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		<title><![CDATA[Forums - My Forum]]></title>
		<link>https://forum.oldadmins.biz.hr/</link>
		<description><![CDATA[Forums - https://forum.oldadmins.biz.hr]]></description>
		<pubDate>Thu, 29 Oct 2026 18:15:52 +0000</pubDate>
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			<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 />
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.]]></description>
			<content:encoded><![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 />
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>
		</item>
		<item>
			<title><![CDATA[A Casual Player's Clean Route Through Silksong Act One]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=209</link>
			<pubDate>Wed, 28 Oct 2026 10:43:01 +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=209</guid>
			<description><![CDATA[Okay, so you just beat Moss Mother, crawled out of the hole where your prison fell, and got the big questline shoved in your face: reach The Citadel. Congratulations, you have officially entered Act One of Hollow Knight: Silksong. I am writing this as a regular player in 2026, not a speedrunner, and not someone who enjoys bashing my head against optional bosses for an hour just to prove a point. So this is the clean, casual route I wish someone had handed me on day one.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d7e887391e0da30fd89IFI9gadj07" loading="lazy"  alt="[Image: 6ae13d7e887391e0da30fd89IFI9gadj07]" class="mycode_img" /><br />
<br />
The goal is simple. The route is not. Silksong is a Metroidvania, which means the game absolutely refuses to give you the tools or the knowledge you need up front. You have to search, find key items and skills, and beat a few bulky bosses before the map opens up. That is the fun part, but it is also the part where a casual player can wander into the wrong cave and waste an evening. My rule for Act One is pretty simple: do the mandatory stuff in a sensible order, grab the optional upgrades that actually make life easier, and skip the detours that are more trouble than they are worth.<br />
<br />
The Boss Order Matters More Than You Think<br />
<br />
The guide I used lists eight suggested bosses for Act One, and two of them are technically optional. My honest advice is to deal with them one way or another. The bosses scale nicely, so even if you find a weird way to take one out of order, I would not recommend it unless you enjoy being reminded that you are underpowered. Moss Mother is your opening chore. After that, the game starts asking real questions. Moorwing is a wall for a lot of players, Widow is a skill check, and Last Judge is the point where I personally want every advantage I can get. If you are not in the mood to fight Moorwing fair and square, there is a Flea quest that lets you skip that fight entirely, and I will get to that in a second.<br />
<br />
Here is the rough shape of the route I would follow as a casual player:<br />
<br />
Step<br />
Area or Goal<br />
Why I Do It<br />
<br />
1<br />
Opening escape and Moss Mother<br />
Get the Citadel quest and stop feeling like a prisoner<br />
<br />
2<br />
Upper Far Fields<br />
Grab the Warding Bell for safer healing<br />
<br />
3<br />
Optional pocket above Craw Lake<br />
Pick up Threefold Pins and Thread Storm<br />
<br />
4<br />
Flea collection route<br />
Unlock a Moorwing skip and easier Bellhart access<br />
<br />
5<br />
Bellhart restoration<br />
Meet merchants, clear the Silk Curse, and sharpen the needle<br />
<br />
6<br />
Last Judge prep<br />
Make sure damage is upgraded before the big wall<br />
<br />
That is not a speedrun route. It is a comfort route. I like comfort routes.<br />
<br />
Essential Skills and Abilities Are Gates<br />
<br />
I treat key skills and abilities as gates, not collectibles. If the game is nudging me toward a new movement option or a new Silk Skill, I go get it. Thread Storm is one of those early finds that genuinely changes how crowded fights feel, especially when enemies decide to pile on you in a small room. I am not going to pretend every skill is equally exciting, but skipping the important ones just makes the boss fights worse. Collect what the guide calls essential, learn how it fits into your movement, and then move on. Act One is not the place to hoard upgrades for later.<br />
<br />
Optional Activities That Are Actually Worth Doing<br />
<br />
This is where I think a lot of casual players either waste time or miss free value. The mandatory checklist is enough to get you through Act One, and you can blast through it quickly if you want. But a few non-mandatory quests, fights, and activities make the whole thing smoother. These are the ones I would not skip.<br />
<br />
Get the Warding Bell<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d895a75a9d8c7559ba4IM9YYd7i07" loading="lazy"  alt="[Image: 6ae13d895a75a9d8c7559ba4IM9YYd7i07]" class="mycode_img" /><br />
<br />
The upper region of Far Fields is worth a detour because it holds the Warding Bell. This tool is a small miracle for anyone who has ever panicked and healed at the wrong time. While you are healing, you cannot be hit for damage. The enemy can still stop you from healing, sure, but they also take damage, and you are not punished further for a mistimed heal. That is exactly the kind of safety net I want in Act One. It does not make you invincible, but it makes healing feel less like a coin flip.<br />
<br />
Get Threefold Pins and Thread Storm<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d90eec29e9b483a7a9dV9c2UVav07" loading="lazy"  alt="[Image: 6ae13d90eec29e9b483a7a9dV9c2UVav07]" class="mycode_img" /><br />
<br />
A good defense is nice, but a good offense is also nice. Threefold Pins are one of the better early offensive options, and they require you to explore an optional area just above Craw Lake. The catch is that you have to deal with a very irritating battle against some angry birds. Once that is done, you can flick a switch and spawn bouncy balls around the outside of the building, which lets you get up and into the top right of the screen to find the pins. They let you fire three daggers at foes from a distance, which is a lovely thing to have when a room decides to get rude.<br />
<br />
Do not leave immediately after that. Keep heading up above Craw Lake and you will discover a Cocoon that grants you the Thread Storm Silk Skill. In close quarters with a bunch of enemies, Thread Storm can be a real boon. I slept on it for longer than I should have, and I regretted it.<br />
<br />
Collect 5x Fleas<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d92ef363f85ed52dc0ePmTmNcsS07" loading="lazy"  alt="[Image: 6ae13d92ef363f85ed52dc0ePmTmNcsS07]" class="mycode_img" /><br />
<br />
If you are not in the mood to fight Moorwing fair and square, I get it. That fight can be tough. There is an early-game quest that asks you to gather five Fleas around the map, and it requires poking around optional nooks and crannies. Do it anyway. Once you collect them, the Fleas move their camp to where Moorwing was supposed to be, and you gain free passage into Bellhart without fighting Moorwing at all. That is a legitimate shortcut, and I am not too proud to use it.<br />
<br />
Get an Alternative Crest<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d9ce72ec370876d79e4CTK9Y92z07" loading="lazy"  alt="[Image: 6ae13d9ce72ec370876d79e4CTK9Y92z07]" class="mycode_img" /><br />
<br />
I have seen plenty of keyboard warriors complain about the diagonal pogo movement that comes with the Hunter Crest. They are not wrong. It takes getting used to. But here is the thing: you do not have to stick with it. Different Crests give you new movement options and build options depending on the Memory Lockets you have. You can find four Crests in the first act, and you can even update the Hunter Crest if you want. Personally, I would suggest giving the Reaper Crest a try. It just felt better in my hands, and Act One is too early to be loyal to a Crest that is fighting you.<br />
<br />
Upgrade Your Needle<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13da49bc6b1c576febef4rgoZMwJF07" loading="lazy"  alt="[Image: 6ae13da49bc6b1c576febef4rgoZMwJF07]" class="mycode_img" /><br />
<br />
When you restore Bellhart to its former glory and clear the Silk Curse, new NPCs pop up and new merchants become available. You get an item merchant, a merchant who buys your valuable relics, and an old warrior who is more than happy to sharpen your needle. The first sharpen is free after you beat Widow, so head up to their home and talk to them. Please do this before Last Judge. If you do not, that fight is a bit of a nightmare. I learned that the hard way, and I would like you to learn from my mistake instead.<br />
<br />
My Casual Act One Checklist<br />
<br />
✅ Beat Moss Mother and start the Citadel quest.<br />
<br />
✅ Visit upper Far Fields for the Warding Bell.<br />
<br />
✅ Explore above Craw Lake for Threefold Pins and Thread Storm.<br />
<br />
✅ Collect five Fleas if you want to skip Moorwing.<br />
<br />
✅ Try an alternative Crest if the Hunter Crest movement feels wrong.<br />
<br />
✅ Restore Bellhart, clear the Silk Curse, and get the free needle sharpen after Widow.<br />
<br />
✅ Upgrade damage before Last Judge.<br />
<br />
That is the route I would recommend to a friend in 2026. It is not the fastest path, and it is not every single secret in Act One, but it is the cleanest casual path I know. Do the mandatory bosses in order, grab the upgrades that make the rough edges softer, and do not let the optional stuff turn into a chore. Act One is supposed to be an adventure, not a second job.<br />
<br />
Once Act One is behind you, it is tempting to jump straight into the next challenge—but it helps to have a few backup games ready for when you want to switch pace between boss attempts. That is where <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> can be handy: it gathers current offers so you can stock up on something new without stretching the budget you have set aside for Silksong’s tougher stretches.<br />
<br />
Whether you are looking for a palate cleanser after a rough fight or planning what to play once the credits roll, it is worth keeping an eye on rotating discounts before paying full price for the next title on your list.]]></description>
			<content:encoded><![CDATA[Okay, so you just beat Moss Mother, crawled out of the hole where your prison fell, and got the big questline shoved in your face: reach The Citadel. Congratulations, you have officially entered Act One of Hollow Knight: Silksong. I am writing this as a regular player in 2026, not a speedrunner, and not someone who enjoys bashing my head against optional bosses for an hour just to prove a point. So this is the clean, casual route I wish someone had handed me on day one.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d7e887391e0da30fd89IFI9gadj07" loading="lazy"  alt="[Image: 6ae13d7e887391e0da30fd89IFI9gadj07]" class="mycode_img" /><br />
<br />
The goal is simple. The route is not. Silksong is a Metroidvania, which means the game absolutely refuses to give you the tools or the knowledge you need up front. You have to search, find key items and skills, and beat a few bulky bosses before the map opens up. That is the fun part, but it is also the part where a casual player can wander into the wrong cave and waste an evening. My rule for Act One is pretty simple: do the mandatory stuff in a sensible order, grab the optional upgrades that actually make life easier, and skip the detours that are more trouble than they are worth.<br />
<br />
The Boss Order Matters More Than You Think<br />
<br />
The guide I used lists eight suggested bosses for Act One, and two of them are technically optional. My honest advice is to deal with them one way or another. The bosses scale nicely, so even if you find a weird way to take one out of order, I would not recommend it unless you enjoy being reminded that you are underpowered. Moss Mother is your opening chore. After that, the game starts asking real questions. Moorwing is a wall for a lot of players, Widow is a skill check, and Last Judge is the point where I personally want every advantage I can get. If you are not in the mood to fight Moorwing fair and square, there is a Flea quest that lets you skip that fight entirely, and I will get to that in a second.<br />
<br />
Here is the rough shape of the route I would follow as a casual player:<br />
<br />
Step<br />
Area or Goal<br />
Why I Do It<br />
<br />
1<br />
Opening escape and Moss Mother<br />
Get the Citadel quest and stop feeling like a prisoner<br />
<br />
2<br />
Upper Far Fields<br />
Grab the Warding Bell for safer healing<br />
<br />
3<br />
Optional pocket above Craw Lake<br />
Pick up Threefold Pins and Thread Storm<br />
<br />
4<br />
Flea collection route<br />
Unlock a Moorwing skip and easier Bellhart access<br />
<br />
5<br />
Bellhart restoration<br />
Meet merchants, clear the Silk Curse, and sharpen the needle<br />
<br />
6<br />
Last Judge prep<br />
Make sure damage is upgraded before the big wall<br />
<br />
That is not a speedrun route. It is a comfort route. I like comfort routes.<br />
<br />
Essential Skills and Abilities Are Gates<br />
<br />
I treat key skills and abilities as gates, not collectibles. If the game is nudging me toward a new movement option or a new Silk Skill, I go get it. Thread Storm is one of those early finds that genuinely changes how crowded fights feel, especially when enemies decide to pile on you in a small room. I am not going to pretend every skill is equally exciting, but skipping the important ones just makes the boss fights worse. Collect what the guide calls essential, learn how it fits into your movement, and then move on. Act One is not the place to hoard upgrades for later.<br />
<br />
Optional Activities That Are Actually Worth Doing<br />
<br />
This is where I think a lot of casual players either waste time or miss free value. The mandatory checklist is enough to get you through Act One, and you can blast through it quickly if you want. But a few non-mandatory quests, fights, and activities make the whole thing smoother. These are the ones I would not skip.<br />
<br />
Get the Warding Bell<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d895a75a9d8c7559ba4IM9YYd7i07" loading="lazy"  alt="[Image: 6ae13d895a75a9d8c7559ba4IM9YYd7i07]" class="mycode_img" /><br />
<br />
The upper region of Far Fields is worth a detour because it holds the Warding Bell. This tool is a small miracle for anyone who has ever panicked and healed at the wrong time. While you are healing, you cannot be hit for damage. The enemy can still stop you from healing, sure, but they also take damage, and you are not punished further for a mistimed heal. That is exactly the kind of safety net I want in Act One. It does not make you invincible, but it makes healing feel less like a coin flip.<br />
<br />
Get Threefold Pins and Thread Storm<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d90eec29e9b483a7a9dV9c2UVav07" loading="lazy"  alt="[Image: 6ae13d90eec29e9b483a7a9dV9c2UVav07]" class="mycode_img" /><br />
<br />
A good defense is nice, but a good offense is also nice. Threefold Pins are one of the better early offensive options, and they require you to explore an optional area just above Craw Lake. The catch is that you have to deal with a very irritating battle against some angry birds. Once that is done, you can flick a switch and spawn bouncy balls around the outside of the building, which lets you get up and into the top right of the screen to find the pins. They let you fire three daggers at foes from a distance, which is a lovely thing to have when a room decides to get rude.<br />
<br />
Do not leave immediately after that. Keep heading up above Craw Lake and you will discover a Cocoon that grants you the Thread Storm Silk Skill. In close quarters with a bunch of enemies, Thread Storm can be a real boon. I slept on it for longer than I should have, and I regretted it.<br />
<br />
Collect 5x Fleas<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d92ef363f85ed52dc0ePmTmNcsS07" loading="lazy"  alt="[Image: 6ae13d92ef363f85ed52dc0ePmTmNcsS07]" class="mycode_img" /><br />
<br />
If you are not in the mood to fight Moorwing fair and square, I get it. That fight can be tough. There is an early-game quest that asks you to gather five Fleas around the map, and it requires poking around optional nooks and crannies. Do it anyway. Once you collect them, the Fleas move their camp to where Moorwing was supposed to be, and you gain free passage into Bellhart without fighting Moorwing at all. That is a legitimate shortcut, and I am not too proud to use it.<br />
<br />
Get an Alternative Crest<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d9ce72ec370876d79e4CTK9Y92z07" loading="lazy"  alt="[Image: 6ae13d9ce72ec370876d79e4CTK9Y92z07]" class="mycode_img" /><br />
<br />
I have seen plenty of keyboard warriors complain about the diagonal pogo movement that comes with the Hunter Crest. They are not wrong. It takes getting used to. But here is the thing: you do not have to stick with it. Different Crests give you new movement options and build options depending on the Memory Lockets you have. You can find four Crests in the first act, and you can even update the Hunter Crest if you want. Personally, I would suggest giving the Reaper Crest a try. It just felt better in my hands, and Act One is too early to be loyal to a Crest that is fighting you.<br />
<br />
Upgrade Your Needle<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13da49bc6b1c576febef4rgoZMwJF07" loading="lazy"  alt="[Image: 6ae13da49bc6b1c576febef4rgoZMwJF07]" class="mycode_img" /><br />
<br />
When you restore Bellhart to its former glory and clear the Silk Curse, new NPCs pop up and new merchants become available. You get an item merchant, a merchant who buys your valuable relics, and an old warrior who is more than happy to sharpen your needle. The first sharpen is free after you beat Widow, so head up to their home and talk to them. Please do this before Last Judge. If you do not, that fight is a bit of a nightmare. I learned that the hard way, and I would like you to learn from my mistake instead.<br />
<br />
My Casual Act One Checklist<br />
<br />
✅ Beat Moss Mother and start the Citadel quest.<br />
<br />
✅ Visit upper Far Fields for the Warding Bell.<br />
<br />
✅ Explore above Craw Lake for Threefold Pins and Thread Storm.<br />
<br />
✅ Collect five Fleas if you want to skip Moorwing.<br />
<br />
✅ Try an alternative Crest if the Hunter Crest movement feels wrong.<br />
<br />
✅ Restore Bellhart, clear the Silk Curse, and get the free needle sharpen after Widow.<br />
<br />
✅ Upgrade damage before Last Judge.<br />
<br />
That is the route I would recommend to a friend in 2026. It is not the fastest path, and it is not every single secret in Act One, but it is the cleanest casual path I know. Do the mandatory bosses in order, grab the upgrades that make the rough edges softer, and do not let the optional stuff turn into a chore. Act One is supposed to be an adventure, not a second job.<br />
<br />
Once Act One is behind you, it is tempting to jump straight into the next challenge—but it helps to have a few backup games ready for when you want to switch pace between boss attempts. That is where <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> can be handy: it gathers current offers so you can stock up on something new without stretching the budget you have set aside for Silksong’s tougher stretches.<br />
<br />
Whether you are looking for a palate cleanser after a rough fight or planning what to play once the credits roll, it is worth keeping an eye on rotating discounts before paying full price for the next title on your list.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong’s Last Judge: Route, Boss Fight, and Act 2 Entry]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=208</link>
			<pubDate>Wed, 28 Oct 2026 05:48:06 +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=208</guid>
			<description><![CDATA[The Last Judge is less a boss and more a customs officer with a grudge. In Silksong, Hornet reaches the Citadel entrance after clawing through the lower half of Pharloom, talks to a pair of bugs outside the gate, and plays the Needolin to ring the entrance bells. The door stays shut. Instead, an ominous figure rises in the background: the Last Judge, the final test every pilgrim must survive before the Citadel opens its doors. As of 2026, this encounter remains one of the sharpest difficulty spikes in the game—a filter for pilgrims in the fiction and for players in practice.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d7dadef2ae81085dc50IFRrGekW07" loading="lazy"  alt="[Image: 6ae13d7dadef2ae81085dc50IFRrGekW07]" class="mycode_img" /><br />
<br />
Where the Last Judge Waits<br />
<br />
The fight sits at the very top of the Blasted Steps, a wind-tortured wasteland connected to Shellwood and located left of Bellhart. Players must cross much of the zone, and the leech pits are not decorative: falling in deals two Masks of damage. The safe rhythm is to reach the Bellway Station in the middle of the zone, then sprint, dash, float, and wall jump through the large, dangerous room directly to the right of the Bench. The Blasted Steps are a wind-scoured obstacle course, like trying to thread a needle while a hurricane argues with your hands.<br />
<br />
Before the Citadel entrance, in the wide-open room with the bell jump, players should look for a breakable wall on the left side, just before the safe middle section between both halves of the room. Breaking it unlocks a shortcut above the first Judge enemy. That shortcut is the difference between a runback that feels like a punishment and one that feels like a route. It cuts out many enemy-filled areas and makes returning to the Last Judge significantly less miserable.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d85060ce5c4ebee57e42AaAN2Cx07" loading="lazy"  alt="[Image: 6ae13d85060ce5c4ebee57e42AaAN2Cx07]" class="mycode_img" /><br />
<br />
The Clean Runback Route<br />
<br />
Once the shortcut is open, the best return path starts at the Blasted Steps Bellway Bench. The goal is to reach the Last Judge without touching a single enemy. Here is the sequence in plain terms:<br />
<br />
Step<br />
Action<br />
<br />
1<br />
Use Swift Step to sprint right, jump the gap, and continue into the wide-open room at the top-right of the Blasted Steps.<br />
<br />
2<br />
Hold sprint, jump at the first ledge, jump again immediately on landing, then dodge in mid-air to cross the pit.<br />
<br />
3<br />
Jump onto the golden floating platform on the right, hop to the left ledge with a Judge enemy, then jump back to the right ledge.<br />
<br />
4<br />
Sprint and dodge left onto the wall above the Judge enemy, then wall-climb through the shortcut.<br />
<br />
5<br />
Downward-slash the bell to cross the gap, then activate Swift Step on landing.<br />
<br />
6<br />
Leap at the edge of the middle area, dodge once in the air, and use the Drifter’s Cloak to float to the far-right bell below—avoid the flying enemy that normally spawns there.<br />
<br />
7<br />
Bounce off the bell aiming right, wall-jump upward, go left at the top, bell-hop to the left side, and wall-jump up again.<br />
<br />
8<br />
Jump right, dodge once, and land on the bell between the wall and the Citadel entrance.<br />
<br />
Done correctly, this route is a choreographed sprint—less a trek and more a jazz improvisation played on bells and wall ledges. Players who miss a beat can still recover, but the clean version is worth practicing because the Last Judge does not offer warm-up rounds.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8b6225b6c8d7ad5cdcWhJDzp4o07" loading="lazy"  alt="[Image: 6ae13d8b6225b6c8d7ad5cdcWhJDzp4o07]" class="mycode_img" /><br />
<br />
Gear and the Wanderer Crest<br />
<br />
For players who want a smoother fight, the Wanderer Crest is a strong recommendation. It comes from the Chapel of the Wanderer sub-area in Greymoor, and it gives Hornet a very fast, short-range moveset with a Hollow Knight-like downward pogo attack. That pogo is useful for staying aggressive while remaining mobile. Tools can help maintain damage on the Last Judge, but most of its attacks will instantly destroy any Tools they touch or that are thrown into it. In other words, Tools are seasoning, not the meal. Do not build a strategy around them.<br />
<br />
Healing is the real bottleneck. There are not many safe windows during this fight. Two reliable ones stand out:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Phase Two charge:</span> jump over the boss and Bind in mid-air for a few safe seconds, provided Hornet is not over a fire pillar location.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flail Spin:</span> in either phase, the boss stands still for about two seconds, giving Hornet time to heal while standing to the side.<br />
<br />
The Last Judge itself is a rhythm test wrapped in a brick wall, like learning to waltz with a falling piano. Patience beats greed. Players should chip away, use the downward pogo when it is safe, and treat every heal as a small victory rather than a guaranteed reset.<br />
<br />
What Happens After the Fight<br />
<br />
Beating the Last Judge finally earns Hornet passage into the Citadel and officially begins Act 2, titled ‘Citadel of Song.’ Act 2 opens numerous new areas in the top half of Pharloom, including the Citadel itself. Players who worry about locking themselves out of Act 1 content can relax: in the Choral Chambers area of the Citadel, Hornet discovers the Grand Bellway, where she can call the Bell Beast and return to previously discovered Bellways.<br />
<br />
Before Last Judge<br />
After Last Judge<br />
<br />
Act 1 exploration in lower Pharloom<br />
Act 2 begins: ‘Citadel of Song’<br />
<br />
Citadel entrance sealed<br />
Citadel access granted<br />
<br />
Blasted Steps runback matters<br />
Grand Bellway enables backtracking<br />
<br />
Pilgrim filter blocks progress<br />
New areas in upper Pharloom open<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8e989568aa166d00d56tLwtVKT07" loading="lazy"  alt="[Image: 6ae13d8e989568aa166d00d56tLwtVKT07]" class="mycode_img" /><br />
<br />
The Last Judge is a gatekeeper in every sense. It filters pilgrims, tests patience, and punishes sloppy runbacks. But with the shortcut open, the Wanderer Crest equipped, and a clear plan for healing windows, the fight becomes a matter of rhythm rather than luck. In 2026, the route is well mapped—players just need to bring the discipline to follow it.<br />
<br />
Once the Citadel opens and the immediate boss hurdle is behind you, it’s natural to start thinking about what to play next—whether that’s another Metroidvania or a different indie challenge. DealNest is a handy place to compare <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">PC game discounts</a> before adding anything new to your library, especially if you’d rather put your budget toward games you’ll sink dozens of hours into.]]></description>
			<content:encoded><![CDATA[The Last Judge is less a boss and more a customs officer with a grudge. In Silksong, Hornet reaches the Citadel entrance after clawing through the lower half of Pharloom, talks to a pair of bugs outside the gate, and plays the Needolin to ring the entrance bells. The door stays shut. Instead, an ominous figure rises in the background: the Last Judge, the final test every pilgrim must survive before the Citadel opens its doors. As of 2026, this encounter remains one of the sharpest difficulty spikes in the game—a filter for pilgrims in the fiction and for players in practice.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d7dadef2ae81085dc50IFRrGekW07" loading="lazy"  alt="[Image: 6ae13d7dadef2ae81085dc50IFRrGekW07]" class="mycode_img" /><br />
<br />
Where the Last Judge Waits<br />
<br />
The fight sits at the very top of the Blasted Steps, a wind-tortured wasteland connected to Shellwood and located left of Bellhart. Players must cross much of the zone, and the leech pits are not decorative: falling in deals two Masks of damage. The safe rhythm is to reach the Bellway Station in the middle of the zone, then sprint, dash, float, and wall jump through the large, dangerous room directly to the right of the Bench. The Blasted Steps are a wind-scoured obstacle course, like trying to thread a needle while a hurricane argues with your hands.<br />
<br />
Before the Citadel entrance, in the wide-open room with the bell jump, players should look for a breakable wall on the left side, just before the safe middle section between both halves of the room. Breaking it unlocks a shortcut above the first Judge enemy. That shortcut is the difference between a runback that feels like a punishment and one that feels like a route. It cuts out many enemy-filled areas and makes returning to the Last Judge significantly less miserable.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d85060ce5c4ebee57e42AaAN2Cx07" loading="lazy"  alt="[Image: 6ae13d85060ce5c4ebee57e42AaAN2Cx07]" class="mycode_img" /><br />
<br />
The Clean Runback Route<br />
<br />
Once the shortcut is open, the best return path starts at the Blasted Steps Bellway Bench. The goal is to reach the Last Judge without touching a single enemy. Here is the sequence in plain terms:<br />
<br />
Step<br />
Action<br />
<br />
1<br />
Use Swift Step to sprint right, jump the gap, and continue into the wide-open room at the top-right of the Blasted Steps.<br />
<br />
2<br />
Hold sprint, jump at the first ledge, jump again immediately on landing, then dodge in mid-air to cross the pit.<br />
<br />
3<br />
Jump onto the golden floating platform on the right, hop to the left ledge with a Judge enemy, then jump back to the right ledge.<br />
<br />
4<br />
Sprint and dodge left onto the wall above the Judge enemy, then wall-climb through the shortcut.<br />
<br />
5<br />
Downward-slash the bell to cross the gap, then activate Swift Step on landing.<br />
<br />
6<br />
Leap at the edge of the middle area, dodge once in the air, and use the Drifter’s Cloak to float to the far-right bell below—avoid the flying enemy that normally spawns there.<br />
<br />
7<br />
Bounce off the bell aiming right, wall-jump upward, go left at the top, bell-hop to the left side, and wall-jump up again.<br />
<br />
8<br />
Jump right, dodge once, and land on the bell between the wall and the Citadel entrance.<br />
<br />
Done correctly, this route is a choreographed sprint—less a trek and more a jazz improvisation played on bells and wall ledges. Players who miss a beat can still recover, but the clean version is worth practicing because the Last Judge does not offer warm-up rounds.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8b6225b6c8d7ad5cdcWhJDzp4o07" loading="lazy"  alt="[Image: 6ae13d8b6225b6c8d7ad5cdcWhJDzp4o07]" class="mycode_img" /><br />
<br />
Gear and the Wanderer Crest<br />
<br />
For players who want a smoother fight, the Wanderer Crest is a strong recommendation. It comes from the Chapel of the Wanderer sub-area in Greymoor, and it gives Hornet a very fast, short-range moveset with a Hollow Knight-like downward pogo attack. That pogo is useful for staying aggressive while remaining mobile. Tools can help maintain damage on the Last Judge, but most of its attacks will instantly destroy any Tools they touch or that are thrown into it. In other words, Tools are seasoning, not the meal. Do not build a strategy around them.<br />
<br />
Healing is the real bottleneck. There are not many safe windows during this fight. Two reliable ones stand out:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Phase Two charge:</span> jump over the boss and Bind in mid-air for a few safe seconds, provided Hornet is not over a fire pillar location.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flail Spin:</span> in either phase, the boss stands still for about two seconds, giving Hornet time to heal while standing to the side.<br />
<br />
The Last Judge itself is a rhythm test wrapped in a brick wall, like learning to waltz with a falling piano. Patience beats greed. Players should chip away, use the downward pogo when it is safe, and treat every heal as a small victory rather than a guaranteed reset.<br />
<br />
What Happens After the Fight<br />
<br />
Beating the Last Judge finally earns Hornet passage into the Citadel and officially begins Act 2, titled ‘Citadel of Song.’ Act 2 opens numerous new areas in the top half of Pharloom, including the Citadel itself. Players who worry about locking themselves out of Act 1 content can relax: in the Choral Chambers area of the Citadel, Hornet discovers the Grand Bellway, where she can call the Bell Beast and return to previously discovered Bellways.<br />
<br />
Before Last Judge<br />
After Last Judge<br />
<br />
Act 1 exploration in lower Pharloom<br />
Act 2 begins: ‘Citadel of Song’<br />
<br />
Citadel entrance sealed<br />
Citadel access granted<br />
<br />
Blasted Steps runback matters<br />
Grand Bellway enables backtracking<br />
<br />
Pilgrim filter blocks progress<br />
New areas in upper Pharloom open<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8e989568aa166d00d56tLwtVKT07" loading="lazy"  alt="[Image: 6ae13d8e989568aa166d00d56tLwtVKT07]" class="mycode_img" /><br />
<br />
The Last Judge is a gatekeeper in every sense. It filters pilgrims, tests patience, and punishes sloppy runbacks. But with the shortcut open, the Wanderer Crest equipped, and a clear plan for healing windows, the fight becomes a matter of rhythm rather than luck. In 2026, the route is well mapped—players just need to bring the discipline to follow it.<br />
<br />
Once the Citadel opens and the immediate boss hurdle is behind you, it’s natural to start thinking about what to play next—whether that’s another Metroidvania or a different indie challenge. DealNest is a handy place to compare <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">PC game discounts</a> before adding anything new to your library, especially if you’d rather put your budget toward games you’ll sink dozens of hours into.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong in 2026: The PC Mods That Tame Pharloom's Cruelest Edges]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=207</link>
			<pubDate>Wed, 28 Oct 2026 03:43:28 +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=207</guid>
			<description><![CDATA[In 2026, I no longer read Hollow Knight: Silksong as a promise. I play it as a demanding, beautiful, occasionally infuriating reality. Team Cherry's small team turned what began as DLC into a full standalone game, and Pharloom has the density to prove it. Hornet moves faster, heals faster, and hits with a needle that feels wonderful — right up until a beetle removes two masks in one lunge. As a PC player, I have leaned on mods not to erase the challenge but to make its edges legible.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8955f549face7015a5TJvVANRQ07" loading="lazy"  alt="[Image: 6ae13d8955f549face7015a5TJvVANRQ07]" class="mycode_img" /><br />
<br />
Reading the fight, not skipping it<br />
<br />
The first mod I installed added damage numbers and enemy health bars. That sounds small. In practice, it changed how I understood every needle upgrade. Before, I knew Hornet was getting stronger in an abstract way. After, I could see the exact number climb, watch a boss bar drop in real time, and judge whether my route through a room was working or wasting silk. The mod does not make Pharloom easier by itself. It makes the fight readable, and readability is what turns frustration into learning.<br />
<br />
The second mod addressed the game's most sadistic balance choice. Hornet heals faster in Silksong, but many enemies now take two notches of health with a single attack. For players still adjusting, that trade-off can feel less like pressure and more like punishment. A simple mitigation mod keeps enemies from shaving off a huge chunk of the bar with every hit. I did not use it to sleepwalk through bosses. I used it to survive long enough to learn their patterns. For anyone struggling with the early difficulty curve, this is the difference between quitting and clicking.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8c07af709dc277b920qV0CtNDM07" loading="lazy"  alt="[Image: 6ae13d8c07af709dc277b920qV0CtNDM07]" class="mycode_img" /><br />
<br />
Rosaries, runs, and the quality-of-life rebellion<br />
<br />
Rosaries feel rarer than Geo ever did in the first game. Hornet may be drowning in Shell Shards, but I have found myself desperate for Rosaries whenever a valuable item appears in a shop. One popular mod multiplies Rosary pickups by 1,000, which is absurd in the best way. Another doubles Rosary gain, which feels less like a cheat and more like a sensible grind reduction. I have used both at different points. In a single-player game, there is nothing wrong with tilting the economy toward fun, especially when the alternative is killing every enemy in sight just to afford a tool.<br />
<br />
Mod effect<br />
What it changes<br />
My 2026 take<br />
<br />
Damage numbers and health bars<br />
Shows exact damage and enemy HP<br />
Best learning tool in the game ?<br />
<br />
Reduced enemy chip damage<br />
Prevents two-notch hits from draining masks<br />
Keeps the challenge, removes the cruelty<br />
<br />
1,000x or double Rosaries<br />
Boosts currency gain<br />
Great for players who hate grinding<br />
<br />
Teleport anywhere<br />
Replaces Dreamgate-style travel<br />
Saves boss-run time without skipping content<br />
<br />
Always-on Wayward Compass<br />
Frees a Crest Slot<br />
More room for combat tools<br />
<br />
Always-on Magnetite Brooch<br />
Pulls in Rosaries without equipping it<br />
Efficient and quietly addictive<br />
<br />
Instant map updates<br />
Records exploration without a Bench<br />
Makes backtracking less oppressive<br />
<br />
I missed the Dreamgate upgrade from Hollow Knight more than I expected. Silksong removes that safety valve, and repeated boss runs can wear down even a patient player. A teleport mod cuts the rigmarole. I still have to fight the boss. I just do not have to trim the same fat over and over again after every death. That distinction matters. The mod does not play the game for me. It respects my time.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d932aa0ef7894c9dcfcGmTvrbzx07" loading="lazy"  alt="[Image: 6ae13d932aa0ef7894c9dcfcGmTvrbzx07]" class="mycode_img" /><br />
<br />
The Wayward Compass returns in Silksong, but it consumes a valuable Crest Slot. A mod that keeps the compass active at all times frees that slot for other tools. I have used the saved space to bolster Hornet's combat and exploration rather than spending it on basic orientation. The same logic applies to the Magnetite Brooch. It is wonderfully useful for pulling in loose Rosaries, yet it also demands a slot. A mod that keeps its effect active whether equipped or not removes that tension. Some purists will call this cheating. I call it build freedom.<br />
<br />
Finally, there is the map. In Hollow Knight, a region's map did not update until I rested or respawned on a Bench. Silksong carries that mechanic forward. It is smart, but it can also feel tiring when I am trying to remember whether I already checked a side path. A mod that records Hornet's adventures instantly makes exploration less oppressive. I can see where I have been, spot the pathways I missed, and keep moving. None of these mods fix Silksong because Silksong is not broken. They simply let me tune the experience to the player I am in 2026: someone who loves Pharloom's challenge but does not always love its friction.<br />
<br />
That same instinct—trimming unnecessary friction without removing the challenge—applies to how I buy games. I love exploring Pharloom, but I do not love paying full price for every metroidvania that catches my eye. Waiting for a sensible discount is not about being cheap; it is about respecting the time and money I put into the hobby.<br />
<br />
Lately I have been checking DealNest, a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> that gathers current discounts in one place. It is a simple way to see whether a game on my wishlist has dropped to a price that feels fair, without opening a dozen store pages or relying on memory. The site does not replace my judgment—it just removes some of the legwork, much like a good mod removes the parts of a game that get in the way of the parts I actually enjoy.]]></description>
			<content:encoded><![CDATA[In 2026, I no longer read Hollow Knight: Silksong as a promise. I play it as a demanding, beautiful, occasionally infuriating reality. Team Cherry's small team turned what began as DLC into a full standalone game, and Pharloom has the density to prove it. Hornet moves faster, heals faster, and hits with a needle that feels wonderful — right up until a beetle removes two masks in one lunge. As a PC player, I have leaned on mods not to erase the challenge but to make its edges legible.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8955f549face7015a5TJvVANRQ07" loading="lazy"  alt="[Image: 6ae13d8955f549face7015a5TJvVANRQ07]" class="mycode_img" /><br />
<br />
Reading the fight, not skipping it<br />
<br />
The first mod I installed added damage numbers and enemy health bars. That sounds small. In practice, it changed how I understood every needle upgrade. Before, I knew Hornet was getting stronger in an abstract way. After, I could see the exact number climb, watch a boss bar drop in real time, and judge whether my route through a room was working or wasting silk. The mod does not make Pharloom easier by itself. It makes the fight readable, and readability is what turns frustration into learning.<br />
<br />
The second mod addressed the game's most sadistic balance choice. Hornet heals faster in Silksong, but many enemies now take two notches of health with a single attack. For players still adjusting, that trade-off can feel less like pressure and more like punishment. A simple mitigation mod keeps enemies from shaving off a huge chunk of the bar with every hit. I did not use it to sleepwalk through bosses. I used it to survive long enough to learn their patterns. For anyone struggling with the early difficulty curve, this is the difference between quitting and clicking.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d8c07af709dc277b920qV0CtNDM07" loading="lazy"  alt="[Image: 6ae13d8c07af709dc277b920qV0CtNDM07]" class="mycode_img" /><br />
<br />
Rosaries, runs, and the quality-of-life rebellion<br />
<br />
Rosaries feel rarer than Geo ever did in the first game. Hornet may be drowning in Shell Shards, but I have found myself desperate for Rosaries whenever a valuable item appears in a shop. One popular mod multiplies Rosary pickups by 1,000, which is absurd in the best way. Another doubles Rosary gain, which feels less like a cheat and more like a sensible grind reduction. I have used both at different points. In a single-player game, there is nothing wrong with tilting the economy toward fun, especially when the alternative is killing every enemy in sight just to afford a tool.<br />
<br />
Mod effect<br />
What it changes<br />
My 2026 take<br />
<br />
Damage numbers and health bars<br />
Shows exact damage and enemy HP<br />
Best learning tool in the game ?<br />
<br />
Reduced enemy chip damage<br />
Prevents two-notch hits from draining masks<br />
Keeps the challenge, removes the cruelty<br />
<br />
1,000x or double Rosaries<br />
Boosts currency gain<br />
Great for players who hate grinding<br />
<br />
Teleport anywhere<br />
Replaces Dreamgate-style travel<br />
Saves boss-run time without skipping content<br />
<br />
Always-on Wayward Compass<br />
Frees a Crest Slot<br />
More room for combat tools<br />
<br />
Always-on Magnetite Brooch<br />
Pulls in Rosaries without equipping it<br />
Efficient and quietly addictive<br />
<br />
Instant map updates<br />
Records exploration without a Bench<br />
Makes backtracking less oppressive<br />
<br />
I missed the Dreamgate upgrade from Hollow Knight more than I expected. Silksong removes that safety valve, and repeated boss runs can wear down even a patient player. A teleport mod cuts the rigmarole. I still have to fight the boss. I just do not have to trim the same fat over and over again after every death. That distinction matters. The mod does not play the game for me. It respects my time.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae13d932aa0ef7894c9dcfcGmTvrbzx07" loading="lazy"  alt="[Image: 6ae13d932aa0ef7894c9dcfcGmTvrbzx07]" class="mycode_img" /><br />
<br />
The Wayward Compass returns in Silksong, but it consumes a valuable Crest Slot. A mod that keeps the compass active at all times frees that slot for other tools. I have used the saved space to bolster Hornet's combat and exploration rather than spending it on basic orientation. The same logic applies to the Magnetite Brooch. It is wonderfully useful for pulling in loose Rosaries, yet it also demands a slot. A mod that keeps its effect active whether equipped or not removes that tension. Some purists will call this cheating. I call it build freedom.<br />
<br />
Finally, there is the map. In Hollow Knight, a region's map did not update until I rested or respawned on a Bench. Silksong carries that mechanic forward. It is smart, but it can also feel tiring when I am trying to remember whether I already checked a side path. A mod that records Hornet's adventures instantly makes exploration less oppressive. I can see where I have been, spot the pathways I missed, and keep moving. None of these mods fix Silksong because Silksong is not broken. They simply let me tune the experience to the player I am in 2026: someone who loves Pharloom's challenge but does not always love its friction.<br />
<br />
That same instinct—trimming unnecessary friction without removing the challenge—applies to how I buy games. I love exploring Pharloom, but I do not love paying full price for every metroidvania that catches my eye. Waiting for a sensible discount is not about being cheap; it is about respecting the time and money I put into the hobby.<br />
<br />
Lately I have been checking DealNest, a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> that gathers current discounts in one place. It is a simple way to see whether a game on my wishlist has dropped to a price that feels fair, without opening a dozen store pages or relying on memory. The site does not replace my judgment—it just removes some of the legwork, much like a good mod removes the parts of a game that get in the way of the parts I actually enjoy.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Raphael Dias Belloli: FC 27 Card Guide]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=206</link>
			<pubDate>Wed, 28 Oct 2026 01:12:09 +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=206</guid>
			<description><![CDATA[Introduction About Raphael Dias Belloli<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae12d3fc4d3ea5d52047261bQrQJFw107" loading="lazy"  alt="[Image: 6ae12d3fc4d3ea5d52047261bQrQJFw107]" class="mycode_img" /><br />
<br />
Raphael Dias Belloli, commonly known as Raphinha, is a Brazilian professional footballer born on 14 December 1996 in Porto Alegre. He holds Brazilian and Italian citizenship and has become a lively, determined attacking player whose left-wing performances are marked by close control, direct running, and constant energy.<br />
<br />
His senior career began at Avaí in Brazil before he moved to Portugal, where he played for Vitória de Guimarães and Sporting CP, winning the Portuguese League Cup and the Taça de Portugal in 2019. Spells with Rennes in France and Leeds United in England further shaped his adaptability and strengthened his reputation as a hard-working, disciplined wide attacker.<br />
<br />
In 2022 he joined Barcelona, and in 2023 he won the La Liga title; in April 2024 he scored his first UEFA Champions League goal. At international level, he made his Brazil debut in October 2021, scored his first senior goal soon afterward, and was included in the squad for the 2022 World Cup. As a good left-wing player, Raphael Dias Belloli blends typically Brazilian dribbling ability with professionalism, self-discipline, and consistent effort for both club and country.<br />
<br />
Raphael Dias Belloli's card<br />
<br />
Raphael Dias Belloli’s card is a Left Wing with an overall rating of 88, supported by pace 91, shooting 86, passing 85, dribbling 87, defense 54, and physicality 76. As a winger, this card is a sharp attacking outlet who can quickly tear apart the opposing team’s defense with his speed and dribbling, create and convert chances in transition, and seize key opportunities to score goals and seal the deal in a match.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae12d41c77dca3c3180ec5b4T8FxMKq07" loading="lazy"  alt="[Image: 6ae12d41c77dca3c3180ec5b4T8FxMKq07]" class="mycode_img" /><br />
<br />
How to Obtain Raphael Dias Belloli's Player Card<br />
<br />
There are several ways to obtain Raphael Dias Belloli's card in FC 27. First, you can try purchasing card packs and testing your luck, although 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 Raphael Dias Belloli's card. Third, you can directly purchase the card from the transfer market, but with the current market price set at around 0.49 million FC 27 Coins, it is quite expensive.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae12d43b9e2901760b473e8k2F6gqp907" loading="lazy"  alt="[Image: 6ae12d43b9e2901760b473e8k2F6gqp907]" 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 />
Earning FC 27 Coins through traditional methods usually means selling player cards from your club, completing weekly objectives, and grinding different game modes for rewards. While these options can build up your balance over time, they often rely heavily on gameplay skill, pack luck, and hours of consistent effort. If you are targeting a high-value card such as Raphael Dias Belloli, collecting enough <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">fut coins</a> through matches and objectives alone may take far longer than expected, especially when market prices rise.<br />
<br />
For players who want a faster option, LootBar.com provides a convenient way 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> at competitive prices. The platform offers <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">cheap fifa coins</a>, including a 10% discount for newly registered users and regular promotional deals, helping you strengthen your squad without unnecessary waiting. Orders are delivered quickly through a secure trading process designed to protect your account, so you can get the coins needed for your preferred player card and start using Raphael Dias Belloli sooner.<br />
<br />
What is the best Gaming Top-Up Platform？<br />
<br />
LootBar stands out as a reliable and professional platform for gaming recharge. Its reliability and popularity are reflected in excellent reviews, including a <span style="font-weight: bold;" class="mycode_b">4.9/5.0 rating on Trustpilot</span>.]]></description>
			<content:encoded><![CDATA[Introduction About Raphael Dias Belloli<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae12d3fc4d3ea5d52047261bQrQJFw107" loading="lazy"  alt="[Image: 6ae12d3fc4d3ea5d52047261bQrQJFw107]" class="mycode_img" /><br />
<br />
Raphael Dias Belloli, commonly known as Raphinha, is a Brazilian professional footballer born on 14 December 1996 in Porto Alegre. He holds Brazilian and Italian citizenship and has become a lively, determined attacking player whose left-wing performances are marked by close control, direct running, and constant energy.<br />
<br />
His senior career began at Avaí in Brazil before he moved to Portugal, where he played for Vitória de Guimarães and Sporting CP, winning the Portuguese League Cup and the Taça de Portugal in 2019. Spells with Rennes in France and Leeds United in England further shaped his adaptability and strengthened his reputation as a hard-working, disciplined wide attacker.<br />
<br />
In 2022 he joined Barcelona, and in 2023 he won the La Liga title; in April 2024 he scored his first UEFA Champions League goal. At international level, he made his Brazil debut in October 2021, scored his first senior goal soon afterward, and was included in the squad for the 2022 World Cup. As a good left-wing player, Raphael Dias Belloli blends typically Brazilian dribbling ability with professionalism, self-discipline, and consistent effort for both club and country.<br />
<br />
Raphael Dias Belloli's card<br />
<br />
Raphael Dias Belloli’s card is a Left Wing with an overall rating of 88, supported by pace 91, shooting 86, passing 85, dribbling 87, defense 54, and physicality 76. As a winger, this card is a sharp attacking outlet who can quickly tear apart the opposing team’s defense with his speed and dribbling, create and convert chances in transition, and seize key opportunities to score goals and seal the deal in a match.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae12d41c77dca3c3180ec5b4T8FxMKq07" loading="lazy"  alt="[Image: 6ae12d41c77dca3c3180ec5b4T8FxMKq07]" class="mycode_img" /><br />
<br />
How to Obtain Raphael Dias Belloli's Player Card<br />
<br />
There are several ways to obtain Raphael Dias Belloli's card in FC 27. First, you can try purchasing card packs and testing your luck, although 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 Raphael Dias Belloli's card. Third, you can directly purchase the card from the transfer market, but with the current market price set at around 0.49 million FC 27 Coins, it is quite expensive.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae12d43b9e2901760b473e8k2F6gqp907" loading="lazy"  alt="[Image: 6ae12d43b9e2901760b473e8k2F6gqp907]" 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 />
Earning FC 27 Coins through traditional methods usually means selling player cards from your club, completing weekly objectives, and grinding different game modes for rewards. While these options can build up your balance over time, they often rely heavily on gameplay skill, pack luck, and hours of consistent effort. If you are targeting a high-value card such as Raphael Dias Belloli, collecting enough <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">fut coins</a> through matches and objectives alone may take far longer than expected, especially when market prices rise.<br />
<br />
For players who want a faster option, LootBar.com provides a convenient way 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> at competitive prices. The platform offers <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">cheap fifa coins</a>, including a 10% discount for newly registered users and regular promotional deals, helping you strengthen your squad without unnecessary waiting. Orders are delivered quickly through a secure trading process designed to protect your account, so you can get the coins needed for your preferred player card and start using Raphael Dias Belloli sooner.<br />
<br />
What is the best Gaming Top-Up Platform？<br />
<br />
LootBar stands out as a reliable and professional platform for gaming recharge. Its reliability and popularity are reflected in excellent reviews, including a <span style="font-weight: bold;" class="mycode_b">4.9/5.0 rating on Trustpilot</span>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Greymoor Map: Shakra’s Elusive Stall and Two Ways to Find It]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=205</link>
			<pubDate>Tue, 27 Oct 2026 12:31:10 +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=205</guid>
			<description><![CDATA[Greymoor has a talent for making confident players feel like they have been blindfolded and spun around three times. In Hollow Knight: Silksong, this sprawling early-game region is not just big; it is the sort of big that hides a cartographer’s stall behind two different entrances and a cloud of corrupted pilgrims. Shakra, the game’s wandering map seller, does not make the job easier. Her stock behaves like a rumor in a small town—always moving just ahead of the person trying to confirm it. Even in 2026, with guides, patches, and plenty of collective sighing, finding Greymoor’s map is a rite of passage. The good news is that the map costs 70 Rosary Beads and Shakra has only a few favorite haunts. The bad news is that Greymoor can be entered from two directions, and each direction turns the search into a different kind of errand.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec06a30e43412d57ba753BmzTqI407" loading="lazy"  alt="[Image: 6adfec06a30e43412d57ba753BmzTqI407]" class="mycode_img" /><br />
<br />
The Short Version: Two Doors, One Cartographer<br />
<br />
Players who want the least dramatic route should remember one sentence: if the airstream brought them in, Shakra is close. The two entrances are not equal in convenience, and the table below makes the difference plain.<br />
<br />
Route<br />
How players get in<br />
Where Shakra waits<br />
Price<br />
<br />
Airstream route<br />
Ride the airstream up through Far Fields using the Drifter’s Cloak<br />
In the chamber directly to the right; from the Halfway Home bench, head right<br />
70 Rosary Beads<br />
<br />
Western route<br />
Use the Simple Key west of Mosshome to access the Wormways early, then travel east through Shellwood and Bellhart<br />
A longer trek that eventually reaches the Halfway Home area<br />
70 Rosary Beads<br />
<br />
The first route is a quick shopping trip. The second is a pilgrimage with extra enemies. Both end with the same map, which is either comforting or mildly insulting, depending on how many corrupted pilgrims the player has had to vault over.<br />
<br />
Route One: The Airstream Entrance<br />
<br />
Players who enter Greymoor by riding the airstream up through Far Fields with the Drifter’s Cloak will find Shakra in the chamber directly to the right. That is the whole trick. No cryptic riddle, no secret wall, no ancient beetle whispering directions through a pipe. If the player has explored left first, they should return to the Halfway Home bench and head right until Shakra appears. For 70 Rosary Beads, she hands over the Greymoor map, and the region stops looking like a labyrinth designed by a committee of spiders with a grudge.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec088d665a58006b4fa3otz7IV9t07" loading="lazy"  alt="[Image: 6adfec088d665a58006b4fa3otz7IV9t07]" class="mycode_img" /><br />
<br />
This entrance is the reason some players insist the map is easy to find. They are not wrong. They are just standing on the lucky side of Greymoor. The other entrance gives the search a longer fuse.<br />
<br />
Route Two: The Western Long Way<br />
<br />
The alternative route is to use the Simple Key west of Mosshome to access the Wormways early, then move east through Shellwood and Bellhart to reach Greymoor from the western side. Players who enter this way have a longer trek ahead. It is less a stroll and more a postal route through a wasp’s filing cabinet, with platforming, enemy waves, and a few doors that demand attention.<br />
<br />
The reliable sequence looks like this:<br />
<br />
Clear the area, then pick up the Memory Locket from the corpse on the top platform before moving to the next room.<br />
<br />
Break the wood debris blocking the way on the right to reach the Greymoor Bellway.<br />
<br />
Exit the Bellway. Platforms sit directly above the entrance; go up and then right through the door.<br />
<br />
Defeat the waves of enemies that spawn in to unlock the path to the right.<br />
<br />
Activate the bench inside the Halfway Home to reset the respawn point, then stand on the platform next to Criege to open the door to the right.<br />
<br />
Continue right through the tunnel with the corrupted pilgrims. At the end, a metal device turns loose Rosaries into necklaces.<br />
<br />
Shakra is nearby. The Greymoor map costs 70 Rosary Beads.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec149f7d8f84da7d59f0rR1XhyDd07" loading="lazy"  alt="[Image: 6adfec149f7d8f84da7d59f0rR1XhyDd07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec16821178c315d5198871S0cXBM07" loading="lazy"  alt="[Image: 6adfec16821178c315d5198871S0cXBM07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec181d781c8a1f1e5816CKG9uhWf07" loading="lazy"  alt="[Image: 6adfec181d781c8a1f1e5816CKG9uhWf07]" class="mycode_img" /><br />
<br />
The Halfway Home bench is the anchor point. Once it is active, the western route becomes much less frightening, because failure stops being a full tour of Greymoor and starts being a short walk back. Players should also keep an eye out for the metal Rosary device; it is a useful landmark and a reminder that Silksong enjoys turning currency into jewelry at the worst possible moment.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec1f93fab1c039da208aHkwfZTzf07" loading="lazy"  alt="[Image: 6adfec1f93fab1c039da208aHkwfZTzf07]" class="mycode_img" /><br />
<br />
If Shakra Has Vanished<br />
<br />
Sometimes the player reaches the spot and finds nothing but an empty room and the faint smell of a missed opportunity. That usually means Shakra has moved on because the story has progressed. Tracking her down then is like trying to catch a specific raindrop in a thunderstorm, except the raindrop sells maps and has a golden ring.<br />
<br />
There are two useful places to check:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bone Bottom:</span> East of the Wish Board is a platform with one of Shakra’s golden rings on a pole. Attack the ring to summon her.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bellhart:</span> If the Bellhart curse has been lifted, Shakra appears on a platform next to the floating shops.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec2a8f03e9596499cdc9oA5NZu7N07" loading="lazy"  alt="[Image: 6adfec2a8f03e9596499cdc9oA5NZu7N07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec321875246fb2db0bbeX9XiVDhD07" loading="lazy"  alt="[Image: 6adfec321875246fb2db0bbeX9XiVDhD07]" class="mycode_img" /><br />
<br />
Shakra also sells maps of any area where players have already encountered her, so the Greymoor map is not a one-off transaction. It is part of a traveling bookstore with legs, a bell, and an excellent sense of dramatic timing. In 2026, the smartest approach is still the simplest: buy the map when she is found, because chasing her later is a side quest in patience. The 70 Rosary Beads are worth it. Greymoor is large, the pilgrims are rude, and a good map turns a spider’s filing cabinet back into a region.<br />
<br />
If you’re the type of player who plans every purchase carefully—whether it’s 70 Rosary Beads for a map or a new title for your backlog—it helps to have a good source for real-world savings too. DealNest is a handy place to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">best game deals</a> before your next purchase, so you can keep more budget for the games you actually want to play.<br />
<br />
Think of it as a practical stop before wandering into uncharted territory: check the offers, compare what’s available, and head in prepared. For players who enjoy the hunt for a smart buy as much as the hunt for Shakra, DealNest is worth keeping in mind.]]></description>
			<content:encoded><![CDATA[Greymoor has a talent for making confident players feel like they have been blindfolded and spun around three times. In Hollow Knight: Silksong, this sprawling early-game region is not just big; it is the sort of big that hides a cartographer’s stall behind two different entrances and a cloud of corrupted pilgrims. Shakra, the game’s wandering map seller, does not make the job easier. Her stock behaves like a rumor in a small town—always moving just ahead of the person trying to confirm it. Even in 2026, with guides, patches, and plenty of collective sighing, finding Greymoor’s map is a rite of passage. The good news is that the map costs 70 Rosary Beads and Shakra has only a few favorite haunts. The bad news is that Greymoor can be entered from two directions, and each direction turns the search into a different kind of errand.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec06a30e43412d57ba753BmzTqI407" loading="lazy"  alt="[Image: 6adfec06a30e43412d57ba753BmzTqI407]" class="mycode_img" /><br />
<br />
The Short Version: Two Doors, One Cartographer<br />
<br />
Players who want the least dramatic route should remember one sentence: if the airstream brought them in, Shakra is close. The two entrances are not equal in convenience, and the table below makes the difference plain.<br />
<br />
Route<br />
How players get in<br />
Where Shakra waits<br />
Price<br />
<br />
Airstream route<br />
Ride the airstream up through Far Fields using the Drifter’s Cloak<br />
In the chamber directly to the right; from the Halfway Home bench, head right<br />
70 Rosary Beads<br />
<br />
Western route<br />
Use the Simple Key west of Mosshome to access the Wormways early, then travel east through Shellwood and Bellhart<br />
A longer trek that eventually reaches the Halfway Home area<br />
70 Rosary Beads<br />
<br />
The first route is a quick shopping trip. The second is a pilgrimage with extra enemies. Both end with the same map, which is either comforting or mildly insulting, depending on how many corrupted pilgrims the player has had to vault over.<br />
<br />
Route One: The Airstream Entrance<br />
<br />
Players who enter Greymoor by riding the airstream up through Far Fields with the Drifter’s Cloak will find Shakra in the chamber directly to the right. That is the whole trick. No cryptic riddle, no secret wall, no ancient beetle whispering directions through a pipe. If the player has explored left first, they should return to the Halfway Home bench and head right until Shakra appears. For 70 Rosary Beads, she hands over the Greymoor map, and the region stops looking like a labyrinth designed by a committee of spiders with a grudge.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec088d665a58006b4fa3otz7IV9t07" loading="lazy"  alt="[Image: 6adfec088d665a58006b4fa3otz7IV9t07]" class="mycode_img" /><br />
<br />
This entrance is the reason some players insist the map is easy to find. They are not wrong. They are just standing on the lucky side of Greymoor. The other entrance gives the search a longer fuse.<br />
<br />
Route Two: The Western Long Way<br />
<br />
The alternative route is to use the Simple Key west of Mosshome to access the Wormways early, then move east through Shellwood and Bellhart to reach Greymoor from the western side. Players who enter this way have a longer trek ahead. It is less a stroll and more a postal route through a wasp’s filing cabinet, with platforming, enemy waves, and a few doors that demand attention.<br />
<br />
The reliable sequence looks like this:<br />
<br />
Clear the area, then pick up the Memory Locket from the corpse on the top platform before moving to the next room.<br />
<br />
Break the wood debris blocking the way on the right to reach the Greymoor Bellway.<br />
<br />
Exit the Bellway. Platforms sit directly above the entrance; go up and then right through the door.<br />
<br />
Defeat the waves of enemies that spawn in to unlock the path to the right.<br />
<br />
Activate the bench inside the Halfway Home to reset the respawn point, then stand on the platform next to Criege to open the door to the right.<br />
<br />
Continue right through the tunnel with the corrupted pilgrims. At the end, a metal device turns loose Rosaries into necklaces.<br />
<br />
Shakra is nearby. The Greymoor map costs 70 Rosary Beads.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec149f7d8f84da7d59f0rR1XhyDd07" loading="lazy"  alt="[Image: 6adfec149f7d8f84da7d59f0rR1XhyDd07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec16821178c315d5198871S0cXBM07" loading="lazy"  alt="[Image: 6adfec16821178c315d5198871S0cXBM07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec181d781c8a1f1e5816CKG9uhWf07" loading="lazy"  alt="[Image: 6adfec181d781c8a1f1e5816CKG9uhWf07]" class="mycode_img" /><br />
<br />
The Halfway Home bench is the anchor point. Once it is active, the western route becomes much less frightening, because failure stops being a full tour of Greymoor and starts being a short walk back. Players should also keep an eye out for the metal Rosary device; it is a useful landmark and a reminder that Silksong enjoys turning currency into jewelry at the worst possible moment.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec1f93fab1c039da208aHkwfZTzf07" loading="lazy"  alt="[Image: 6adfec1f93fab1c039da208aHkwfZTzf07]" class="mycode_img" /><br />
<br />
If Shakra Has Vanished<br />
<br />
Sometimes the player reaches the spot and finds nothing but an empty room and the faint smell of a missed opportunity. That usually means Shakra has moved on because the story has progressed. Tracking her down then is like trying to catch a specific raindrop in a thunderstorm, except the raindrop sells maps and has a golden ring.<br />
<br />
There are two useful places to check:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bone Bottom:</span> East of the Wish Board is a platform with one of Shakra’s golden rings on a pole. Attack the ring to summon her.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bellhart:</span> If the Bellhart curse has been lifted, Shakra appears on a platform next to the floating shops.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec2a8f03e9596499cdc9oA5NZu7N07" loading="lazy"  alt="[Image: 6adfec2a8f03e9596499cdc9oA5NZu7N07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec321875246fb2db0bbeX9XiVDhD07" loading="lazy"  alt="[Image: 6adfec321875246fb2db0bbeX9XiVDhD07]" class="mycode_img" /><br />
<br />
Shakra also sells maps of any area where players have already encountered her, so the Greymoor map is not a one-off transaction. It is part of a traveling bookstore with legs, a bell, and an excellent sense of dramatic timing. In 2026, the smartest approach is still the simplest: buy the map when she is found, because chasing her later is a side quest in patience. The 70 Rosary Beads are worth it. Greymoor is large, the pilgrims are rude, and a good map turns a spider’s filing cabinet back into a region.<br />
<br />
If you’re the type of player who plans every purchase carefully—whether it’s 70 Rosary Beads for a map or a new title for your backlog—it helps to have a good source for real-world savings too. DealNest is a handy place to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">best game deals</a> before your next purchase, so you can keep more budget for the games you actually want to play.<br />
<br />
Think of it as a practical stop before wandering into uncharted territory: check the offers, compare what’s available, and head in prepared. For players who enjoy the hunt for a smart buy as much as the hunt for Shakra, DealNest is worth keeping in mind.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hollow Knight: Silksong in 2026: A Deep, Demanding Metroidvania Masterclass]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=204</link>
			<pubDate>Tue, 27 Oct 2026 08:40:45 +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=204</guid>
			<description><![CDATA[In 2026, Hollow Knight: Silksong no longer needs to prove that it is more than a victory lap. Team Cherry spent nearly a decade polishing the follow-up to one of the most beloved Metroidvanias of the modern era, and the result is a sequel that knows exactly how to sink its teeth into players. At first blush, Silksong can look like more Hollow Knight with a diagonal pogo attack bolted on. That read feels quaint now. Within 30 minutes, the game opens up into a completely different beast, one that earns the sequel moniker and then some. A standard clear can land around 15 to 20 hours, with one documented run finishing at 15 hours and 16 minutes, but clock time is only the tip of the iceberg.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec00e858b691abc7c177KtY4iGjU07" loading="lazy"  alt="[Image: 6adfec00e858b691abc7c177KtY4iGjU07]" class="mycode_img" /><br />
<br />
A Sequel That Knows How to Sink Its Teeth In<br />
<br />
Silksong is no walk in the park. From the halfway point onward, the pressure ramps up and the game starts to feel like a Souls title in the best and most stressful ways. There is always one more upgrade to chase, one more boss standing in the way, and one more story-critical quest item that can send players combing through the map for hours. One early account describes spending three hours hunting for a crucial item, unsure whether it would ever turn up. That kind of friction is real, but guides are not the recommended first port of call. Navigation is generally more manageable than in the original Hollow Knight, largely because Hornet has a movement kit that puts the first protagonist to shame. She can float downward slowly, chain pogo attacks across platforming challenges, and call on a seemingly endless array of tools that reshape how any given situation can be approached.<br />
<br />
Once crests enter the picture, the design clicks. Crests function like weapon types that enable different tool and passive upgrade loadouts, turning Silksong into a highly customizable experience. Combat is deep, the vistas are beautiful and haunting, and mechanical puzzles keep the brain working between nail-biting encounters. Different players gravitate toward different favorite loadouts, which is a strong sign that Team Cherry has built something with real range. The story is also more engaging this time around. Hornet is a more prominent participant in the festivities, complete with a striking design that has inspired plenty of fan art. Team Cherry has honed its craft with bosses and NPCs too, creating some devilishly delightful characters that leave a mark.<br />
<br />
Open-Ended, Dense, and Downright Addictive<br />
<br />
Silksong is so open-ended that it can feel overwhelming, but in a good way. Players constantly mark maps to revisit later after gaining new abilities, and forcing through challenging zones while under-equipped is part of the thrill. It is a meticulously crafted Metroidvania that ranks among the best in the genre, and that praise lands even harder for anyone who has been playing these games and their inspirations since the 1980s. The combat against smaller enemies around Hornet's size is among the best ever seen in a 2D platformer. Learning patterns, countering moves, and cutting teeth on intense encounters gives the game a sharp, satisfying edge.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec031875246fb2db0a7elBbZbqEi07" loading="lazy"  alt="[Image: 6adfec031875246fb2db0a7elBbZbqEi07]" class="mycode_img" /><br />
<br />
With mastery of Hornet's mechanics and enough time spent studying a boss, anything feels possible. More than many genre staples, Silksong gives players complete control over Hornet and everything she does, and that amount of power is thrilling. Every 30 minutes or so, a new tool, crest, ability, or upgrade arrives to keep progression fresh. A key improvement over the original is density: areas generally feel more packed and less meandering. Getting from place to place is quicker and more fun, not just because of how Hornet moves, but because Team Cherry has years of hindsight regarding tight level design.<br />
<br />
The Difficulty Walls Are Real<br />
<br />
One issue that can throw players for a loop is the extreme amount of two-mask damage. In the original Hollow Knight, two-mask hits were more sparing and reserved for tougher encounters. At some point in Silksong, it can feel like most major enemies are slicing off two bars of health per hit. This feels deliberate, and while it will likely be polarizing, it becomes manageable once enemy mechanics are learned piece by piece. The upside is that normal combat stays engaging. Regular enemies remain potential threats, so traversal does not feel like going through the motions.<br />
<br />
Another contentious mechanic is the in-game economy. Rosary beads are spent on almost everything, from shop items to benches and fast travel station unlocks. Not every enemy drops beads, so players need to strategize how to earn them consistently, sometimes to the point of farming. Even in extreme circumstances, the stingy rosary economy does not have to derail enjoyment. Uncovering a new area or cleaning out an old one can send players back into the fray rosary-rich. There are minor workarounds too, such as spending rosaries on expendable inventory items that can be cracked for instant beads when needed.<br />
<br />
Strength<br />
Friction Point<br />
<br />
Deep, customizable combat with crests and tools<br />
Two-mask damage can feel punishing at first<br />
<br />
Dense, tightly designed areas<br />
Rosary economy encourages farming and planning<br />
<br />
Strong boss and NPC design<br />
Midgame difficulty spikes are no joke<br />
<br />
Hornet's movement and pogo traversal<br />
Some quest items can be elusive<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec061875246fb2db0a8c3xBrXdem07" loading="lazy"  alt="[Image: 6adfec061875246fb2db0a8c3xBrXdem07]" class="mycode_img" /><br />
<br />
Why the Long Haul Matters<br />
<br />
After the standard ending, Silksong still has plenty left in the tank. The urge to get back into the game and clear the whole map is strong, and exploration is more fun than in the original. Players can comb through every nook and cranny with a smile, because some of the toughest challenges wait in optional encounters. Every new tool or crest can potentially open a brand-new playstyle, which makes the long haul feel worth its weight in gold. In that sense, Silksong is the purest form of a Metroidvania seen in years. Even after finishing the standard ending, there is enough left to feel like an entire game remains, and that is exactly what the genre should deliver.<br />
<br />
By 2026, the conversation around Silksong has shifted from hype to legacy. The game has a long road ahead of it, whether through free updates like the original or potential DLC, and the appetite for more is easy to understand. A 100% completion rate is not a quick weekend job; it is a slow, satisfying grind that rewards patience and mastery. Team Cherry's sequel throws players for a loop, then rewards them for bearing with it. The hype was loud, but the craftsmanship is louder. For anyone who has ever loved a Metroidvania, Hollow Knight: Silksong is a deep, demanding, and downright unforgettable ride. ?️?️<br />
<br />
When the credits roll and the craving for another dense, secrets-packed map kicks in, the smartest next step is often a sale rather than a full-price impulse buy. DealNest is a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> that helps you track discounts across the kinds of deep, demanding games that reward the same patience Silksong asks for, so you can line up your next long haul without overspending.]]></description>
			<content:encoded><![CDATA[In 2026, Hollow Knight: Silksong no longer needs to prove that it is more than a victory lap. Team Cherry spent nearly a decade polishing the follow-up to one of the most beloved Metroidvanias of the modern era, and the result is a sequel that knows exactly how to sink its teeth into players. At first blush, Silksong can look like more Hollow Knight with a diagonal pogo attack bolted on. That read feels quaint now. Within 30 minutes, the game opens up into a completely different beast, one that earns the sequel moniker and then some. A standard clear can land around 15 to 20 hours, with one documented run finishing at 15 hours and 16 minutes, but clock time is only the tip of the iceberg.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec00e858b691abc7c177KtY4iGjU07" loading="lazy"  alt="[Image: 6adfec00e858b691abc7c177KtY4iGjU07]" class="mycode_img" /><br />
<br />
A Sequel That Knows How to Sink Its Teeth In<br />
<br />
Silksong is no walk in the park. From the halfway point onward, the pressure ramps up and the game starts to feel like a Souls title in the best and most stressful ways. There is always one more upgrade to chase, one more boss standing in the way, and one more story-critical quest item that can send players combing through the map for hours. One early account describes spending three hours hunting for a crucial item, unsure whether it would ever turn up. That kind of friction is real, but guides are not the recommended first port of call. Navigation is generally more manageable than in the original Hollow Knight, largely because Hornet has a movement kit that puts the first protagonist to shame. She can float downward slowly, chain pogo attacks across platforming challenges, and call on a seemingly endless array of tools that reshape how any given situation can be approached.<br />
<br />
Once crests enter the picture, the design clicks. Crests function like weapon types that enable different tool and passive upgrade loadouts, turning Silksong into a highly customizable experience. Combat is deep, the vistas are beautiful and haunting, and mechanical puzzles keep the brain working between nail-biting encounters. Different players gravitate toward different favorite loadouts, which is a strong sign that Team Cherry has built something with real range. The story is also more engaging this time around. Hornet is a more prominent participant in the festivities, complete with a striking design that has inspired plenty of fan art. Team Cherry has honed its craft with bosses and NPCs too, creating some devilishly delightful characters that leave a mark.<br />
<br />
Open-Ended, Dense, and Downright Addictive<br />
<br />
Silksong is so open-ended that it can feel overwhelming, but in a good way. Players constantly mark maps to revisit later after gaining new abilities, and forcing through challenging zones while under-equipped is part of the thrill. It is a meticulously crafted Metroidvania that ranks among the best in the genre, and that praise lands even harder for anyone who has been playing these games and their inspirations since the 1980s. The combat against smaller enemies around Hornet's size is among the best ever seen in a 2D platformer. Learning patterns, countering moves, and cutting teeth on intense encounters gives the game a sharp, satisfying edge.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec031875246fb2db0a7elBbZbqEi07" loading="lazy"  alt="[Image: 6adfec031875246fb2db0a7elBbZbqEi07]" class="mycode_img" /><br />
<br />
With mastery of Hornet's mechanics and enough time spent studying a boss, anything feels possible. More than many genre staples, Silksong gives players complete control over Hornet and everything she does, and that amount of power is thrilling. Every 30 minutes or so, a new tool, crest, ability, or upgrade arrives to keep progression fresh. A key improvement over the original is density: areas generally feel more packed and less meandering. Getting from place to place is quicker and more fun, not just because of how Hornet moves, but because Team Cherry has years of hindsight regarding tight level design.<br />
<br />
The Difficulty Walls Are Real<br />
<br />
One issue that can throw players for a loop is the extreme amount of two-mask damage. In the original Hollow Knight, two-mask hits were more sparing and reserved for tougher encounters. At some point in Silksong, it can feel like most major enemies are slicing off two bars of health per hit. This feels deliberate, and while it will likely be polarizing, it becomes manageable once enemy mechanics are learned piece by piece. The upside is that normal combat stays engaging. Regular enemies remain potential threats, so traversal does not feel like going through the motions.<br />
<br />
Another contentious mechanic is the in-game economy. Rosary beads are spent on almost everything, from shop items to benches and fast travel station unlocks. Not every enemy drops beads, so players need to strategize how to earn them consistently, sometimes to the point of farming. Even in extreme circumstances, the stingy rosary economy does not have to derail enjoyment. Uncovering a new area or cleaning out an old one can send players back into the fray rosary-rich. There are minor workarounds too, such as spending rosaries on expendable inventory items that can be cracked for instant beads when needed.<br />
<br />
Strength<br />
Friction Point<br />
<br />
Deep, customizable combat with crests and tools<br />
Two-mask damage can feel punishing at first<br />
<br />
Dense, tightly designed areas<br />
Rosary economy encourages farming and planning<br />
<br />
Strong boss and NPC design<br />
Midgame difficulty spikes are no joke<br />
<br />
Hornet's movement and pogo traversal<br />
Some quest items can be elusive<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec061875246fb2db0a8c3xBrXdem07" loading="lazy"  alt="[Image: 6adfec061875246fb2db0a8c3xBrXdem07]" class="mycode_img" /><br />
<br />
Why the Long Haul Matters<br />
<br />
After the standard ending, Silksong still has plenty left in the tank. The urge to get back into the game and clear the whole map is strong, and exploration is more fun than in the original. Players can comb through every nook and cranny with a smile, because some of the toughest challenges wait in optional encounters. Every new tool or crest can potentially open a brand-new playstyle, which makes the long haul feel worth its weight in gold. In that sense, Silksong is the purest form of a Metroidvania seen in years. Even after finishing the standard ending, there is enough left to feel like an entire game remains, and that is exactly what the genre should deliver.<br />
<br />
By 2026, the conversation around Silksong has shifted from hype to legacy. The game has a long road ahead of it, whether through free updates like the original or potential DLC, and the appetite for more is easy to understand. A 100% completion rate is not a quick weekend job; it is a slow, satisfying grind that rewards patience and mastery. Team Cherry's sequel throws players for a loop, then rewards them for bearing with it. The hype was loud, but the craftsmanship is louder. For anyone who has ever loved a Metroidvania, Hollow Knight: Silksong is a deep, demanding, and downright unforgettable ride. ?️?️<br />
<br />
When the credits roll and the craving for another dense, secrets-packed map kicks in, the smartest next step is often a sale rather than a full-price impulse buy. DealNest is a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> that helps you track discounts across the kinds of deep, demanding games that reward the same patience Silksong asks for, so you can line up your next long haul without overspending.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong's The Slab: Kidnapping, Escape Route, and Exit Guide]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=203</link>
			<pubDate>Tue, 27 Oct 2026 08:14:16 +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=203</guid>
			<description><![CDATA[Silksong's The Slab is one of those areas that players do not choose so much as stumble into after a very bad encounter. In 2026, the prison still works the same way: Hornet gets kidnapped in Deep Docks, wakes up without her cloak, needle, tools, and equipment, and must claw her way back to freedom. The detour is nasty, but it is also memorable. The Slab mixes scripted capture, trap-heavy platforming, freezing outdoor rooms, and a satisfying sneak kill into one compact escape sequence. Players who understand the route can turn a grim prison break into a clean checklist.<br />
<br />
? How to Reach The Slab<br />
<br />
Getting captured is the easy part, though it rarely feels that way. Players first need the Wall Jump ability from Shellwood. From there, the route leads to the top-right section of Deep Docks. Near the red ants, there is a wall-climbing section. After the climb, players should head right until they spot an enemy carrying a cage. Hitting that enemy a few times triggers the trap: the enemy jumps up and slams the cage down on Hornet. The screen fades to black, and Hornet wakes in The Slab stripped of her gear.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec0b24d1db0463013043rMKa0DJP07" loading="lazy"  alt="[Image: 6adfec0b24d1db0463013043rMKa0DJP07]" class="mycode_img" /><br />
<br />
? Escaping The Slab: The Core Route<br />
<br />
From the spawn cage, players should press any button repeatedly to break out. The first move is downward, then through the left passage. Near the door that demands the Indolent Key, players should look up. A breakable wall hides the way forward. This is where traps become a constant companion: stepping on a pressure pad can spawn spikes below Hornet, so careful movement matters more than speed.<br />
<br />
After heading up and left, players will see several enemies above holding Hornet's cloak and nail. The goal is not to fight everything. Going past this point leads outside, where the freeze mechanic appears. The longer Hornet stays outside, the faster her health drains. Players should either return inside or find a heat source. Heading down and through the right passage leads to a room with three enemies. All three can be ignored. The far right side holds the Indolent Gate.<br />
<br />
Going down the hole brings players near Grindle, who is on the opposite side of the door. Heading left reveals the Indolent Key hanging on a chain. The catch is that grabbing it spawns enemies. Players should take the key and run right immediately. The door where Grindle was standing can then be opened. Beyond it, players should follow the passage until they see an enemy patrolling the platform below. The right passage leads back to Grindle, and next to him is a bench. Before leaving, players should check the right wall for a hidden path. That path reveals the map for the area, which is a small mercy in a place this hostile.<br />
<br />
After resting at the bench, players should exit left and make their way down. The right passage leads to a door that accepts the Indolent Key. Inside, a group fight is mandatory. Hornet's damage feels low without her usual gear, so the traps on the ground become tools. Players should lure enemies over them and let the environment do some of the work.<br />
<br />
Once the room is clear, the route turns into a parkour section. Without cloak and needle abilities, players can rely only on jump and dash. Going all the way up and exiting leads outside again, where freezing returns. The target is the left side, with occasional stops next to fire points to keep Hornet's heat level up. Near the lever on the other side, players should head back a little and wall climb, then move left while jumping over enemies. A hole leads down to a bench. Healing there is wise. Further down, Hornet ends up directly above her captors. The attack option triggers a sneak kill, and her gear returns. A multi-enemy fight follows, but her equipped tools are still unavailable. After the fight, players receive the Key of Heretic. A bench to the right allows tool equipping and a Crest change if desired.<br />
<br />
The next stretch is a chain of doors and drops. Players should interact with the right door, follow the passage, drop to the bottom, take the left passage, and use the Indolent Key. After dropping and heading right, they return to the platform where the enemy was patrolling. Dropping down and using the Key of Heretic opens the passage below. A lever to the right opens the metal flippers. The left passage contains an enemy, and further down is the Bellway Station sign. A breakable wall on the right leads to another breakable wall and a drop. At the bottom, a bench sits on the right and a Bellway Station on the left. That station is the exit from this grim place.<br />
<br />
?️ Quick Route Checklist<br />
<br />
Stage<br />
Key Action<br />
<br />
Capture<br />
Unlock Wall Jump in Shellwood, go to Deep Docks top-right, trigger cage enemy<br />
<br />
Wake Up<br />
Break out of cage, head down, take left passage, find breakable wall above Indolent Key door<br />
<br />
Key Run<br />
Grab Indolent Key on chain, run right through spawned enemies<br />
<br />
Map and Bench<br />
Find Grindle, rest at bench, check right wall for hidden map path<br />
<br />
First Gate<br />
Use Indolent Key, clear enemies with ground traps<br />
<br />
Freeze Crossing<br />
Use fire points, wall climb near lever, reach bench above captors<br />
<br />
Gear Return<br />
Sneak kill captor, survive fight, collect Key of Heretic<br />
<br />
Exit Prep<br />
Use Key of Heretic, open metal flippers, reach Bellway Station<br />
<br />
❄️ What to Do After The Slab<br />
<br />
Once players are ready to leave, the next step depends on progress. If the game has reached Act 2 and the Clawline ability is unlocked, players can go left of the Bellway Station to enter Mount Fay. This area is brutal because freeze is always in play. The reward at the top is a very important ability that can make the rest of the game more accessible. Players should treat Mount Fay as a challenge route, not a casual victory lap.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a9f536e80bf8319d59ba476N87jlNQP07" loading="lazy"  alt="[Image: 6a9f536e80bf8319d59ba476N87jlNQP07]" class="mycode_img" /><br />
<br />
If Act 1 is not finished, players can return to Shellwood from the Bellway Station and head to the top-left section of the map. That path leads to Blasted Steps and a difficult boss encounter with a grueling runback. In 2026, that runback remains one of the area's biggest tests of patience. Players should upgrade what they can, equip a comfortable Crest, and prepare for a fight that punishes sloppy approaches.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec155327d5fd8d724c01x4ikYuG307" loading="lazy"  alt="[Image: 6adfec155327d5fd8d724c01x4ikYuG307]" class="mycode_img" /><br />
<br />
The Slab is harsh, but it is not unfair once the sequence is known. The prison break is a reminder that Silksong often turns setbacks into exploration. Hornet loses almost everything, then earns it back one key, one bench, and one sneak kill at a time. For players who enjoy a grim detour with a clean payoff, The Slab is a standout chapter.<br />
<br />
If you’re the kind of player who likes to line up the next challenge before the current one is fully behind you, it helps to keep an eye on game prices between sessions. DealNest is a useful stop for comparing offers and spotting discounts, especially when you’re ready to expand your library beyond Silksong.<br />
<br />
Whether you’re hunting for another atmospheric metroidvania or a completely different palate cleanser, it’s worth checking <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">where to buy cheap games</a> before paying full price. A little browsing at DealNest can make the next journey feel like a bargain rather than a splurge.]]></description>
			<content:encoded><![CDATA[Silksong's The Slab is one of those areas that players do not choose so much as stumble into after a very bad encounter. In 2026, the prison still works the same way: Hornet gets kidnapped in Deep Docks, wakes up without her cloak, needle, tools, and equipment, and must claw her way back to freedom. The detour is nasty, but it is also memorable. The Slab mixes scripted capture, trap-heavy platforming, freezing outdoor rooms, and a satisfying sneak kill into one compact escape sequence. Players who understand the route can turn a grim prison break into a clean checklist.<br />
<br />
? How to Reach The Slab<br />
<br />
Getting captured is the easy part, though it rarely feels that way. Players first need the Wall Jump ability from Shellwood. From there, the route leads to the top-right section of Deep Docks. Near the red ants, there is a wall-climbing section. After the climb, players should head right until they spot an enemy carrying a cage. Hitting that enemy a few times triggers the trap: the enemy jumps up and slams the cage down on Hornet. The screen fades to black, and Hornet wakes in The Slab stripped of her gear.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec0b24d1db0463013043rMKa0DJP07" loading="lazy"  alt="[Image: 6adfec0b24d1db0463013043rMKa0DJP07]" class="mycode_img" /><br />
<br />
? Escaping The Slab: The Core Route<br />
<br />
From the spawn cage, players should press any button repeatedly to break out. The first move is downward, then through the left passage. Near the door that demands the Indolent Key, players should look up. A breakable wall hides the way forward. This is where traps become a constant companion: stepping on a pressure pad can spawn spikes below Hornet, so careful movement matters more than speed.<br />
<br />
After heading up and left, players will see several enemies above holding Hornet's cloak and nail. The goal is not to fight everything. Going past this point leads outside, where the freeze mechanic appears. The longer Hornet stays outside, the faster her health drains. Players should either return inside or find a heat source. Heading down and through the right passage leads to a room with three enemies. All three can be ignored. The far right side holds the Indolent Gate.<br />
<br />
Going down the hole brings players near Grindle, who is on the opposite side of the door. Heading left reveals the Indolent Key hanging on a chain. The catch is that grabbing it spawns enemies. Players should take the key and run right immediately. The door where Grindle was standing can then be opened. Beyond it, players should follow the passage until they see an enemy patrolling the platform below. The right passage leads back to Grindle, and next to him is a bench. Before leaving, players should check the right wall for a hidden path. That path reveals the map for the area, which is a small mercy in a place this hostile.<br />
<br />
After resting at the bench, players should exit left and make their way down. The right passage leads to a door that accepts the Indolent Key. Inside, a group fight is mandatory. Hornet's damage feels low without her usual gear, so the traps on the ground become tools. Players should lure enemies over them and let the environment do some of the work.<br />
<br />
Once the room is clear, the route turns into a parkour section. Without cloak and needle abilities, players can rely only on jump and dash. Going all the way up and exiting leads outside again, where freezing returns. The target is the left side, with occasional stops next to fire points to keep Hornet's heat level up. Near the lever on the other side, players should head back a little and wall climb, then move left while jumping over enemies. A hole leads down to a bench. Healing there is wise. Further down, Hornet ends up directly above her captors. The attack option triggers a sneak kill, and her gear returns. A multi-enemy fight follows, but her equipped tools are still unavailable. After the fight, players receive the Key of Heretic. A bench to the right allows tool equipping and a Crest change if desired.<br />
<br />
The next stretch is a chain of doors and drops. Players should interact with the right door, follow the passage, drop to the bottom, take the left passage, and use the Indolent Key. After dropping and heading right, they return to the platform where the enemy was patrolling. Dropping down and using the Key of Heretic opens the passage below. A lever to the right opens the metal flippers. The left passage contains an enemy, and further down is the Bellway Station sign. A breakable wall on the right leads to another breakable wall and a drop. At the bottom, a bench sits on the right and a Bellway Station on the left. That station is the exit from this grim place.<br />
<br />
?️ Quick Route Checklist<br />
<br />
Stage<br />
Key Action<br />
<br />
Capture<br />
Unlock Wall Jump in Shellwood, go to Deep Docks top-right, trigger cage enemy<br />
<br />
Wake Up<br />
Break out of cage, head down, take left passage, find breakable wall above Indolent Key door<br />
<br />
Key Run<br />
Grab Indolent Key on chain, run right through spawned enemies<br />
<br />
Map and Bench<br />
Find Grindle, rest at bench, check right wall for hidden map path<br />
<br />
First Gate<br />
Use Indolent Key, clear enemies with ground traps<br />
<br />
Freeze Crossing<br />
Use fire points, wall climb near lever, reach bench above captors<br />
<br />
Gear Return<br />
Sneak kill captor, survive fight, collect Key of Heretic<br />
<br />
Exit Prep<br />
Use Key of Heretic, open metal flippers, reach Bellway Station<br />
<br />
❄️ What to Do After The Slab<br />
<br />
Once players are ready to leave, the next step depends on progress. If the game has reached Act 2 and the Clawline ability is unlocked, players can go left of the Bellway Station to enter Mount Fay. This area is brutal because freeze is always in play. The reward at the top is a very important ability that can make the rest of the game more accessible. Players should treat Mount Fay as a challenge route, not a casual victory lap.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a9f536e80bf8319d59ba476N87jlNQP07" loading="lazy"  alt="[Image: 6a9f536e80bf8319d59ba476N87jlNQP07]" class="mycode_img" /><br />
<br />
If Act 1 is not finished, players can return to Shellwood from the Bellway Station and head to the top-left section of the map. That path leads to Blasted Steps and a difficult boss encounter with a grueling runback. In 2026, that runback remains one of the area's biggest tests of patience. Players should upgrade what they can, equip a comfortable Crest, and prepare for a fight that punishes sloppy approaches.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec155327d5fd8d724c01x4ikYuG307" loading="lazy"  alt="[Image: 6adfec155327d5fd8d724c01x4ikYuG307]" class="mycode_img" /><br />
<br />
The Slab is harsh, but it is not unfair once the sequence is known. The prison break is a reminder that Silksong often turns setbacks into exploration. Hornet loses almost everything, then earns it back one key, one bench, and one sneak kill at a time. For players who enjoy a grim detour with a clean payoff, The Slab is a standout chapter.<br />
<br />
If you’re the kind of player who likes to line up the next challenge before the current one is fully behind you, it helps to keep an eye on game prices between sessions. DealNest is a useful stop for comparing offers and spotting discounts, especially when you’re ready to expand your library beyond Silksong.<br />
<br />
Whether you’re hunting for another atmospheric metroidvania or a completely different palate cleanser, it’s worth checking <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">where to buy cheap games</a> before paying full price. A little browsing at DealNest can make the next journey feel like a bargain rather than a splurge.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silver Bells in Silksong: My Hide-and-Seek With Eight Shy Bells]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=202</link>
			<pubDate>Tue, 27 Oct 2026 04:50:55 +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=202</guid>
			<description><![CDATA[I thought the Silver Bells quest in Hollow Knight: Silksong would be a cozy little errand. I had just beaten the Widow in Bellhart, freed the town, and felt like a hero who deserved a quiet walk. Then the quest board handed me a note that basically said: find eight silver bells. No map. No choir. Just vibes. Not gonna lie, I laughed. That laugh aged quickly.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec08cff0950fdf218fe54PuJP2QF07" loading="lazy"  alt="[Image: 6adfec08cff0950fdf218fe54PuJP2QF07]" class="mycode_img" /><br />
<br />
? Starting the Quest Without Losing My Mind<br />
<br />
To unlock the Silver Bells side quest, I first had to defeat the Widow boss in Bellhart. That fight was the gatekeeper. Once Bellhart was free and the quest board opened, the Silver Bells request appeared among the other jobs. The hint was charmingly vague, the kind of note that points toward a general direction and then lets the wind do the rest. I grabbed it, sharpened my needle, and told myself I would not spend an hour running in circles.<br />
<br />
I spent an hour running in circles. Okay, fine, maybe two.<br />
<br />
?️ Where the Bells Hide<br />
<br />
The actual search begins at the Bellhart bellvein, the fast travel station. From the spot where I summoned the Bell Beast, I headed right and kept going until I passed through a wall into a chamber lined entirely with bells. The bellvein felt like a sleeping creature; its metal ribs hummed when I walked, and every bell seemed to be whispering, nope, not here. The Cling Grip skill is essential here, because this place is a tall square playground of ledges, gaps, and breakable paths.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec0f8067e83331fd05d42mgblTKB07" loading="lazy"  alt="[Image: 6adfec0f8067e83331fd05d42mgblTKB07]" class="mycode_img" /><br />
<br />
The structure is simple once you see it: one huge square, with entrances and pathways you break open as you descend, creating shortcuts back to the top. The bells are the tricky part. They do not always spawn each time you pass their location. They may appear in different spots for different players, and they may just refuse to show up because they are little gremlins with a sense of drama. I had to run through the bellvein several times before all eight finally showed themselves. It was not Christmas in the city, but these bells were still playing hide-and-seek.<br />
<br />
Here is my bell-spawn cheat sheet, based on what I found and what the marked map helped me confirm:<br />
<br />
Bell<br />
Where I Found It<br />
<br />
1<br />
Second level from the top, after fighting an enemy. A blockade above it can be broken for a shortcut back to the top.<br />
<br />
2<br />
One level down, through the right-side entrance with the large bell bug. On the floor next to a path leading upward.<br />
<br />
3<br />
Following the path and breaking barriers, then dropping back into The Marrow and climbing up. Across the gap on that level.<br />
<br />
4<br />
Very top of the bellvein, top level, center.<br />
<br />
5<br />
Same spawn as bell two.<br />
<br />
6<br />
Same spawn as bell four.<br />
<br />
7<br />
Same spawn as bell one.<br />
<br />
8<br />
From the top level, head left and drop to the level above the spike trap on the left side. Check the alcove.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec1785256ed79e84ace5jo3xJQwY07" loading="lazy"  alt="[Image: 6adfec1785256ed79e84ace5jo3xJQwY07]" class="mycode_img" /><br />
<br />
That marked image saved me from at least one meltdown. Still, I learned not to trust a single clean run. My best method was to sweep each level one by one before taking an exit, then repeat the circuit until the counter filled. The bells are shy, random, and a little theatrical. I respect that. I also threatened them with a very stern look. They were not impressed.<br />
<br />
? The Reward Is Small but Sweet<br />
<br />
After the eighth bell finally rang its little victory note, I returned to the quest board and collected my reward. The Silver Bells quest does not shower you in legendary gear, but it does give you rosary beads strung together. Those beads cannot be lost, and they contain 120 beads that you can break apart and spend whenever you please. Compared with some of the more brutal side quests in Silksong, that is a pretty fair trade for a bit of bell-hunting.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec4a3a1dda10523d04c8Y8cR9gkl07" loading="lazy"  alt="[Image: 6adfec4a3a1dda10523d04c8Y8cR9gkl07]" class="mycode_img" /><br />
<br />
In 2026, with all the maps and guides floating around, this quest still has a mischievous streak. The bells do not care about your schedule. They do not care that you have already checked that ledge twice. They appear when they want, where they want, and then they act like it was your idea. I walked away with 120 rosary beads, a fresh shortcut or two, and the quiet satisfaction of out-stubborn-ing eight tiny metal menaces.<br />
<br />
Would I do it again? Honestly, same. Probably yes. But next time, I am bringing more patience and fewer dramatic sighs. ...<br />
<br />
Quests like this one are a good reminder that the best part of a game is often the detour, not the destination. If that detour has left you curious about what else is worth picking up, or you are simply eyeing Silksong and its backlog neighbors while waiting for the next patch, it helps to know where prices are actually reasonable. I have been checking <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">cheapest steam keys</a> on DealNest between bell runs, and it is a low-effort way to see what is discounted before committing.<br />
<br />
No grand strategy involved, just a habit of looking before buying. Bell-hunting taught me that much: check the same spot twice, and sometimes you get lucky.]]></description>
			<content:encoded><![CDATA[I thought the Silver Bells quest in Hollow Knight: Silksong would be a cozy little errand. I had just beaten the Widow in Bellhart, freed the town, and felt like a hero who deserved a quiet walk. Then the quest board handed me a note that basically said: find eight silver bells. No map. No choir. Just vibes. Not gonna lie, I laughed. That laugh aged quickly.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec08cff0950fdf218fe54PuJP2QF07" loading="lazy"  alt="[Image: 6adfec08cff0950fdf218fe54PuJP2QF07]" class="mycode_img" /><br />
<br />
? Starting the Quest Without Losing My Mind<br />
<br />
To unlock the Silver Bells side quest, I first had to defeat the Widow boss in Bellhart. That fight was the gatekeeper. Once Bellhart was free and the quest board opened, the Silver Bells request appeared among the other jobs. The hint was charmingly vague, the kind of note that points toward a general direction and then lets the wind do the rest. I grabbed it, sharpened my needle, and told myself I would not spend an hour running in circles.<br />
<br />
I spent an hour running in circles. Okay, fine, maybe two.<br />
<br />
?️ Where the Bells Hide<br />
<br />
The actual search begins at the Bellhart bellvein, the fast travel station. From the spot where I summoned the Bell Beast, I headed right and kept going until I passed through a wall into a chamber lined entirely with bells. The bellvein felt like a sleeping creature; its metal ribs hummed when I walked, and every bell seemed to be whispering, nope, not here. The Cling Grip skill is essential here, because this place is a tall square playground of ledges, gaps, and breakable paths.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec0f8067e83331fd05d42mgblTKB07" loading="lazy"  alt="[Image: 6adfec0f8067e83331fd05d42mgblTKB07]" class="mycode_img" /><br />
<br />
The structure is simple once you see it: one huge square, with entrances and pathways you break open as you descend, creating shortcuts back to the top. The bells are the tricky part. They do not always spawn each time you pass their location. They may appear in different spots for different players, and they may just refuse to show up because they are little gremlins with a sense of drama. I had to run through the bellvein several times before all eight finally showed themselves. It was not Christmas in the city, but these bells were still playing hide-and-seek.<br />
<br />
Here is my bell-spawn cheat sheet, based on what I found and what the marked map helped me confirm:<br />
<br />
Bell<br />
Where I Found It<br />
<br />
1<br />
Second level from the top, after fighting an enemy. A blockade above it can be broken for a shortcut back to the top.<br />
<br />
2<br />
One level down, through the right-side entrance with the large bell bug. On the floor next to a path leading upward.<br />
<br />
3<br />
Following the path and breaking barriers, then dropping back into The Marrow and climbing up. Across the gap on that level.<br />
<br />
4<br />
Very top of the bellvein, top level, center.<br />
<br />
5<br />
Same spawn as bell two.<br />
<br />
6<br />
Same spawn as bell four.<br />
<br />
7<br />
Same spawn as bell one.<br />
<br />
8<br />
From the top level, head left and drop to the level above the spike trap on the left side. Check the alcove.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec1785256ed79e84ace5jo3xJQwY07" loading="lazy"  alt="[Image: 6adfec1785256ed79e84ace5jo3xJQwY07]" class="mycode_img" /><br />
<br />
That marked image saved me from at least one meltdown. Still, I learned not to trust a single clean run. My best method was to sweep each level one by one before taking an exit, then repeat the circuit until the counter filled. The bells are shy, random, and a little theatrical. I respect that. I also threatened them with a very stern look. They were not impressed.<br />
<br />
? The Reward Is Small but Sweet<br />
<br />
After the eighth bell finally rang its little victory note, I returned to the quest board and collected my reward. The Silver Bells quest does not shower you in legendary gear, but it does give you rosary beads strung together. Those beads cannot be lost, and they contain 120 beads that you can break apart and spend whenever you please. Compared with some of the more brutal side quests in Silksong, that is a pretty fair trade for a bit of bell-hunting.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec4a3a1dda10523d04c8Y8cR9gkl07" loading="lazy"  alt="[Image: 6adfec4a3a1dda10523d04c8Y8cR9gkl07]" class="mycode_img" /><br />
<br />
In 2026, with all the maps and guides floating around, this quest still has a mischievous streak. The bells do not care about your schedule. They do not care that you have already checked that ledge twice. They appear when they want, where they want, and then they act like it was your idea. I walked away with 120 rosary beads, a fresh shortcut or two, and the quiet satisfaction of out-stubborn-ing eight tiny metal menaces.<br />
<br />
Would I do it again? Honestly, same. Probably yes. But next time, I am bringing more patience and fewer dramatic sighs. ...<br />
<br />
Quests like this one are a good reminder that the best part of a game is often the detour, not the destination. If that detour has left you curious about what else is worth picking up, or you are simply eyeing Silksong and its backlog neighbors while waiting for the next patch, it helps to know where prices are actually reasonable. I have been checking <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">cheapest steam keys</a> on DealNest between bell runs, and it is a low-effort way to see what is discounted before committing.<br />
<br />
No grand strategy involved, just a habit of looking before buying. Bell-hunting taught me that much: check the same spot twice, and sometimes you get lucky.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The 2025 Action-Platformer Trifecta That Still Owns My 2026 Playlist]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=201</link>
			<pubDate>Tue, 27 Oct 2026 04:26:32 +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=201</guid>
			<description><![CDATA[I still measure 2025 by the nights I lost to three very different blades. As a player who keeps a chaotic spreadsheet of releases, I expected the year to be defined by big sequels, but I did not expect a late-summer action-platformer trifecta to hit me quite so hard. Looking back from 2026, Ninja Gaiden: Ragebound, Shinobi: Art of Vengeance, and Hollow Knight: Silksong feel less like three separate launches and more like one perfect season. Each arrived within weeks of the others, each asked for precision and patience, and each cost less than &#36;30. That last detail still feels almost unfair: I bought all three for roughly the price of one full-priced AAA game, and I got months of discussion, frustration, and delight.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec01b3b8d20bc3d85512vN0pMimW07" loading="lazy"  alt="[Image: 6adfec01b3b8d20bc3d85512vN0pMimW07]" class="mycode_img" /><br />
<br />
The ninja who reopened the door<br />
<br />
My summer started with Ninja Gaiden: Ragebound at the very end of July. I had been curious because it came from the studio behind the Blasphemous duology, and I loved how that team handled grim atmosphere and exacting combat. Ragebound traded gothic gloom for vibrant pixel art and a 2D side-scrolling structure, but the discipline was still there. I remember sitting forward on my couch during the first real boss attempt, learning that the game's speed was not an invitation to mash. Its combat was frenetic but thoughtful, and every death felt like a lesson rather than a punishment. The challenge was tough but fair, a phrase I usually distrust, yet here it fit.<br />
<br />
The critical response matched what I felt. Ragebound ended up with an 86 Top Critic Average on OpenCritic, and 93% of reviewers recommended it. What impressed me most was how it set a bar for both 2D action and ninja-themed games without feeling like a nostalgia trip. It was a proper return to 2D for a long-running franchise, and it made the rest of the year feel more competitive.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec0424a67f969f72217b6uhG18is07" loading="lazy"  alt="[Image: 6adfec0424a67f969f72217b6uhG18is07]" class="mycode_img" /><br />
<br />
A rival worth respecting<br />
<br />
A month later, Shinobi: Art of Vengeance arrived, and I will admit I expected overlap fatigue. Two high-profile action-platformers with ninja DNA, released so close together? It sounded like a scheduling mistake. Instead, Shinobi carved out a distinct identity with a striking hand-drawn art style and light Metroidvania elements. Where Ragebound felt like a tightly wound combat gauntlet, Shinobi felt like a journey through a living illustration. I loved the way exploration broke up the action, and I loved that the game did not simply copy its closest rival.<br />
<br />
The numbers were just as strong: an 87 Top Critic Average and 95% of reviewers recommending it. I found myself in the strange position of defending both games in the same group chat. Ragebound had the sharper pixel-art punch; Shinobi had the more elegant flow. They were not redundant. They were complementary, and together they made August feel like a mini-festival of classic franchises being revitalized with care.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec111971865a907bdec36s2mJ3cH07" loading="lazy"  alt="[Image: 6adfec111971865a907bdec36s2mJ3cH07]" class="mycode_img" /><br />
<br />
The sequel that stopped the internet<br />
<br />
Then came September 4, and Hollow Knight: Silksong. I had been waiting for this sequel for years, like so many others. The two-week sprint between the release date reveal and launch was feverish. On launch day, I opened my storefront of choice the second the clock turned, and I watched the internet buckle. Steam, the Nintendo eShop, and the Xbox marketplace all crashed for around half an hour. I remember laughing at my own refresh button, then realizing that the chaos was a kind of tribute. Reviewers had not been given early codes, so there was no comfortable critical cushion before launch. Players were going in together, discovering the game in real time.<br />
<br />
From my 2026 vantage point, the launch chaos has become a fond memory. Silksong improved on its predecessor's formula in significant ways, and it delivered the kind of sequel that makes seven years of development feel justified. I spent my first week with Hornet learning new rhythms, sitting on benches, and getting humbled by enemies that punished lazy movement. The game was a triumph in its own right, and it also completed the trifecta. It was the third and final part of a powerful 2025 trio that I still recommend to anyone who asks what they missed last year.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ad2bd0a239a1b302934e628cjHtG97C07" loading="lazy"  alt="[Image: 6ad2bd0a239a1b302934e628cjHtG97C07]" class="mycode_img" /><br />
<br />
Why the trio still matters in 2026<br />
<br />
Game<br />
2025 release window<br />
What I remember<br />
Critical snapshot<br />
<br />
Ninja Gaiden: Ragebound<br />
End of July<br />
Frenetic but thoughtful combat, vibrant pixel art, tough but fair challenge<br />
86 Top Critic Average; 93% recommended<br />
<br />
Shinobi: Art of Vengeance<br />
One month later<br />
Hand-drawn style, light Metroidvania exploration, distinct identity<br />
87 Top Critic Average; 95% recommended<br />
<br />
Hollow Knight: Silksong<br />
September 4<br />
Seven-year wait, massive launch, refined sequel formula<br />
No early review codes at launch; strong player sentiment<br />
<br />
What I find most remarkable, even now, is the value. All three cost less than &#36;30 each. In a year packed with huge releases, this trio offered a concentrated dose of craft without asking for a premium. I have paid more for single games that gave me less to think about. The 2025 action-platformer movement was not just a marketing phrase; it was a real run of quality, and these three headliners exemplify it.<br />
<br />
If I could give my past self one piece of advice, it would be simple: clear the calendar from late July through September. Play Ragebound first, let Shinobi surprise you, and save Silksong for last. Then, in 2026, come back and see how well they hold up. Mine still do. ?<br />
<br />
That advice comes with one practical footnote from my own experience: availability and pricing for these three have drifted since launch. Ragebound and Shinobi show up in seasonal sales at wildly different discounts depending on the storefront, and Silksong's post-launch pricing has shifted too as bundles and regional storefronts have filled in. If you are hunting down the trio in 2026, it pays to look across several retailers before committing, since the same title can differ by a meaningful margin from one shop to the next.<br />
<br />
Rather than opening a dozen tabs and refreshing each one, I have started keeping a short list of comparison tools for exactly this kind of backlog shopping. DealNest is one I return to when I want a quick read on where a game is cheapest right now, and it saved me from overpaying on a couple of impulse purchases last year. If you are putting together your own late-summer marathon, it is worth a look — you can <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">compare prices here</a> before you check out, and put the difference toward the next game on your list.]]></description>
			<content:encoded><![CDATA[I still measure 2025 by the nights I lost to three very different blades. As a player who keeps a chaotic spreadsheet of releases, I expected the year to be defined by big sequels, but I did not expect a late-summer action-platformer trifecta to hit me quite so hard. Looking back from 2026, Ninja Gaiden: Ragebound, Shinobi: Art of Vengeance, and Hollow Knight: Silksong feel less like three separate launches and more like one perfect season. Each arrived within weeks of the others, each asked for precision and patience, and each cost less than &#36;30. That last detail still feels almost unfair: I bought all three for roughly the price of one full-priced AAA game, and I got months of discussion, frustration, and delight.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec01b3b8d20bc3d85512vN0pMimW07" loading="lazy"  alt="[Image: 6adfec01b3b8d20bc3d85512vN0pMimW07]" class="mycode_img" /><br />
<br />
The ninja who reopened the door<br />
<br />
My summer started with Ninja Gaiden: Ragebound at the very end of July. I had been curious because it came from the studio behind the Blasphemous duology, and I loved how that team handled grim atmosphere and exacting combat. Ragebound traded gothic gloom for vibrant pixel art and a 2D side-scrolling structure, but the discipline was still there. I remember sitting forward on my couch during the first real boss attempt, learning that the game's speed was not an invitation to mash. Its combat was frenetic but thoughtful, and every death felt like a lesson rather than a punishment. The challenge was tough but fair, a phrase I usually distrust, yet here it fit.<br />
<br />
The critical response matched what I felt. Ragebound ended up with an 86 Top Critic Average on OpenCritic, and 93% of reviewers recommended it. What impressed me most was how it set a bar for both 2D action and ninja-themed games without feeling like a nostalgia trip. It was a proper return to 2D for a long-running franchise, and it made the rest of the year feel more competitive.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec0424a67f969f72217b6uhG18is07" loading="lazy"  alt="[Image: 6adfec0424a67f969f72217b6uhG18is07]" class="mycode_img" /><br />
<br />
A rival worth respecting<br />
<br />
A month later, Shinobi: Art of Vengeance arrived, and I will admit I expected overlap fatigue. Two high-profile action-platformers with ninja DNA, released so close together? It sounded like a scheduling mistake. Instead, Shinobi carved out a distinct identity with a striking hand-drawn art style and light Metroidvania elements. Where Ragebound felt like a tightly wound combat gauntlet, Shinobi felt like a journey through a living illustration. I loved the way exploration broke up the action, and I loved that the game did not simply copy its closest rival.<br />
<br />
The numbers were just as strong: an 87 Top Critic Average and 95% of reviewers recommending it. I found myself in the strange position of defending both games in the same group chat. Ragebound had the sharper pixel-art punch; Shinobi had the more elegant flow. They were not redundant. They were complementary, and together they made August feel like a mini-festival of classic franchises being revitalized with care.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6adfec111971865a907bdec36s2mJ3cH07" loading="lazy"  alt="[Image: 6adfec111971865a907bdec36s2mJ3cH07]" class="mycode_img" /><br />
<br />
The sequel that stopped the internet<br />
<br />
Then came September 4, and Hollow Knight: Silksong. I had been waiting for this sequel for years, like so many others. The two-week sprint between the release date reveal and launch was feverish. On launch day, I opened my storefront of choice the second the clock turned, and I watched the internet buckle. Steam, the Nintendo eShop, and the Xbox marketplace all crashed for around half an hour. I remember laughing at my own refresh button, then realizing that the chaos was a kind of tribute. Reviewers had not been given early codes, so there was no comfortable critical cushion before launch. Players were going in together, discovering the game in real time.<br />
<br />
From my 2026 vantage point, the launch chaos has become a fond memory. Silksong improved on its predecessor's formula in significant ways, and it delivered the kind of sequel that makes seven years of development feel justified. I spent my first week with Hornet learning new rhythms, sitting on benches, and getting humbled by enemies that punished lazy movement. The game was a triumph in its own right, and it also completed the trifecta. It was the third and final part of a powerful 2025 trio that I still recommend to anyone who asks what they missed last year.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ad2bd0a239a1b302934e628cjHtG97C07" loading="lazy"  alt="[Image: 6ad2bd0a239a1b302934e628cjHtG97C07]" class="mycode_img" /><br />
<br />
Why the trio still matters in 2026<br />
<br />
Game<br />
2025 release window<br />
What I remember<br />
Critical snapshot<br />
<br />
Ninja Gaiden: Ragebound<br />
End of July<br />
Frenetic but thoughtful combat, vibrant pixel art, tough but fair challenge<br />
86 Top Critic Average; 93% recommended<br />
<br />
Shinobi: Art of Vengeance<br />
One month later<br />
Hand-drawn style, light Metroidvania exploration, distinct identity<br />
87 Top Critic Average; 95% recommended<br />
<br />
Hollow Knight: Silksong<br />
September 4<br />
Seven-year wait, massive launch, refined sequel formula<br />
No early review codes at launch; strong player sentiment<br />
<br />
What I find most remarkable, even now, is the value. All three cost less than &#36;30 each. In a year packed with huge releases, this trio offered a concentrated dose of craft without asking for a premium. I have paid more for single games that gave me less to think about. The 2025 action-platformer movement was not just a marketing phrase; it was a real run of quality, and these three headliners exemplify it.<br />
<br />
If I could give my past self one piece of advice, it would be simple: clear the calendar from late July through September. Play Ragebound first, let Shinobi surprise you, and save Silksong for last. Then, in 2026, come back and see how well they hold up. Mine still do. ?<br />
<br />
That advice comes with one practical footnote from my own experience: availability and pricing for these three have drifted since launch. Ragebound and Shinobi show up in seasonal sales at wildly different discounts depending on the storefront, and Silksong's post-launch pricing has shifted too as bundles and regional storefronts have filled in. If you are hunting down the trio in 2026, it pays to look across several retailers before committing, since the same title can differ by a meaningful margin from one shop to the next.<br />
<br />
Rather than opening a dozen tabs and refreshing each one, I have started keeping a short list of comparison tools for exactly this kind of backlog shopping. DealNest is one I return to when I want a quick read on where a game is cheapest right now, and it saved me from overpaying on a couple of impulse purchases last year. If you are putting together your own late-summer marathon, it is worth a look — you can <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">compare prices here</a> before you check out, and put the difference toward the next game on your list.]]></content:encoded>
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			<title><![CDATA[Silksong in 2026: How I Cheese and Skip Moorwing]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=200</link>
			<pubDate>Mon, 26 Oct 2026 21:01:23 +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=200</guid>
			<description><![CDATA[If you're stuck in Greymoor staring down Moorwing in Hollow Knight: Silksong, I've got good news: you don't have to fight fair. Look, I get it—Greymoor is a maze, the bench at Halfway Home feels miles away, and Moorwing has a habit of turning a simple boss fight into an airborne tantrum. So let's talk about the cheese. And then let's talk about walking around the problem entirely. No judgment here. ?<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ade9a7723ec63118895bac3ylBHTeLz07" loading="lazy"  alt="[Image: 6ade9a7723ec63118895bac3ylBHTeLz07]" class="mycode_img" /><br />
<br />
The Reaper Crest is your secret weapon<br />
<br />
Before you go anywhere, sit at the Halfway Home bench in Greymoor and switch to the Reaper Crest. Hornet gets several Crests in the story, and each one changes her basic attack and downward attack. The Reaper Crest gives you heavy arcing slashes, extra Silk from defeated enemies, and—most importantly—a downward arc swing that can hit Moorwing from a spot where the boss simply cannot reach you. That downward arc is the whole trick. Without it, this cheese doesn't exist.<br />
<br />
Once you're back in the arena, approach Moorwing just enough to wake it up. The moment it starts attacking, run to the right and ride the currents upward toward the ledge where you first dropped in. Now face the wall on your left. Moorwing will fly right underneath you, and you can bonk it with downward arc swings until it dies. It takes a few hits. It is also completely, almost comically safe. The boss can't touch you. It just keeps buzzing underneath like an angry ceiling fan.<br />
<br />
Simple. Effective. A little rude.<br />
<br />
Two ways to skip Moorwing entirely<br />
<br />
Word on the street is that you can skip the fight altogether. As of 2026, these two methods are still the ones people bring up, though I'd take the second with a grain of salt.<br />
<br />
Method<br />
What you do<br />
Risk level<br />
<br />
Simple Key gate<br />
Follow the red route on the map above and use a Simple Key to open a locked gate. You enter the boss area from the left instead of the right.<br />
Low, if you have the key<br />
<br />
Flea Caravan<br />
Find the five lost Fleas for Fleamaster Mooshka in The Marrow. The Caravan then appears where Moorwing would normally show up.<br />
Medium—the boss may return once the Caravan moves again<br />
<br />
The first method is the cleaner one. You're basically coming into the fight from the wrong side of the theater, and Moorwing doesn't appreciate being ignored. The second method is wilder. You help Mooshka, the Caravan parks itself in the boss spot, and suddenly the arena is a flea market instead of a nightmare. But here's the catch: once that Caravan moves again, Moorwing might show up anyway. Trust me, I'd keep a backup plan.<br />
<br />
Why bother?<br />
<br />
Because Greymoor is annoying enough without a boss wall. Beating Moorwing opens the way west to Haunted Bellhart, where the Threadspun Town quest happens, and then onward to Shellwood. You're almost to Act 2. If you can save yourself ten deaths and a headache, why not? The cheese spot is safe, the skip routes are tempting, and Moorwing is a flying problem that deserves a little disrespect. ?<br />
<br />
So grab the Reaper Crest, pick your method, and get out of Greymoor. Your sanity will thank you.<br />
<br />
If you enjoy shaving minutes and headaches off a route like this, you’ll probably appreciate doing the same with your game budget. Whether you’re waiting for a sale on Silksong or hunting down back-catalog deals, DealNest is a straightforward place to compare offers and keep an eye on price changes with <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">this price tracking tool</a>. It’s the same small bit of preparation that saves you from a much bigger annoyance later.]]></description>
			<content:encoded><![CDATA[If you're stuck in Greymoor staring down Moorwing in Hollow Knight: Silksong, I've got good news: you don't have to fight fair. Look, I get it—Greymoor is a maze, the bench at Halfway Home feels miles away, and Moorwing has a habit of turning a simple boss fight into an airborne tantrum. So let's talk about the cheese. And then let's talk about walking around the problem entirely. No judgment here. ?<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ade9a7723ec63118895bac3ylBHTeLz07" loading="lazy"  alt="[Image: 6ade9a7723ec63118895bac3ylBHTeLz07]" class="mycode_img" /><br />
<br />
The Reaper Crest is your secret weapon<br />
<br />
Before you go anywhere, sit at the Halfway Home bench in Greymoor and switch to the Reaper Crest. Hornet gets several Crests in the story, and each one changes her basic attack and downward attack. The Reaper Crest gives you heavy arcing slashes, extra Silk from defeated enemies, and—most importantly—a downward arc swing that can hit Moorwing from a spot where the boss simply cannot reach you. That downward arc is the whole trick. Without it, this cheese doesn't exist.<br />
<br />
Once you're back in the arena, approach Moorwing just enough to wake it up. The moment it starts attacking, run to the right and ride the currents upward toward the ledge where you first dropped in. Now face the wall on your left. Moorwing will fly right underneath you, and you can bonk it with downward arc swings until it dies. It takes a few hits. It is also completely, almost comically safe. The boss can't touch you. It just keeps buzzing underneath like an angry ceiling fan.<br />
<br />
Simple. Effective. A little rude.<br />
<br />
Two ways to skip Moorwing entirely<br />
<br />
Word on the street is that you can skip the fight altogether. As of 2026, these two methods are still the ones people bring up, though I'd take the second with a grain of salt.<br />
<br />
Method<br />
What you do<br />
Risk level<br />
<br />
Simple Key gate<br />
Follow the red route on the map above and use a Simple Key to open a locked gate. You enter the boss area from the left instead of the right.<br />
Low, if you have the key<br />
<br />
Flea Caravan<br />
Find the five lost Fleas for Fleamaster Mooshka in The Marrow. The Caravan then appears where Moorwing would normally show up.<br />
Medium—the boss may return once the Caravan moves again<br />
<br />
The first method is the cleaner one. You're basically coming into the fight from the wrong side of the theater, and Moorwing doesn't appreciate being ignored. The second method is wilder. You help Mooshka, the Caravan parks itself in the boss spot, and suddenly the arena is a flea market instead of a nightmare. But here's the catch: once that Caravan moves again, Moorwing might show up anyway. Trust me, I'd keep a backup plan.<br />
<br />
Why bother?<br />
<br />
Because Greymoor is annoying enough without a boss wall. Beating Moorwing opens the way west to Haunted Bellhart, where the Threadspun Town quest happens, and then onward to Shellwood. You're almost to Act 2. If you can save yourself ten deaths and a headache, why not? The cheese spot is safe, the skip routes are tempting, and Moorwing is a flying problem that deserves a little disrespect. ?<br />
<br />
So grab the Reaper Crest, pick your method, and get out of Greymoor. Your sanity will thank you.<br />
<br />
If you enjoy shaving minutes and headaches off a route like this, you’ll probably appreciate doing the same with your game budget. Whether you’re waiting for a sale on Silksong or hunting down back-catalog deals, DealNest is a straightforward place to compare offers and keep an eye on price changes with <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">this price tracking tool</a>. It’s the same small bit of preparation that saves you from a much bigger annoyance later.]]></content:encoded>
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