ae28ef8af4116879ee132e5OQ9gWtGe07]" class="mycode_img" /><br />
<br />
Fortunately for PC players, modders have already begun acting like a pit crew staffed entirely by nocturnal tinkerers. Popular Silksong mods remove annoyances such as bosses dealing double damage, while others add more benches so that runbacks sting a little less. This matters because Team Cherry did not include difficulty options in Hollow Knight: Silksong, leaving mods as a pressure-release valve for players who love the world but would prefer fewer spike-flavored surprises. It is a very 2026 arrangement: the developers build the mountain, and the community quietly installs a chairlift.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a6944fca16219ed97ff40da4ZGWGUzS07" loading="lazy"  alt="[Image: 6a6944fca16219ed97ff40da4ZGWGUzS07]" class="mycode_img" /><br />
<br />
None of this has stopped Silksong from being a major hit, and none of it needs to. The Rosary Bead issue is less a grand design flaw and more a paper cut on the fingertip of an otherwise gripping adventure. Still, in a game where every bead can feel hard-won, watching one get deleted by a floor spike is enough to make even the most stoic bug warrior mutter something unkind. The community’s message is simple: keep the challenge, keep the speed, keep the glorious insect chaos, but perhaps let the currency survive a pointy floor. In 2026, that remains a small request with a very sharp edge. ??️<br />
<br />
PC players who enjoy fine-tuning a difficult game with mods tend to be the same crowd that keeps an eye on a good bargain. After all, the ideal time to try a demanding new title is often when it costs a little less, and DealNest is a straightforward place to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">PC game discounts</a> before adding another game to the backlog.<br />
<br />
That small bit of price-checking won’t make a boss fight any easier, but it does make the decision to jump in feel a little lighter—and leaves more room to appreciate the parts of a game that are supposed to be punishing, not the receipt.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Guide: How to Open the Pilgrim's Rest Door in Far Fields]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=213</link>
			<pubDate>Thu, 29 Oct 2026 06:56:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=213</guid>
			<description><![CDATA[The banging behind the metal door in Pilgrim's Rest is one of Far Fields' most provocative pieces of environmental storytelling in Hollow Knight: Silksong. The room sits inside Far Fields, and its sealed door suggests something angry is waiting on the other side. In 2026, the puzzle remains a common stumbling block for players who hear the impact but cannot see an obvious latch, lever, or prompt. Is the door merely a decorative tease, or is there a real route hidden nearby? The answer is the latter, and it begins not at the door itself but in the vertical chamber outside it.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f27312f257aab2a6063EpLri8vX07" loading="lazy"  alt="[Image: 6ae28f27312f257aab2a6063EpLri8vX07]" class="mycode_img" /><br />
<br />
Start at the left exit, not the door<br />
<br />
Players who want to open the Pilgrim's Rest door should first leave the room through its left entrance. From there, they descend to the midpoint of the vertical room. The critical step is to enter the room on the right that contains a bench and the Bell Beast. This detour is easy to overlook because the sealed door dominates attention, but the Bell Beast room is the true starting point for the hidden route.<br />
<br />
Find the hidden path beneath the platform<br />
<br />
Inside the Bell Beast room, players should focus on the small platform to the right of the Bell Beast. The solution is not to jump onto it or interact with the creature. Instead, players must get underneath that platform and hold right. A hidden path exists in that position. This is the kind of secret that rewards experimentation: no prompt announces it, and the route only becomes clear when Hornet commits to the movement.<br />
<br />
The obstacle course<br />
<br />
Beyond the hidden path lies an obstacle course that tests both timing and control. Players must pogo on red orbs, use the Drifter's Cloak to ride air currents, and avoid spikes. The required actions are fairly well telegraphed, but executing them can prove difficult. The sequence is less about guessing and more about precision, especially for players who are still building confidence with pogo inputs and air-current movement. A failed attempt is usually a timing error rather than a missed clue.<br />
<br />
Stage<br />
Action<br />
Common mistake<br />
<br />
1<br />
Exit Pilgrim's Rest through the left entrance<br />
Trying to force the metal door first<br />
<br />
2<br />
Descend to the midpoint of the vertical room<br />
Dropping too far or entering the wrong side room<br />
<br />
3<br />
Enter the bench and Bell Beast room on the right<br />
Ignoring the room because it looks optional<br />
<br />
4<br />
Get under the small platform right of the Bell Beast and hold right<br />
Jumping onto the platform instead<br />
<br />
5<br />
Pogo red orbs, ride air currents with Drifter's Cloak, avoid spikes<br />
Rushing the pogo chain<br />
<br />
6<br />
At the end, go left to the Rhinogrund and strike the switch<br />
Heading right too early and missing the switch<br />
<br />
The switch and the Rhinogrund<br />
<br />
At the end of the course, players who go left will encounter a Rhinogrund. A switch sits just past that foe. Striking the switch with Hornet's needle opens the Pilgrim's Rest door. The enemy is not just flavor; it guards the final interaction and can punish players who try to dash past without a plan. Once the switch is hit, the metal door in Pilgrim's Rest can finally be opened, and the angry creature beyond it becomes part of the game's larger web of secrets rather than an unsolved mystery.<br />
<br />
Do not miss the Lost Flea<br />
<br />
There is also a Lost Flea very close to the Rhinogrund, and it is easy to skip while focusing on the switch. After completing the obstacle course, players should head right instead of left toward the Rhinogrund. They should pass by some spools of silk and use Cling Grip on the right wall to reach an alcove with the Lost Flea. For completionists, this optional detour is worth the extra few seconds, especially because the main route already puts players in the right area.<br />
<br />
Why the door matters<br />
<br />
The Pilgrim's Rest door is a good example of Silksong's layered exploration. The banging sound creates curiosity, but the solution is not a single button press. It asks players to read the room, backtrack through the vertical chamber, trust a hidden path, and then prove their movement skills. In 2026, as more players return to Far Fields for missed secrets, the route remains a useful reminder that not every locked door in Silksong is opened from the front. Sometimes the answer is a bench, a Bell Beast, and a switch waiting past a Rhinogrund.<br />
<br />
Players who enjoy the detective work behind secrets like this often carry the same checklist mindset into other parts of their hobby, whether that means tracking collectibles, comparing gear, or keeping an eye out for good gaming deals. For that latter habit, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> can be a handy place to browse when you want to spot offers without turning a quick break into another full exploration session.<br />
<br />
It fits naturally alongside the slower, curiosity-driven approach that makes hidden routes and optional detours worth chasing in the first place: a little patience, a quick check, and a willingness to look beyond the most obvious path.]]></description>
			<content:encoded><![CDATA[The banging behind the metal door in Pilgrim's Rest is one of Far Fields' most provocative pieces of environmental storytelling in Hollow Knight: Silksong. The room sits inside Far Fields, and its sealed door suggests something angry is waiting on the other side. In 2026, the puzzle remains a common stumbling block for players who hear the impact but cannot see an obvious latch, lever, or prompt. Is the door merely a decorative tease, or is there a real route hidden nearby? The answer is the latter, and it begins not at the door itself but in the vertical chamber outside it.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f27312f257aab2a6063EpLri8vX07" loading="lazy"  alt="[Image: 6ae28f27312f257aab2a6063EpLri8vX07]" class="mycode_img" /><br />
<br />
Start at the left exit, not the door<br />
<br />
Players who want to open the Pilgrim's Rest door should first leave the room through its left entrance. From there, they descend to the midpoint of the vertical room. The critical step is to enter the room on the right that contains a bench and the Bell Beast. This detour is easy to overlook because the sealed door dominates attention, but the Bell Beast room is the true starting point for the hidden route.<br />
<br />
Find the hidden path beneath the platform<br />
<br />
Inside the Bell Beast room, players should focus on the small platform to the right of the Bell Beast. The solution is not to jump onto it or interact with the creature. Instead, players must get underneath that platform and hold right. A hidden path exists in that position. This is the kind of secret that rewards experimentation: no prompt announces it, and the route only becomes clear when Hornet commits to the movement.<br />
<br />
The obstacle course<br />
<br />
Beyond the hidden path lies an obstacle course that tests both timing and control. Players must pogo on red orbs, use the Drifter's Cloak to ride air currents, and avoid spikes. The required actions are fairly well telegraphed, but executing them can prove difficult. The sequence is less about guessing and more about precision, especially for players who are still building confidence with pogo inputs and air-current movement. A failed attempt is usually a timing error rather than a missed clue.<br />
<br />
Stage<br />
Action<br />
Common mistake<br />
<br />
1<br />
Exit Pilgrim's Rest through the left entrance<br />
Trying to force the metal door first<br />
<br />
2<br />
Descend to the midpoint of the vertical room<br />
Dropping too far or entering the wrong side room<br />
<br />
3<br />
Enter the bench and Bell Beast room on the right<br />
Ignoring the room because it looks optional<br />
<br />
4<br />
Get under the small platform right of the Bell Beast and hold right<br />
Jumping onto the platform instead<br />
<br />
5<br />
Pogo red orbs, ride air currents with Drifter's Cloak, avoid spikes<br />
Rushing the pogo chain<br />
<br />
6<br />
At the end, go left to the Rhinogrund and strike the switch<br />
Heading right too early and missing the switch<br />
<br />
The switch and the Rhinogrund<br />
<br />
At the end of the course, players who go left will encounter a Rhinogrund. A switch sits just past that foe. Striking the switch with Hornet's needle opens the Pilgrim's Rest door. The enemy is not just flavor; it guards the final interaction and can punish players who try to dash past without a plan. Once the switch is hit, the metal door in Pilgrim's Rest can finally be opened, and the angry creature beyond it becomes part of the game's larger web of secrets rather than an unsolved mystery.<br />
<br />
Do not miss the Lost Flea<br />
<br />
There is also a Lost Flea very close to the Rhinogrund, and it is easy to skip while focusing on the switch. After completing the obstacle course, players should head right instead of left toward the Rhinogrund. They should pass by some spools of silk and use Cling Grip on the right wall to reach an alcove with the Lost Flea. For completionists, this optional detour is worth the extra few seconds, especially because the main route already puts players in the right area.<br />
<br />
Why the door matters<br />
<br />
The Pilgrim's Rest door is a good example of Silksong's layered exploration. The banging sound creates curiosity, but the solution is not a single button press. It asks players to read the room, backtrack through the vertical chamber, trust a hidden path, and then prove their movement skills. In 2026, as more players return to Far Fields for missed secrets, the route remains a useful reminder that not every locked door in Silksong is opened from the front. Sometimes the answer is a bench, a Bell Beast, and a switch waiting past a Rhinogrund.<br />
<br />
Players who enjoy the detective work behind secrets like this often carry the same checklist mindset into other parts of their hobby, whether that means tracking collectibles, comparing gear, or keeping an eye out for good gaming deals. For that latter habit, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> can be a handy place to browse when you want to spot offers without turning a quick break into another full exploration session.<br />
<br />
It fits naturally alongside the slower, curiosity-driven approach that makes hidden routes and optional detours worth chasing in the first place: a little patience, a quick check, and a willingness to look beyond the most obvious path.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Fine Pins Quest Guide: Farming Reed and Choristor Efficiently]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=212</link>
			<pubDate>Thu, 29 Oct 2026 03:45:47 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=212</guid>
			<description><![CDATA[Honestly, the Fine Pins Wish in Silksong is one of those tasks that looks more intimidating than it really is. Players who reach Act 2 and spend time in Songclave will eventually spot a Wishwall request asking for 10 Fine Pins, a collection quest that sends Hornet back into the Citadel to hunt down specific enemies. The reward is a Heavy Rosary Necklace, which can be broken for a quick pile of Rosaries, so it is a worthwhile detour for anyone who needs currency or simply wants to clear another Wish from the board. The quest is not complicated, but it does involve a little farming, a bit of luck, and one important pickup rule that catches some players off guard.<br />
<br />
? Quest Snapshot<br />
<br />
Quest detail<br />
What players need to know<br />
<br />
Location<br />
Songclave, in the top-right area of the Citadel<br />
<br />
Unlock requirement<br />
Beat the Last Judge and progress into Act 2<br />
<br />
Quest source<br />
The Wishwall to the right of the Caretaker<br />
<br />
Objective<br />
Collect 10 Fine Pins<br />
<br />
Main enemies<br />
Reed and Choristor<br />
<br />
Reward<br />
Heavy Rosary Necklace, worth 220 Rosaries when broken<br />
<br />
? How to Start the Fine Pins Wish<br />
<br />
Players cannot simply walk into Songclave at the start of the game. The area becomes available after beating the Last Judge and moving into Act 2. Once they reach the correct unnamed location in the top-right of the Citadel, they need to ring the Grand Bell. When they return later, that spot has transformed into Songclave. From there, the Fine Pins Wish is waiting on the Wishwall that appears to the right of the Caretaker. It is a standard collection request, so there is no long dialogue chain or hidden prerequisite beyond reaching the area and interacting with the board.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8458aa863541166dbdVmRPrLCA07" loading="lazy"  alt="[Image: 6ae13d8458aa863541166dbdVmRPrLCA07]" class="mycode_img" /><br />
<br />
⚔️ What Fine Pins Are and Who Drops Them<br />
<br />
Fine Pins are thin, silver-colored items, and they are not lying around in chests or hidden in side rooms. Instead, they drop from two enemy types in the Citadel: Reed and Choristor. Both enemies wield these pin-like weapons, which makes them the obvious targets for the Wish. Players who try to search every corner of the Citadel may waste time, because the quest is really about enemy farming rather than exploration. The key is to find a reliable spawn area and settle into a short combat loop.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8de3974f80960a77aaei1V089E07" loading="lazy"  alt="[Image: 6ae13d8de3974f80960a77aaei1V089E07]" class="mycode_img" /><br />
<br />
?️ The Best Fine Pin Farming Spot<br />
<br />
The most convenient place to farm Fine Pins is the tall room to the left of the Grand Bellway in the Choral Chambers sub-zone of the Citadel. This room is popular because both required enemies are close together. A Choristor spawns on the bottom floor right next to the Bell Beast Station exit, while a Reed enemy flies not too far above. That means players can defeat one enemy, move upward, defeat the second, and then reset the room by leaving and re-entering or by using the nearby station route. The whole loop is short, which matters because Fine Pins are not guaranteed drops.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d96adef2ae81085dd624vsPTFEc07" loading="lazy"  alt="[Image: 6ae13d96adef2ae81085dd624vsPTFEc07]" class="mycode_img" /><br />
<br />
? Drop Rates and Pickup Rules<br />
<br />
Here is the part that surprises some players: Fine Pins are not a guaranteed drop. The chance appears to be roughly 50/50, so a player may need to kill more than 10 Reed and Choristor enemies before the Wish is complete. Patience helps, but the nearby spawn point keeps the farm from becoming a long grind. Another important detail is that Fine Pins do not get added to the inventory automatically. Players must stand next to a dropped Fine Pin and interact with it to pick it up. Running through the room too quickly can leave pins on the floor, so it is worth slowing down after each kill to check for the silver item.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d9961c0b3dd671fbc8dCdrCgorD07" loading="lazy"  alt="[Image: 6ae13d9961c0b3dd671fbc8dCdrCgorD07]" class="mycode_img" /><br />
<br />
A few practical habits make the farm smoother:<br />
<br />
? Defeat the bottom Choristor first, then move up for the Reed.<br />
<br />
? Check the floor after every kill instead of assuming the drop was collected.<br />
<br />
? Reset the room often; the enemies are close enough that long detours are unnecessary.<br />
<br />
?️ Use quick area attacks or ranged options if the flying Reed is annoying to chase.<br />
<br />
? Expect a few extra kills; 10 pins does not always mean 10 enemies.<br />
<br />
? Turning In the Wish and Claiming the Reward<br />
<br />
After collecting the tenth Fine Pin, players should return to Songclave and interact with the Wishwell. The Wish Fulfilled screen will appear, and Hornet receives a Heavy Rosary Necklace. This item is more than a trophy. It can be broken to receive 220 Rosaries instantly, which is a solid payout for a relatively short farming session. As an inventory item, the Heavy Rosary Necklace is also safe: it will not be lost upon death. That makes it a flexible reward for players who want to save it for a shopping trip or break it immediately when currency is tight.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13da3a95fc92dec4d0b0adXtobRJ607" loading="lazy"  alt="[Image: 6ae13da3a95fc92dec4d0b0adXtobRJ607]" class="mycode_img" /><br />
<br />
? Is the Fine Pins Wish Worth Doing?<br />
<br />
As of 2026, the Fine Pins Wish remains a straightforward Act 2 task with a clean route and a useful reward. It is not the most dramatic quest in Silksong, and the random drop rate means it can take a little longer than expected, but the Choral Chambers farming spot keeps the downtime low. Players who are already exploring the Citadel can fold this Wish into their route without much trouble. For anyone short on Rosaries, the Heavy Rosary Necklace alone makes the detour worthwhile. It is a small chore, but a profitable one, and that is exactly the kind of quest many Silksong players appreciate.<br />
<br />
For players who like to make every reward count, that same bargain-hunting mindset can carry over to real-world gaming purchases. Whether you are looking for a new controller, a comfortable headset for long farming sessions, or Silksong-themed merchandise, it is worth checking multiple retailers before committing. DealNest gathers deals in one place so you can <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">compare prices here</a> and avoid overpaying for the gear that supports your play.]]></description>
			<content:encoded><![CDATA[Honestly, the Fine Pins Wish in Silksong is one of those tasks that looks more intimidating than it really is. Players who reach Act 2 and spend time in Songclave will eventually spot a Wishwall request asking for 10 Fine Pins, a collection quest that sends Hornet back into the Citadel to hunt down specific enemies. The reward is a Heavy Rosary Necklace, which can be broken for a quick pile of Rosaries, so it is a worthwhile detour for anyone who needs currency or simply wants to clear another Wish from the board. The quest is not complicated, but it does involve a little farming, a bit of luck, and one important pickup rule that catches some players off guard.<br />
<br />
? Quest Snapshot<br />
<br />
Quest detail<br />
What players need to know<br />
<br />
Location<br />
Songclave, in the top-right area of the Citadel<br />
<br />
Unlock requirement<br />
Beat the Last Judge and progress into Act 2<br />
<br />
Quest source<br />
The Wishwall to the right of the Caretaker<br />
<br />
Objective<br />
Collect 10 Fine Pins<br />
<br />
Main enemies<br />
Reed and Choristor<br />
<br />
Reward<br />
Heavy Rosary Necklace, worth 220 Rosaries when broken<br />
<br />
? How to Start the Fine Pins Wish<br />
<br />
Players cannot simply walk into Songclave at the start of the game. The area becomes available after beating the Last Judge and moving into Act 2. Once they reach the correct unnamed location in the top-right of the Citadel, they need to ring the Grand Bell. When they return later, that spot has transformed into Songclave. From there, the Fine Pins Wish is waiting on the Wishwall that appears to the right of the Caretaker. It is a standard collection request, so there is no long dialogue chain or hidden prerequisite beyond reaching the area and interacting with the board.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8458aa863541166dbdVmRPrLCA07" loading="lazy"  alt="[Image: 6ae13d8458aa863541166dbdVmRPrLCA07]" class="mycode_img" /><br />
<br />
⚔️ What Fine Pins Are and Who Drops Them<br />
<br />
Fine Pins are thin, silver-colored items, and they are not lying around in chests or hidden in side rooms. Instead, they drop from two enemy types in the Citadel: Reed and Choristor. Both enemies wield these pin-like weapons, which makes them the obvious targets for the Wish. Players who try to search every corner of the Citadel may waste time, because the quest is really about enemy farming rather than exploration. The key is to find a reliable spawn area and settle into a short combat loop.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8de3974f80960a77aaei1V089E07" loading="lazy"  alt="[Image: 6ae13d8de3974f80960a77aaei1V089E07]" class="mycode_img" /><br />
<br />
?️ The Best Fine Pin Farming Spot<br />
<br />
The most convenient place to farm Fine Pins is the tall room to the left of the Grand Bellway in the Choral Chambers sub-zone of the Citadel. This room is popular because both required enemies are close together. A Choristor spawns on the bottom floor right next to the Bell Beast Station exit, while a Reed enemy flies not too far above. That means players can defeat one enemy, move upward, defeat the second, and then reset the room by leaving and re-entering or by using the nearby station route. The whole loop is short, which matters because Fine Pins are not guaranteed drops.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d96adef2ae81085dd624vsPTFEc07" loading="lazy"  alt="[Image: 6ae13d96adef2ae81085dd624vsPTFEc07]" class="mycode_img" /><br />
<br />
? Drop Rates and Pickup Rules<br />
<br />
Here is the part that surprises some players: Fine Pins are not a guaranteed drop. The chance appears to be roughly 50/50, so a player may need to kill more than 10 Reed and Choristor enemies before the Wish is complete. Patience helps, but the nearby spawn point keeps the farm from becoming a long grind. Another important detail is that Fine Pins do not get added to the inventory automatically. Players must stand next to a dropped Fine Pin and interact with it to pick it up. Running through the room too quickly can leave pins on the floor, so it is worth slowing down after each kill to check for the silver item.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d9961c0b3dd671fbc8dCdrCgorD07" loading="lazy"  alt="[Image: 6ae13d9961c0b3dd671fbc8dCdrCgorD07]" class="mycode_img" /><br />
<br />
A few practical habits make the farm smoother:<br />
<br />
? Defeat the bottom Choristor first, then move up for the Reed.<br />
<br />
? Check the floor after every kill instead of assuming the drop was collected.<br />
<br />
? Reset the room often; the enemies are close enough that long detours are unnecessary.<br />
<br />
?️ Use quick area attacks or ranged options if the flying Reed is annoying to chase.<br />
<br />
? Expect a few extra kills; 10 pins does not always mean 10 enemies.<br />
<br />
? Turning In the Wish and Claiming the Reward<br />
<br />
After collecting the tenth Fine Pin, players should return to Songclave and interact with the Wishwell. The Wish Fulfilled screen will appear, and Hornet receives a Heavy Rosary Necklace. This item is more than a trophy. It can be broken to receive 220 Rosaries instantly, which is a solid payout for a relatively short farming session. As an inventory item, the Heavy Rosary Necklace is also safe: it will not be lost upon death. That makes it a flexible reward for players who want to save it for a shopping trip or break it immediately when currency is tight.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13da3a95fc92dec4d0b0adXtobRJ607" loading="lazy"  alt="[Image: 6ae13da3a95fc92dec4d0b0adXtobRJ607]" class="mycode_img" /><br />
<br />
? Is the Fine Pins Wish Worth Doing?<br />
<br />
As of 2026, the Fine Pins Wish remains a straightforward Act 2 task with a clean route and a useful reward. It is not the most dramatic quest in Silksong, and the random drop rate means it can take a little longer than expected, but the Choral Chambers farming spot keeps the downtime low. Players who are already exploring the Citadel can fold this Wish into their route without much trouble. For anyone short on Rosaries, the Heavy Rosary Necklace alone makes the detour worthwhile. It is a small chore, but a profitable one, and that is exactly the kind of quest many Silksong players appreciate.<br />
<br />
For players who like to make every reward count, that same bargain-hunting mindset can carry over to real-world gaming purchases. Whether you are looking for a new controller, a comfortable headset for long farming sessions, or Silksong-themed merchandise, it is worth checking multiple retailers before committing. DealNest gathers deals in one place so you can <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">compare prices here</a> and avoid overpaying for the gear that supports your play.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hollow Knight: Silksong Rosaries Guide: Fast Farms, Smart Spending, and Staying Alive]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=211</link>
			<pubDate>Thu, 29 Oct 2026 03:16:13 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=211</guid>
			<description><![CDATA[In 2026, <span style="font-style: italic;" class="mycode_i">Hollow Knight: Silksong</span> players are still trading notes on Rosaries—the rare, pilgrim-carried currency that can make or break a run. Rosaries are one of two main collectible resources in the game, and while Shell Shards keep consumable tools stocked at benches, Rosaries are the coin of the realm for merchants. They are also exceptionally rare, which is why sharp-eyed players keep a mental map of every reliable farming route.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f08b4f7979bfb5e3439fpbpSwk007" loading="lazy"  alt="[Image: 6ae28f08b4f7979bfb5e3439fpbpSwk007]" class="mycode_img" /><br />
<br />
? What Makes Rosaries So Valuable?<br />
<br />
Rosaries are not dropped by run-of-the-mill bugs. They come from very specific enemy types, often tucked away in secluded areas. The easiest targets are pilgrim-type enemies, recognizable by the frayed, beige-colored shawls they wrap around themselves. These pilgrims come in all shapes, sizes, and abilities, so players should not expect a uniform fight. Red ants in Hunter's March can also leave Rosaries behind, but they are much harder to beat—a classic risk-reward trade-off.<br />
<br />
Other sources exist, too. Certain Wishes, the game's sidequests, may reward Rosaries. Players can sometimes find them dangling from ropes or other environmental features and attack the rope to release the currency. Selling Relics to Scrounge in Bellhart is another option, as is selling Mossberries to the Moss Druid after completing the associated quest. In a pinch, these alternatives can keep a cash-strapped player from grinding the same loop for too long.<br />
<br />
? The Early-Game Pilgrim Loop<br />
<br />
For early-game farming, community guides point to the bench at Hornet's location. From there, players head immediately west into a moss-covered chamber full of pilgrims. The route is simple: travel west across the area until hitting a wall, defeating every enemy and collecting their Rosaries along the way. Then jump down to the lower part of the area and head right, doing the same until exiting. Finally, jump back up to the bench, rest to respawn the enemies, and repeat.<br />
<br />
This is a fairly low-yield route, but it is quick. With practice, a run can be shaved down to about 30 seconds. It is also conveniently situated next to Shakra's starting location, so players can earn enough Rosaries to afford her vital early-game items and spend them immediately. The upper areas of Mosshome can be cleared for additional Rosaries, though that is more of a slog than a quick cash-in.<br />
<br />
Farming Spot<br />
Yield per Run<br />
Speed<br />
Best For<br />
<br />
Mosshome pilgrim loop near Hornet's bench<br />
Low but steady<br />
Very fast (~30 seconds with practice)<br />
Early-game purchases and Shakra's stock<br />
<br />
Greymoor, east of Halfway Home<br />
About 50 Rosaries<br />
Moderate<br />
Mid-to-late game upgrades<br />
<br />
⚔️ Mid-to-Late Game: Greymoor's Halfway Home<br />
<br />
When the early-game purchases are out of the way, players may have more luck farming just east of Halfway Home in Greymoor. This run yields 50 Rosaries per attempt, a much better return than the Mosshome loop. It is not a breeze—Greymoor's enemies can punish sloppy movement—but the ballooning costs of late-game accessories make the extra yield worth the effort. Players who want to break the bank on upgrades should keep this route in rotation.<br />
<br />
? Spending Smart—and Not Losing Your Shirt<br />
<br />
Rosaries are essentially the currency of <span style="font-style: italic;" class="mycode_i">Hollow Knight: Silksong</span>. That is why corrupted pilgrims carry them instead of the less sapient, more bug-like enemies. Most merchants accept only Rosaries, although some quest-specific NPCs accept other unusual items. Players can buy area maps, mapping tools, Mask Shards, accessories, and more. The smart play is to check back with merchants regularly, especially when they appear in new places, to see if their inventories have updated.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f13f84adf0de9e19ac21re64U9107" loading="lazy"  alt="[Image: 6ae28f13f84adf0de9e19ac21re64U9107]" class="mycode_img" /><br />
<br />
Merchants such as Shakra are worth visiting early and often. Her maps and mapping tools are not cheap, but they pay for themselves by making exploration less of a headache. Mask Shards and accessories can also swing a tough fight, so Rosaries are rarely wasted on permanent upgrades. The key is to avoid spending every last Rosary right before a dangerous boss attempt—players who do that often learn the hard way why a cushion matters.<br />
<br />
? Death, Cocoons, and Rosary Strings<br />
<br />
Crucially, whenever a player dies in <span style="font-style: italic;" class="mycode_i">Silksong</span>, they drop all their Rosaries on the spot. The currency can be retrieved by returning to the location of the last death and attacking the silk cocoon, which appears on the map if the player is unsure where it was. If they die again before reaching the cocoon, those Rosaries are lost permanently. That is a harsh penalty, and it is why experienced players treat every death as a potential financial disaster.<br />
<br />
There is a safety net. Players can pay certain merchants to create Rosary Strings ?, which stay in the inventory when they die. The exchange rate is not generous—80 Rosaries buy a string worth just 60 once broken—but the cost is worth it when carrying a ton of Rosaries through risky areas. In 2026, the advice remains the same: players should not sleep on Rosary Strings before a long exploration session or a boss run.<br />
<br />
With all that in mind, players should be well on their way to collecting piles of Rosaries. Since the currency unlocks so many different purchases, skipping Rosaries early and often is a fool's bargain. Players should farm the pilgrims, cash in the Relics, and keep an eye on the map—because in <span style="font-style: italic;" class="mycode_i">Silksong</span>, being broke is a fate worse than a bad bench.<br />
<br />
That same bargain-hunting mindset—knowing when to grind, when to save, and when to spend—translates well outside the game. Anyone who enjoys stretching resources to their limit tends to appreciate getting more for their money elsewhere, whether that means comparing prices before a purchase or waiting for the right moment to buy.<br />
<br />
For players who want to apply that instinct to their library, checking <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> is a practical place to start, since it gathers discounts and offers in one spot instead of leaving you to hunt them down across a dozen storefronts. It is the same principle as a good farming route: a little preparation up front saves a lot of wasted effort later.]]></description>
			<content:encoded><![CDATA[In 2026, <span style="font-style: italic;" class="mycode_i">Hollow Knight: Silksong</span> players are still trading notes on Rosaries—the rare, pilgrim-carried currency that can make or break a run. Rosaries are one of two main collectible resources in the game, and while Shell Shards keep consumable tools stocked at benches, Rosaries are the coin of the realm for merchants. They are also exceptionally rare, which is why sharp-eyed players keep a mental map of every reliable farming route.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f08b4f7979bfb5e3439fpbpSwk007" loading="lazy"  alt="[Image: 6ae28f08b4f7979bfb5e3439fpbpSwk007]" class="mycode_img" /><br />
<br />
? What Makes Rosaries So Valuable?<br />
<br />
Rosaries are not dropped by run-of-the-mill bugs. They come from very specific enemy types, often tucked away in secluded areas. The easiest targets are pilgrim-type enemies, recognizable by the frayed, beige-colored shawls they wrap around themselves. These pilgrims come in all shapes, sizes, and abilities, so players should not expect a uniform fight. Red ants in Hunter's March can also leave Rosaries behind, but they are much harder to beat—a classic risk-reward trade-off.<br />
<br />
Other sources exist, too. Certain Wishes, the game's sidequests, may reward Rosaries. Players can sometimes find them dangling from ropes or other environmental features and attack the rope to release the currency. Selling Relics to Scrounge in Bellhart is another option, as is selling Mossberries to the Moss Druid after completing the associated quest. In a pinch, these alternatives can keep a cash-strapped player from grinding the same loop for too long.<br />
<br />
? The Early-Game Pilgrim Loop<br />
<br />
For early-game farming, community guides point to the bench at Hornet's location. From there, players head immediately west into a moss-covered chamber full of pilgrims. The route is simple: travel west across the area until hitting a wall, defeating every enemy and collecting their Rosaries along the way. Then jump down to the lower part of the area and head right, doing the same until exiting. Finally, jump back up to the bench, rest to respawn the enemies, and repeat.<br />
<br />
This is a fairly low-yield route, but it is quick. With practice, a run can be shaved down to about 30 seconds. It is also conveniently situated next to Shakra's starting location, so players can earn enough Rosaries to afford her vital early-game items and spend them immediately. The upper areas of Mosshome can be cleared for additional Rosaries, though that is more of a slog than a quick cash-in.<br />
<br />
Farming Spot<br />
Yield per Run<br />
Speed<br />
Best For<br />
<br />
Mosshome pilgrim loop near Hornet's bench<br />
Low but steady<br />
Very fast (~30 seconds with practice)<br />
Early-game purchases and Shakra's stock<br />
<br />
Greymoor, east of Halfway Home<br />
About 50 Rosaries<br />
Moderate<br />
Mid-to-late game upgrades<br />
<br />
⚔️ Mid-to-Late Game: Greymoor's Halfway Home<br />
<br />
When the early-game purchases are out of the way, players may have more luck farming just east of Halfway Home in Greymoor. This run yields 50 Rosaries per attempt, a much better return than the Mosshome loop. It is not a breeze—Greymoor's enemies can punish sloppy movement—but the ballooning costs of late-game accessories make the extra yield worth the effort. Players who want to break the bank on upgrades should keep this route in rotation.<br />
<br />
? Spending Smart—and Not Losing Your Shirt<br />
<br />
Rosaries are essentially the currency of <span style="font-style: italic;" class="mycode_i">Hollow Knight: Silksong</span>. That is why corrupted pilgrims carry them instead of the less sapient, more bug-like enemies. Most merchants accept only Rosaries, although some quest-specific NPCs accept other unusual items. Players can buy area maps, mapping tools, Mask Shards, accessories, and more. The smart play is to check back with merchants regularly, especially when they appear in new places, to see if their inventories have updated.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f13f84adf0de9e19ac21re64U9107" loading="lazy"  alt="[Image: 6ae28f13f84adf0de9e19ac21re64U9107]" class="mycode_img" /><br />
<br />
Merchants such as Shakra are worth visiting early and often. Her maps and mapping tools are not cheap, but they pay for themselves by making exploration less of a headache. Mask Shards and accessories can also swing a tough fight, so Rosaries are rarely wasted on permanent upgrades. The key is to avoid spending every last Rosary right before a dangerous boss attempt—players who do that often learn the hard way why a cushion matters.<br />
<br />
? Death, Cocoons, and Rosary Strings<br />
<br />
Crucially, whenever a player dies in <span style="font-style: italic;" class="mycode_i">Silksong</span>, they drop all their Rosaries on the spot. The currency can be retrieved by returning to the location of the last death and attacking the silk cocoon, which appears on the map if the player is unsure where it was. If they die again before reaching the cocoon, those Rosaries are lost permanently. That is a harsh penalty, and it is why experienced players treat every death as a potential financial disaster.<br />
<br />
There is a safety net. Players can pay certain merchants to create Rosary Strings ?, which stay in the inventory when they die. The exchange rate is not generous—80 Rosaries buy a string worth just 60 once broken—but the cost is worth it when carrying a ton of Rosaries through risky areas. In 2026, the advice remains the same: players should not sleep on Rosary Strings before a long exploration session or a boss run.<br />
<br />
With all that in mind, players should be well on their way to collecting piles of Rosaries. Since the currency unlocks so many different purchases, skipping Rosaries early and often is a fool's bargain. Players should farm the pilgrims, cash in the Relics, and keep an eye on the map—because in <span style="font-style: italic;" class="mycode_i">Silksong</span>, being broke is a fate worse than a bad bench.<br />
<br />
That same bargain-hunting mindset—knowing when to grind, when to save, and when to spend—translates well outside the game. Anyone who enjoys stretching resources to their limit tends to appreciate getting more for their money elsewhere, whether that means comparing prices before a purchase or waiting for the right moment to buy.<br />
<br />
For players who want to apply that instinct to their library, checking <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> is a practical place to start, since it gathers discounts and offers in one spot instead of leaving you to hunt them down across a dozen storefronts. It is the same principle as a good farming route: a little preparation up front saves a lot of wasted effort later.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong’s Missing Quality-of-Life Lesson from The Lost Crown]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=210</link>
			<pubDate>Wed, 28 Oct 2026 23:48:49 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=210</guid>
			<description><![CDATA[<img src="https://seogc.fp.ps.netease.com/file/6ae13d7ec3156bf1e704fd0bjUFi5XH207" loading="lazy"  alt="[Image: 6ae13d7ec3156bf1e704fd0bjUFi5XH207]" class="mycode_img" /><br />
<br />
Hollow Knight: Silksong is no longer a rumor, a Kickstarter promise, or a recurring joke in comment sections. Since its 2025 launch, the sequel has been in players’ hands, and it is all anyone is talking about. Team Cherry’s follow-up to one of the most beloved Metroidvanias ever made delivers more of what fans wanted: sharper combat, stranger bug kingdoms, and a difficulty curve that occasionally feels like a wall made of needles. The long wait is over. The celebration is real. And yet, for all its confidence, Silksong arrives with a curious blind spot. It seems to have learned almost nothing from the Metroidvanias that followed in Hollow Knight’s footsteps.<br />
<br />
That is not a knock on the sequel’s quality. Silksong is proving to be more of what players love, albeit quite a bit more punishing. Hollow Knight fans are a devoted bunch, the kind of players who treat a brutal boss rematch like a friendly handshake, so many will learn to love the higher difficulty in time. But difficulty is not the same as friction. Confusion is not the same as challenge. And the genre has been whispering lessons into Silksong’s ear for years, only for the sequel to cover its ears and hum loudly.<br />
<br />
The Lost Crown’s Memory Shards Were a Quiet Revolution<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8a7eb7deca0ac3be1aDzJiif5l07" loading="lazy"  alt="[Image: 6ae13d8a7eb7deca0ac3be1aDzJiif5l07]" class="mycode_img" /><br />
<br />
Prince of Persia: The Lost Crown launched to critical acclaim and then slipped out of the wider conversation faster than it deserved. The game revived a dormant Prince of Persia series after well over a decade of silence, and it stood as one of Ubisoft’s most adventurous and experimental projects in years. By May 2025, it had drawn over 2 million players. Despite that, the team behind it was disbanded and reassigned to other projects. A sad coda for a game that deserved a longer victory lap.<br />
<br />
What The Lost Crown brought to the Metroidvania table was not just slick platforming or cinematic boss fights. It was the Memory Shard. The feature allowed players to take screenshots of the map and attach them directly to that map. The result was a small but brilliant quality-of-life innovation. Players could retrace their steps more easily. They could remember which skills they needed to unlock a new area. They could leave a visual note for their future selves instead of relying on memory, instinct, and a vague sense of dread.<br />
<br />
Critics called it a brilliant new mechanic, though some rightly criticised how it was tied to progression. Players had to locate more Memory Shards in the world instead of being allowed an infinite number of them. That limitation was annoying. The core idea, however, was excellent. The map became a conversation between player and world. It remembered what the player could not.<br />
<br />
Silksong’s Map Is Bigger, but Its Memory Is Not<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ac1997fe455d712e89569d0ZGH8NSg007" loading="lazy"  alt="[Image: 6ac1997fe455d712e89569d0ZGH8NSg007]" class="mycode_img" /><br />
<br />
Hollow Knight’s success was a major turning point for the Metroidvania genre. Many consider it the best Metroidvania ever made, and its level design, exploration, and combat have become a blueprint for the games that came after it. But it would be silly to ignore that those inspired games have done some things better. A genre does not evolve by bowing to its ancestors forever. It evolves by listening to its cousins.<br />
<br />
Backtracking through Hollow Knight’s map to see whether newly acquired skills open previously blocked areas can be tiresome. Players can buy colour-coded markers to add to their maps, helping them identify what is inaccessible and what is simply unexplored. But unless someone is highly organised, it is easy to forget what each marker meant. Was this pin for a wall that needed a double jump? A gate that needed a key? A strange bug that needed a conversation and perhaps a snack? The map stares back with coloured pins that refuse to explain themselves.<br />
<br />
Players return to annoying-to-reach areas, marked with good intentions, only to realise they still cannot access them. They waste time fighting through rooms that were never the problem. The path forward was somewhere else. The map knew. The player did not.<br />
<br />
Silksong’s map is significantly bigger than that of the first game. That scale is exciting, but it also makes the absence of a Memory Shard-style feature harder to ignore. Such a mechanic would not reduce the difficulty. It would reduce the busywork of aimless exploration. Fair enough, Silksong is meant to be punishing. The combat can bite. The platforming can sting. But confusion is not difficulty. A map that refuses to remember is not a boss. It is a chore.<br />
<br />
What Silksong Could Have Borrowed<br />
<br />
A Memory Shard system could have served Silksong well without sanding down its edges. Team Cherry did not need to copy The Lost Crown wholesale. It could have adapted the idea in a dozen ways:<br />
<br />
? Visual memory: let players attach small snapshots to map pins.<br />
<br />
? Context: show what skill, key, or tool was missing at a blocked path.<br />
<br />
?️ Less friction: reduce aimless backtracking without removing exploration.<br />
<br />
⚔️ Difficulty preserved: keep combat and platforming as sharp as ever.<br />
<br />
?️ Optional use: make it a convenience, not a requirement.<br />
<br />
Need<br />
Memory Shards<br />
Traditional markers<br />
<br />
Remember a blocked path<br />
? Screenshot attached to map<br />
? Colour-coded pin<br />
<br />
Recall required skill<br />
? Visual context<br />
? Player memory<br />
<br />
Reduce aimless walking<br />
✅ Strong<br />
❌ Weak<br />
<br />
Preserve difficulty<br />
✅ Yes<br />
✅ Yes<br />
<br />
Respect player time<br />
✅ Yes<br />
⚠️ Sometimes<br />
<br />
Here is the thing, though: Team Cherry does not owe players a photocopier. It owes them a map that communicates. The studio could tie shards to benches, limit them to a handful, or attach them to an NPC with a dry sense of humour. The point is not to make Silksong easy. The point is to let players remember why an edge exists. The map waits. The player wonders. The answer is often no.<br />
<br />
A Genre That Learned from Hollow Knight Deserves a Sequel That Learns Back<br />
<br />
Countless Metroidvanias have learned lessons from Team Cherry’s Hollow Knight. Some borrowed its moody atmosphere. Some borrowed its corpse-run tension. Some borrowed its map-making rituals and then improved them. Silksong does not seem particularly keen on learning from its descendants. That is a shame, because those descendants have had some pretty darn good ideas.<br />
<br />
The Lost Crown’s team may have been disbanded, but its ideas remain in the world. A sequel can honour its ancestors and still listen to its cousins. The best Metroidvanias are not museums. They are conversations. Hollow Knight spoke. A generation answered. Silksong should answer back.<br />
<br />
And look, the devoted fans will endure. They will learn to love the higher difficulty. They will memorise routes, curse softly, and return. But love should not require a notebook and a prayer. Silksong can remain punishing and still be kinder to memory. The map is bigger now. The wait was long. The lesson is small, but it matters.<br />
<br />
Beyond the map screen, there is a similar pleasure in finding something worthwhile without wandering through endless noise. The best shortcuts are the ones that respect your time and point you toward value, whether that is a well-placed pin or a deal worth noticing.<br />
<br />
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			<content:encoded><![CDATA[<img src="https://seogc.fp.ps.netease.com/file/6ae13d7ec3156bf1e704fd0bjUFi5XH207" loading="lazy"  alt="[Image: 6ae13d7ec3156bf1e704fd0bjUFi5XH207]" class="mycode_img" /><br />
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Hollow Knight: Silksong is no longer a rumor, a Kickstarter promise, or a recurring joke in comment sections. Since its 2025 launch, the sequel has been in players’ hands, and it is all anyone is talking about. Team Cherry’s follow-up to one of the most beloved Metroidvanias ever made delivers more of what fans wanted: sharper combat, stranger bug kingdoms, and a difficulty curve that occasionally feels like a wall made of needles. The long wait is over. The celebration is real. And yet, for all its confidence, Silksong arrives with a curious blind spot. It seems to have learned almost nothing from the Metroidvanias that followed in Hollow Knight’s footsteps.<br />
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That is not a knock on the sequel’s quality. Silksong is proving to be more of what players love, albeit quite a bit more punishing. Hollow Knight fans are a devoted bunch, the kind of players who treat a brutal boss rematch like a friendly handshake, so many will learn to love the higher difficulty in time. But difficulty is not the same as friction. Confusion is not the same as challenge. And the genre has been whispering lessons into Silksong’s ear for years, only for the sequel to cover its ears and hum loudly.<br />
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The Lost Crown’s Memory Shards Were a Quiet Revolution<br />
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<img src="https://seogc.fp.ps.netease.com/file/6ae13d8a7eb7deca0ac3be1aDzJiif5l07" loading="lazy"  alt="[Image: 6ae13d8a7eb7deca0ac3be1aDzJiif5l07]" class="mycode_img" /><br />
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Prince of Persia: The Lost Crown launched to critical acclaim and then slipped out of the wider conversation faster than it deserved. The game revived a dormant Prince of Persia series after well over a decade of silence, and it stood as one of Ubisoft’s most adventurous and experimental projects in years. By May 2025, it had drawn over 2 million players. Despite that, the team behind it was disbanded and reassigned to other projects. A sad coda for a game that deserved a longer victory lap.<br />
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What The Lost Crown brought to the Metroidvania table was not just slick platforming or cinematic boss fights. It was the Memory Shard. The feature allowed players to take screenshots of the map and attach them directly to that map. The result was a small but brilliant quality-of-life innovation. Players could retrace their steps more easily. They could remember which skills they needed to unlock a new area. They could leave a visual note for their future selves instead of relying on memory, instinct, and a vague sense of dread.<br />
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Critics called it a brilliant new mechanic, though some rightly criticised how it was tied to progression. Players had to locate more Memory Shards in the world instead of being allowed an infinite number of them. That limitation was annoying. The core idea, however, was excellent. The map became a conversation between player and world. It remembered what the player could not.<br />
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Silksong’s Map Is Bigger, but Its Memory Is Not<br />
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<img src="https://seogc.fp.ps.netease.com/file/6ac1997fe455d712e89569d0ZGH8NSg007" loading="lazy"  alt="[Image: 6ac1997fe455d712e89569d0ZGH8NSg007]" class="mycode_img" /><br />
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Hollow Knight’s success was a major turning point for the Metroidvania genre. Many consider it the best Metroidvania ever made, and its level design, exploration, and combat have become a blueprint for the games that came after it. But it would be silly to ignore that those inspired games have done some things better. A genre does not evolve by bowing to its ancestors forever. It evolves by listening to its cousins.<br />
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Backtracking through Hollow Knight’s map to see whether newly acquired skills open previously blocked areas can be tiresome. Players can buy colour-coded markers to add to their maps, helping them identify what is inaccessible and what is simply unexplored. But unless someone is highly organised, it is easy to forget what each marker meant. Was this pin for a wall that needed a double jump? A gate that needed a key? A strange bug that needed a conversation and perhaps a snack? The map stares back with coloured pins that refuse to explain themselves.<br />
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Players return to annoying-to-reach areas, marked with good intentions, only to realise they still cannot access them. They waste time fighting through rooms that were never the problem. The path forward was somewhere else. The map knew. The player did not.<br />
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Silksong’s map is significantly bigger than that of the first game. That scale is exciting, but it also makes the absence of a Memory Shard-style feature harder to ignore. Such a mechanic would not reduce the difficulty. It would reduce the busywork of aimless exploration. Fair enough, Silksong is meant to be punishing. The combat can bite. The platforming can sting. But confusion is not difficulty. A map that refuses to remember is not a boss. It is a chore.<br />
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What Silksong Could Have Borrowed<br />
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A Memory Shard system could have served Silksong well without sanding down its edges. Team Cherry did not need to copy The Lost Crown wholesale. It could have adapted the idea in a dozen ways:<br />
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? Visual memory: let players attach small snapshots to map pins.<br />
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? Context: show what skill, key, or tool was missing at a blocked path.<br />
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?️ Less friction: reduce aimless backtracking without removing exploration.<br />
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⚔️ Difficulty preserved: keep combat and platforming as sharp as ever.<br />
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?️ Optional use: make it a convenience, not a requirement.<br />
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Need<br />
Memory Shards<br />
Traditional markers<br />
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Remember a blocked path<br />
? Screenshot attached to map<br />
? Colour-coded pin<br />
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Recall required skill<br />
? Visual context<br />
? Player memory<br />
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Reduce aimless walking<br />
✅ Strong<br />
❌ Weak<br />
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Preserve difficulty<br />
✅ Yes<br />
✅ Yes<br />
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Respect player time<br />
✅ Yes<br />
⚠️ Sometimes<br />
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Here is the thing, though: Team Cherry does not owe players a photocopier. It owes them a map that communicates. The studio could tie shards to benches, limit them to a handful, or attach them to an NPC with a dry sense of humour. The point is not to make Silksong easy. The point is to let players remember why an edge exists. The map waits. The player wonders. The answer is often no.<br />
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A Genre That Learned from Hollow Knight Deserves a Sequel That Learns Back<br />
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Countless Metroidvanias have learned lessons from Team Cherry’s Hollow Knight. Some borrowed its moody atmosphere. Some borrowed its corpse-run tension. Some borrowed its map-making rituals and then improved them. Silksong does not seem particularly keen on learning from its descendants. That is a shame, because those descendants have had some pretty darn good ideas.<br />
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The Lost Crown’s team may have been disbanded, but its ideas remain in the world. A sequel can honour its ancestors and still listen to its cousins. The best Metroidvanias are not museums. They are conversations. Hollow Knight spoke. A generation answered. Silksong should answer back.<br />
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And look, the devoted fans will endure. They will learn to love the higher difficulty. They will memorise routes, curse softly, and return. But love should not require a notebook and a prayer. Silksong can remain punishing and still be kinder to memory. The map is bigger now. The wait was long. The lesson is small, but it matters.<br />
<br />
Beyond the map screen, there is a similar pleasure in finding something worthwhile without wandering through endless noise. The best shortcuts are the ones that respect your time and point you toward value, whether that is a well-placed pin or a deal worth noticing.<br />
<br />
For players who like that same sense of discovery when browsing, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a place to keep an eye on deals without turning the search into a chore.]]></content:encoded>
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