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		<title><![CDATA[Forums - Portal]]></title>
		<link>https://forum.oldadmins.biz.hr/</link>
		<description><![CDATA[Forums - https://forum.oldadmins.biz.hr]]></description>
		<pubDate>Sat, 31 Oct 2026 00:38:56 +0000</pubDate>
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			<title><![CDATA[Silksong's Hornet Stands Apart Through Movement and Animation]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=222</link>
			<pubDate>Fri, 30 Oct 2026 15:42:35 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=222</guid>
			<description><![CDATA[In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original remains widely regarded as one of the best games in the genre, which made the idea of a follow-up daunting. Yet Silksong has met that challenge in several visible ways: improved mobility mechanics, a long list of quality-of-life upgrades, and an art design that feels even more vibrant and hand-crafted than before. Those are the obvious upgrades. The more subtle upgrade is the way the game uses animation to make Hornet feel like a genuinely different protagonist.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e083e2dfeacf44ef5fae07GLuicP07" loading="lazy"  alt="[Image: 6ae3e083e2dfeacf44ef5fae07GLuicP07]" class="mycode_img" /><br />
<br />
The biggest change starts with the playable character. Hollow Knight put players in the small shoes of The Knight. Silksong hands the role to Hornet. Visually, the two are immediately distinct: Hornet is a little taller and slimmer, and her head shape is quite different from The Knight's. The contrast goes beyond silhouette. The Knight fights with a wide nail, slashing at enemies in broad arcs. Hornet uses a thin needle, stabbing quickly and striking from range. Fans first encountered that fighting style well before Silksong was announced, because Hornet appeared several times as a boss in the first Hollow Knight. That history gives her a presence that feels earned rather than invented for a sequel.<br />
<br />
Element<br />
The Knight<br />
Hornet<br />
<br />
Weapon<br />
Wide nail<br />
Thin needle<br />
<br />
Combat feel<br />
Broad slashes<br />
Quick stabs at range<br />
<br />
Movement identity<br />
Weightier and more grounded<br />
Lighter, agile and acrobatic<br />
<br />
Animation language<br />
Straightforward strikes<br />
Spins, twirls and low dashes<br />
<br />
Once players actually control Hornet, the core differences become obvious. She feels lighter on her feet almost immediately. Her agility is not a small stat tweak or a cosmetic detail; it shapes the first platforming challenges in Silksong. Hornet reaches ledges, changes direction and recovers from jumps in ways that make The Knight's movement feel more deliberate by comparison. The game's control scheme supports that feeling, but the animations are what sell it. Without the right motion, a fast character can still feel stiff. Silksong avoids that problem by making nearly every input look like part of Hornet's character.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e085a2cbef1f21d5fee465E73mtY07" loading="lazy"  alt="[Image: 6ae3e085a2cbef1f21d5fee465E73mtY07]" class="mycode_img" /><br />
<br />
The ledge jump is an early example. Players can grab onto platform edges and leap off them to gain height, and Hornet responds with a series of somersaults in the air. The move is functional, but it is also expressive. It tells players that this character is trained, precise and comfortable in vertical spaces. The same idea appears again in Hunter's March, where bouncing on the red flowers sends Hornet into a graceful twirl. Unlocking Swift Step adds another layer. The dash carries her across environments with her head and body held low, making the movement look streamlined rather than merely fast. Even the shift from a full sprint into a jump is elegant: Hornet leaps in a diagonal arc and adds a few stylish spins along the way.<br />
<br />
✅ The details are not limited to flashy traversal. Even a simple backstep, triggered by tapping the back button, sees Hornet perform a quick Castlevania: Symphony of the Night-like retreat before changing direction. It is the kind of animation many players might never think twice about, yet it quietly reinforces the same message. Hornet is not The Knight with a new sprite. She is a separate character with her own rhythm, posture and physical vocabulary.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08e6878a65a34aa26faady86GDy07" loading="lazy"  alt="[Image: 6ae3e08e6878a65a34aa26faady86GDy07]" class="mycode_img" /><br />
<br />
That sense of identity is one of Silksong's clearest strengths. A sequel can add new enemies, new areas and new abilities, but it is harder to make a new protagonist feel truly new. Silksong does that through a combination of design choices. The needle changes combat. The lighter movement changes exploration. The animations change the way players read every jump, dash and recovery. None of these elements works alone. Together, they make Hornet feel like a character who could not simply be swapped out for The Knight. For a sequel that had to follow one of the genre's most respected games, that is a meaningful step up. ?<br />
<br />
Small animation details like these often matter more once you understand how a character is meant to move, and they can shape which games you want to try next. If you are comparing picks for your backlog or waiting for the right moment to jump into something new, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> can help you spot offers without turning the search into a chore.<br />
<br />
Whether you are chasing another stylish action platformer or simply keeping an eye on titles with strong movement design, DealNest is a practical place to browse. It fits naturally alongside the habit of noticing how a game feels in the hands, not just how it looks in a trailer.]]></description>
			<content:encoded><![CDATA[In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original remains widely regarded as one of the best games in the genre, which made the idea of a follow-up daunting. Yet Silksong has met that challenge in several visible ways: improved mobility mechanics, a long list of quality-of-life upgrades, and an art design that feels even more vibrant and hand-crafted than before. Those are the obvious upgrades. The more subtle upgrade is the way the game uses animation to make Hornet feel like a genuinely different protagonist.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e083e2dfeacf44ef5fae07GLuicP07" loading="lazy"  alt="[Image: 6ae3e083e2dfeacf44ef5fae07GLuicP07]" class="mycode_img" /><br />
<br />
The biggest change starts with the playable character. Hollow Knight put players in the small shoes of The Knight. Silksong hands the role to Hornet. Visually, the two are immediately distinct: Hornet is a little taller and slimmer, and her head shape is quite different from The Knight's. The contrast goes beyond silhouette. The Knight fights with a wide nail, slashing at enemies in broad arcs. Hornet uses a thin needle, stabbing quickly and striking from range. Fans first encountered that fighting style well before Silksong was announced, because Hornet appeared several times as a boss in the first Hollow Knight. That history gives her a presence that feels earned rather than invented for a sequel.<br />
<br />
Element<br />
The Knight<br />
Hornet<br />
<br />
Weapon<br />
Wide nail<br />
Thin needle<br />
<br />
Combat feel<br />
Broad slashes<br />
Quick stabs at range<br />
<br />
Movement identity<br />
Weightier and more grounded<br />
Lighter, agile and acrobatic<br />
<br />
Animation language<br />
Straightforward strikes<br />
Spins, twirls and low dashes<br />
<br />
Once players actually control Hornet, the core differences become obvious. She feels lighter on her feet almost immediately. Her agility is not a small stat tweak or a cosmetic detail; it shapes the first platforming challenges in Silksong. Hornet reaches ledges, changes direction and recovers from jumps in ways that make The Knight's movement feel more deliberate by comparison. The game's control scheme supports that feeling, but the animations are what sell it. Without the right motion, a fast character can still feel stiff. Silksong avoids that problem by making nearly every input look like part of Hornet's character.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e085a2cbef1f21d5fee465E73mtY07" loading="lazy"  alt="[Image: 6ae3e085a2cbef1f21d5fee465E73mtY07]" class="mycode_img" /><br />
<br />
The ledge jump is an early example. Players can grab onto platform edges and leap off them to gain height, and Hornet responds with a series of somersaults in the air. The move is functional, but it is also expressive. It tells players that this character is trained, precise and comfortable in vertical spaces. The same idea appears again in Hunter's March, where bouncing on the red flowers sends Hornet into a graceful twirl. Unlocking Swift Step adds another layer. The dash carries her across environments with her head and body held low, making the movement look streamlined rather than merely fast. Even the shift from a full sprint into a jump is elegant: Hornet leaps in a diagonal arc and adds a few stylish spins along the way.<br />
<br />
✅ The details are not limited to flashy traversal. Even a simple backstep, triggered by tapping the back button, sees Hornet perform a quick Castlevania: Symphony of the Night-like retreat before changing direction. It is the kind of animation many players might never think twice about, yet it quietly reinforces the same message. Hornet is not The Knight with a new sprite. She is a separate character with her own rhythm, posture and physical vocabulary.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08e6878a65a34aa26faady86GDy07" loading="lazy"  alt="[Image: 6ae3e08e6878a65a34aa26faady86GDy07]" class="mycode_img" /><br />
<br />
That sense of identity is one of Silksong's clearest strengths. A sequel can add new enemies, new areas and new abilities, but it is harder to make a new protagonist feel truly new. Silksong does that through a combination of design choices. The needle changes combat. The lighter movement changes exploration. The animations change the way players read every jump, dash and recovery. None of these elements works alone. Together, they make Hornet feel like a character who could not simply be swapped out for The Knight. For a sequel that had to follow one of the genre's most respected games, that is a meaningful step up. ?<br />
<br />
Small animation details like these often matter more once you understand how a character is meant to move, and they can shape which games you want to try next. If you are comparing picks for your backlog or waiting for the right moment to jump into something new, <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> can help you spot offers without turning the search into a chore.<br />
<br />
Whether you are chasing another stylish action platformer or simply keeping an eye on titles with strong movement design, DealNest is a practical place to browse. It fits naturally alongside the habit of noticing how a game feels in the hands, not just how it looks in a trailer.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Mods, Difficulty, and My Quest for a Fairer Fight]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=221</link>
			<pubDate>Fri, 30 Oct 2026 14:41:21 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=221</guid>
			<description><![CDATA[I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable person would do in 2026: I opened the mod page and whispered, hello, accessibility.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07e80fec5fb4148a77dBhgtHBxb07" loading="lazy"  alt="[Image: 6ae3e07e80fec5fb4148a77dBhgtHBxb07]" class="mycode_img" /><br />
<br />
The Wait Was Worth It, But My Reflexes Are Not<br />
<br />
Let me be clear: Silksong is, for the most part, well worth the wait. Reviews were slowly but surely pouring in, and every early review I saw was full of praise. Guide writers were hard at work on complete walkthroughs, and I was hard at work pretending that my fourth death in a row was tactical reconnaissance. The game is gorgeous, sharp, and confident. It is also about as forgiving as a cat that has just been told no.<br />
<br />
That is why the modding conversation around Silksong has been so fascinating. Within days of launch, players were already asking for ways to soften the opening portion, and modders answered with the enthusiasm of people who heard a doorbell and decided to install a whole new door.<br />
<br />
The Mods Are Already Here, and They Are Practical<br />
<br />
Browsing the Silksong mod page is a bit like visiting a support group where everyone also has a soldering iron. The headline act is <span style="font-style: italic;" class="mycode_i">No Double Damage</span>, a mod that removes double damage from enemies and normal bosses. It does not turn Hornet into a steamroller; it just stops every stray elbow from deleting a health bar. The first time I used it, I felt like I had slipped a folded napkin under a wobbly table: the furniture was still rickety, but dinner suddenly became possible.<br />
<br />
There are other helpful mods too:<br />
<br />
?️ A respawn mod that lets you respawn at a scene's entrance instead of backtracking from a bench that is apparently in a different time zone.<br />
<br />
? The same mod lets you customize respawn points in scenes, which is the gaming equivalent of leaving a spare key under a ceramic frog: a small mercy, wildly practical.<br />
<br />
? Several additional quality-of-life mods that make the experience easier and more accessible without rewriting the whole game.<br />
<br />
? Old-fashioned boss cheesing, because sometimes the smartest tactic is to let a terrifying boss walk into a wall while you take notes.<br />
<br />
Here is my highly scientific breakdown:<br />
<br />
Approach<br />
What it does<br />
My reaction<br />
<br />
<span style="font-style: italic;" class="mycode_i">No Double Damage</span><br />
Removes double damage from enemies and normal bosses<br />
Less screaming, more learning<br />
<br />
Scene entrance respawn<br />
Skips the long bench pilgrimage<br />
My patience returns from war<br />
<br />
Custom respawn points<br />
Lets me choose where to reappear<br />
Power without responsibility<br />
<br />
Boss cheese<br />
Uses clever tactics against intimidating fights<br />
? Delicious<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0886878a65a34aa26bcDyiFf9BF07" loading="lazy"  alt="[Image: 6ae3e0886878a65a34aa26bcDyiFf9BF07]" class="mycode_img" /><br />
<br />
The Difficulty Debate Has Teeth<br />
<br />
Of course, this opens up the usual dialogue about sacrificing intent and vision. Many people argue that Soulslikes such as Hollow Knight and Dark Souls should have one static difficulty. I understand that position. A game's difficulty is part of its voice, and modding it can feel like putting a funny hat on a statue. But in the case of Silksong, people are also pushing back at some of the game's design choices, and I think that pushback deserves a hearing.<br />
<br />
One commentator put it well: the game is honestly incredibly difficult. Enemies deal a lot of damage and are often very nimble, and with very few upgrades, the game feels at least three times as difficult as Hollow Knight. That concern has been a common thread. The base difficulty is less a curve and more a corkscrew designed by a caffeinated architect. When players feel like the game is being difficult for the sake of being difficult, and when it fails to give them the tools to properly deal with the challenge, modders step in to fill that void.<br />
<br />
I do not think that is a crime against art. A mod is not a review score, and it is not a demand that everyone play the same way. It is a knob on the radio. Some of us want the music louder; some of us want to hear our own thoughts. The <span style="font-style: italic;" class="mycode_i">No Double Damage</span> mod is not a victory over the game. It is a tiny adjustment that lets a player stay in the conversation long enough to actually learn the dance.<br />
<br />
Where Does That Leave Us in 2026?<br />
<br />
Looking back from 2026, the whole episode feels like a useful snapshot of how players negotiate difficulty now. Reviews praised Silksong, walkthroughs flourished, and modders built a little side door for anyone who needed it. Whether Team Cherry ultimately addressed those concerns in a future update or not, the void was already filled by people who love the game enough to tinker with it.<br />
<br />
So yes, I use mods. I use them because I want to see the rest of the game, not because I want to win an argument. Silksong can keep its fangs. I just prefer to bring a slightly thicker glove. ?<br />
<br />
All this tinkering has a way of expanding the backlog, though. Once I started poking around mod folders and load orders again, I found myself browsing for other soulslikes and metroidvanias to test my newly thickened glove against — and my wishlist quietly grew into something resembling a phone book. That is usually the moment when patience stops being a virtue and becomes a waiting game for the next seasonal sale, which is exactly the kind of thing a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> is built for. It saves you from refreshing store pages and guessing when a price will finally dip.<br />
<br />
It is a small quality-of-life upgrade in the same spirit as the mods above: nothing dramatic, just less friction between you and the part you actually enjoy. Whether you are hunting down an older Hollow Knight-style gem or waiting for Silksong's own price to budge, keeping an eye on the discounts means more games in the library and fewer excuses not to play them. ?]]></description>
			<content:encoded><![CDATA[I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable person would do in 2026: I opened the mod page and whispered, hello, accessibility.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07e80fec5fb4148a77dBhgtHBxb07" loading="lazy"  alt="[Image: 6ae3e07e80fec5fb4148a77dBhgtHBxb07]" class="mycode_img" /><br />
<br />
The Wait Was Worth It, But My Reflexes Are Not<br />
<br />
Let me be clear: Silksong is, for the most part, well worth the wait. Reviews were slowly but surely pouring in, and every early review I saw was full of praise. Guide writers were hard at work on complete walkthroughs, and I was hard at work pretending that my fourth death in a row was tactical reconnaissance. The game is gorgeous, sharp, and confident. It is also about as forgiving as a cat that has just been told no.<br />
<br />
That is why the modding conversation around Silksong has been so fascinating. Within days of launch, players were already asking for ways to soften the opening portion, and modders answered with the enthusiasm of people who heard a doorbell and decided to install a whole new door.<br />
<br />
The Mods Are Already Here, and They Are Practical<br />
<br />
Browsing the Silksong mod page is a bit like visiting a support group where everyone also has a soldering iron. The headline act is <span style="font-style: italic;" class="mycode_i">No Double Damage</span>, a mod that removes double damage from enemies and normal bosses. It does not turn Hornet into a steamroller; it just stops every stray elbow from deleting a health bar. The first time I used it, I felt like I had slipped a folded napkin under a wobbly table: the furniture was still rickety, but dinner suddenly became possible.<br />
<br />
There are other helpful mods too:<br />
<br />
?️ A respawn mod that lets you respawn at a scene's entrance instead of backtracking from a bench that is apparently in a different time zone.<br />
<br />
? The same mod lets you customize respawn points in scenes, which is the gaming equivalent of leaving a spare key under a ceramic frog: a small mercy, wildly practical.<br />
<br />
? Several additional quality-of-life mods that make the experience easier and more accessible without rewriting the whole game.<br />
<br />
? Old-fashioned boss cheesing, because sometimes the smartest tactic is to let a terrifying boss walk into a wall while you take notes.<br />
<br />
Here is my highly scientific breakdown:<br />
<br />
Approach<br />
What it does<br />
My reaction<br />
<br />
<span style="font-style: italic;" class="mycode_i">No Double Damage</span><br />
Removes double damage from enemies and normal bosses<br />
Less screaming, more learning<br />
<br />
Scene entrance respawn<br />
Skips the long bench pilgrimage<br />
My patience returns from war<br />
<br />
Custom respawn points<br />
Lets me choose where to reappear<br />
Power without responsibility<br />
<br />
Boss cheese<br />
Uses clever tactics against intimidating fights<br />
? Delicious<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0886878a65a34aa26bcDyiFf9BF07" loading="lazy"  alt="[Image: 6ae3e0886878a65a34aa26bcDyiFf9BF07]" class="mycode_img" /><br />
<br />
The Difficulty Debate Has Teeth<br />
<br />
Of course, this opens up the usual dialogue about sacrificing intent and vision. Many people argue that Soulslikes such as Hollow Knight and Dark Souls should have one static difficulty. I understand that position. A game's difficulty is part of its voice, and modding it can feel like putting a funny hat on a statue. But in the case of Silksong, people are also pushing back at some of the game's design choices, and I think that pushback deserves a hearing.<br />
<br />
One commentator put it well: the game is honestly incredibly difficult. Enemies deal a lot of damage and are often very nimble, and with very few upgrades, the game feels at least three times as difficult as Hollow Knight. That concern has been a common thread. The base difficulty is less a curve and more a corkscrew designed by a caffeinated architect. When players feel like the game is being difficult for the sake of being difficult, and when it fails to give them the tools to properly deal with the challenge, modders step in to fill that void.<br />
<br />
I do not think that is a crime against art. A mod is not a review score, and it is not a demand that everyone play the same way. It is a knob on the radio. Some of us want the music louder; some of us want to hear our own thoughts. The <span style="font-style: italic;" class="mycode_i">No Double Damage</span> mod is not a victory over the game. It is a tiny adjustment that lets a player stay in the conversation long enough to actually learn the dance.<br />
<br />
Where Does That Leave Us in 2026?<br />
<br />
Looking back from 2026, the whole episode feels like a useful snapshot of how players negotiate difficulty now. Reviews praised Silksong, walkthroughs flourished, and modders built a little side door for anyone who needed it. Whether Team Cherry ultimately addressed those concerns in a future update or not, the void was already filled by people who love the game enough to tinker with it.<br />
<br />
So yes, I use mods. I use them because I want to see the rest of the game, not because I want to win an argument. Silksong can keep its fangs. I just prefer to bring a slightly thicker glove. ?<br />
<br />
All this tinkering has a way of expanding the backlog, though. Once I started poking around mod folders and load orders again, I found myself browsing for other soulslikes and metroidvanias to test my newly thickened glove against — and my wishlist quietly grew into something resembling a phone book. That is usually the moment when patience stops being a virtue and becomes a waiting game for the next seasonal sale, which is exactly the kind of thing a <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">steam deal finder</a> is built for. It saves you from refreshing store pages and guessing when a price will finally dip.<br />
<br />
It is a small quality-of-life upgrade in the same spirit as the mods above: nothing dramatic, just less friction between you and the part you actually enjoy. Whether you are hunting down an older Hollow Knight-style gem or waiting for Silksong's own price to budge, keeping an eye on the discounts means more games in the library and fewer excuses not to play them. ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cogwork Dancers Boss Guide: Master Silksong's First Citadel Fight]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=220</link>
			<pubDate>Fri, 30 Oct 2026 11:09:54 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=220</guid>
			<description><![CDATA[Players pushing through <span style="font-weight: bold;" class="mycode_b">Hollow Knight: Silksong</span> know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.<br />
<br />
Where To Find The Cogwork Dancers<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0746856df9b07f19651748b9Xv507" loading="lazy"  alt="[Image: 6ae3e0746856df9b07f19651748b9Xv507]" class="mycode_img" /><br />
<br />
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.<br />
<br />
Cogwork Dancers Phase One Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07f94f876dc02484b5bvsvWdoKW07" loading="lazy"  alt="[Image: 6ae3e07f94f876dc02484b5bvsvWdoKW07]" class="mycode_img" /><br />
<br />
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.<br />
<br />
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:<br />
<br />
Dancer Positions<br />
Target Locations<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08a971519573b361d4b22f0k2Jj07" loading="lazy"  alt="[Image: 6ae3e08a971519573b361d4b22f0k2Jj07]" class="mycode_img" /> One in top middle, other in top right or top left<br />
Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0941550e2b8c90302a81zSUcs7I07" loading="lazy"  alt="[Image: 6ae3e0941550e2b8c90302a81zSUcs7I07]" class="mycode_img" /> Diagonally opposite<br />
They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e09f7970f0cbb79766c3v4WQ2WvW07" loading="lazy"  alt="[Image: 6ae3e09f7970f0cbb79766c3v4WQ2WvW07]" class="mycode_img" /> Both in the air<br />
Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0a854714d13d0203dc4U9KbFDa207" loading="lazy"  alt="[Image: 6ae3e0a854714d13d0203dc4U9KbFDa207]" class="mycode_img" /> Both on one side on the ground<br />
Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0b140f0b489d054f907ijmjcszo07" loading="lazy"  alt="[Image: 6ae3e0b140f0b489d054f907ijmjcszo07]" class="mycode_img" /> Both beside each other midair<br />
Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side.<br />
<br />
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.<br />
<br />
Cogwork Dancers Phase Two Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0bae78c54e249acbf416tSETkpt07" loading="lazy"  alt="[Image: 6ae3e0bae78c54e249acbf416tSETkpt07]" class="mycode_img" /><br />
<br />
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.<br />
<br />
Cogwork Dancers Phase Three Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0c555ae76b73fc4591eDTlFWxDz07" loading="lazy"  alt="[Image: 6ae3e0c555ae76b73fc4591eDTlFWxDz07]" class="mycode_img" /><br />
<br />
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.<br />
<br />
Cogwork Dancers Phase Four Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0d00ea7cf442456873ftuiG3j1507" loading="lazy"  alt="[Image: 6ae3e0d00ea7cf442456873ftuiG3j1507]" class="mycode_img" /><br />
<br />
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battle: they're actually hard to get hit by. After a few more swings, the second dancer falls, and the fight is over. The arena goes quiet, and you can almost hear the cogs winding down. It's a bittersweet end to a mechanical romance.<br />
<br />
So there you have it: read the positions, stay patient, and don't get greedy. The Cogwork Dancers are a test of observation more than reflexes, and once you learn their steps, you'll be the one leading the dance. ?⚙️<br />
<br />
Once the cogs fall silent and you’re ready to move on to the next challenge, you might also be thinking about adding Hollow Knight: Silksong to your own library or comparing it with other games on your wishlist. DealNest is a handy place to <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">check game prices</a> across stores before you commit, so you can spend less time hunting for a deal and more time mastering the next dance.]]></description>
			<content:encoded><![CDATA[Players pushing through <span style="font-weight: bold;" class="mycode_b">Hollow Knight: Silksong</span> know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.<br />
<br />
Where To Find The Cogwork Dancers<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0746856df9b07f19651748b9Xv507" loading="lazy"  alt="[Image: 6ae3e0746856df9b07f19651748b9Xv507]" class="mycode_img" /><br />
<br />
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.<br />
<br />
Cogwork Dancers Phase One Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07f94f876dc02484b5bvsvWdoKW07" loading="lazy"  alt="[Image: 6ae3e07f94f876dc02484b5bvsvWdoKW07]" class="mycode_img" /><br />
<br />
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.<br />
<br />
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:<br />
<br />
Dancer Positions<br />
Target Locations<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08a971519573b361d4b22f0k2Jj07" loading="lazy"  alt="[Image: 6ae3e08a971519573b361d4b22f0k2Jj07]" class="mycode_img" /> One in top middle, other in top right or top left<br />
Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0941550e2b8c90302a81zSUcs7I07" loading="lazy"  alt="[Image: 6ae3e0941550e2b8c90302a81zSUcs7I07]" class="mycode_img" /> Diagonally opposite<br />
They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e09f7970f0cbb79766c3v4WQ2WvW07" loading="lazy"  alt="[Image: 6ae3e09f7970f0cbb79766c3v4WQ2WvW07]" class="mycode_img" /> Both in the air<br />
Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0a854714d13d0203dc4U9KbFDa207" loading="lazy"  alt="[Image: 6ae3e0a854714d13d0203dc4U9KbFDa207]" class="mycode_img" /> Both on one side on the ground<br />
Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0b140f0b489d054f907ijmjcszo07" loading="lazy"  alt="[Image: 6ae3e0b140f0b489d054f907ijmjcszo07]" class="mycode_img" /> Both beside each other midair<br />
Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side.<br />
<br />
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.<br />
<br />
Cogwork Dancers Phase Two Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0bae78c54e249acbf416tSETkpt07" loading="lazy"  alt="[Image: 6ae3e0bae78c54e249acbf416tSETkpt07]" class="mycode_img" /><br />
<br />
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.<br />
<br />
Cogwork Dancers Phase Three Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0c555ae76b73fc4591eDTlFWxDz07" loading="lazy"  alt="[Image: 6ae3e0c555ae76b73fc4591eDTlFWxDz07]" class="mycode_img" /><br />
<br />
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.<br />
<br />
Cogwork Dancers Phase Four Guide<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e0d00ea7cf442456873ftuiG3j1507" loading="lazy"  alt="[Image: 6ae3e0d00ea7cf442456873ftuiG3j1507]" class="mycode_img" /><br />
<br />
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battle: they're actually hard to get hit by. After a few more swings, the second dancer falls, and the fight is over. The arena goes quiet, and you can almost hear the cogs winding down. It's a bittersweet end to a mechanical romance.<br />
<br />
So there you have it: read the positions, stay patient, and don't get greedy. The Cogwork Dancers are a test of observation more than reflexes, and once you learn their steps, you'll be the one leading the dance. ?⚙️<br />
<br />
Once the cogs fall silent and you’re ready to move on to the next challenge, you might also be thinking about adding Hollow Knight: Silksong to your own library or comparing it with other games on your wishlist. DealNest is a handy place to <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">check game prices</a> across stores before you commit, so you can spend less time hunting for a deal and more time mastering the next dance.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Stardew Valley Creator's Silksong Cameo Remains a Charming Mystery in 2026]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=219</link>
			<pubDate>Fri, 30 Oct 2026 10:53:55 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=219</guid>
			<description><![CDATA[In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he performed. The omission has turned a small credit line into a long-running fan investigation, and the mystery has lost none of its charm.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a93755a9285f1bc9b804ee1Ohacdeq307" loading="lazy"  alt="[Image: 6a93755a9285f1bc9b804ee1Ohacdeq307]" class="mycode_img" /><br />
<br />
The credit is especially intriguing because Silksong’s cast has become one of its most celebrated strengths. Pharloom is dense with strange travelers, merchants, and small figures whose conversations add warmth to an otherwise hostile underground world. Fans have spent months comparing voice clips, interview footage, and in-game cadence in an effort to match Barone’s voice to a specific character. No definitive answer has emerged, but the search itself has become part of the community experience.<br />
<br />
The Most Likely Candidates for a Fully Voiced NPC<br />
<br />
Barone, who is widely known online as ConcernedApe, is not the only indie developer with a connection to Team Cherry. The link between Stardew Valley and Silksong is easier to understand when considering Matthew Griffin, who has worked with both projects and serves as head of marketing and publishing for Team Cherry. Barone was also credited in the special thanks section of the Hollow Knight Wanderer’s Journal, which shows that his relationship with the studio predates Silksong.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ebf378e234c385ffdJiPAF9eJ07" loading="lazy"  alt="[Image: 6ae3e07ebf378e234c385ffdJiPAF9eJ07]" class="mycode_img" /><br />
<br />
Even so, Silksong’s use of bug language and stylized accents makes identification difficult. The credits describe the role simply as additional voices, leaving open the possibility that Barone voiced more than one character. Among the most frequently discussed candidates are two early-game figures whose performances carry a recognizably human cadence.<br />
<br />
Candidate<br />
Location<br />
Why fans suspect the performance<br />
<br />
Fleamaster Mooshka<br />
Early-game flea questline<br />
The character’s delivery has a warm, conversational rhythm that fans associate with Barone’s public interviews.<br />
<br />
Pavo<br />
Bellhart<br />
Pavo’s voice carries a playful, slightly weary tone that seems close to the developer’s natural speaking style.<br />
<br />
Neither candidate has been confirmed. That uncertainty has not stopped players from revisiting both characters and sharing new comparisons. Some argue that the credit could refer to a minor enemy or a merchant with only a few lines. Others believe Barone may have recorded several small roles, which would make the search even more complicated. ?<br />
<br />
Silksong’s NPCs Are One of Its Greatest Strengths<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08ca7a0d0034f9c113fimdmZFWW07" loading="lazy"  alt="[Image: 6ae3e08ca7a0d0034f9c113fimdmZFWW07]" class="mycode_img" /><br />
<br />
The voice-acting mystery matters because Silksong’s characters matter. In the original Hollow Knight, figures such as Cornifer and Quill offered rare glimpses of hope in a dark world. Silksong takes a different approach. Its travelers are more energetic, more expressive, and more willing to share the road toward the Citadel. The adorable Sherma has become a fan favorite, while characters such as Mooshka and Pavo give Pharloom a sense of community rather than isolation.<br />
<br />
These NPCs also serve a practical purpose. Pharloom is considerably more dangerous than the early areas of Hollow Knight, and the items sold by friendly characters can change the course of a run. A useful tool, a rare upgrade, or a well-timed conversation can make Hornet’s journey feel less lonely and more manageable. That combination of personality and utility is why players keep returning to the cast long after the main path is complete. ?<br />
<br />
Whether Team Cherry or Barone ever confirms the exact role, the cameo has already become a small legend within the Silksong community. It reflects the warmth that connects two very different indie successes, and it adds another layer of curiosity to a world already full of secrets. In 2026, the answer remains hidden, but the affection for Silksong’s characters is not. ✨<br />
<br />
That same spirit of discovery often sends players looking beyond a single release, whether to revisit favorite indie worlds or try something new while waiting for the next update. For anyone keeping an eye on discounted titles between major releases, DealNest makes it easy to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">game deals today</a> without digging through scattered storefront pages.<br />
<br />
It is a practical stop for players who want to stay curious about the wider indie landscape while still getting value from each purchase, especially when a small hidden gem can end up feeling as memorable as the games that inspired the search in the first place.]]></description>
			<content:encoded><![CDATA[In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he performed. The omission has turned a small credit line into a long-running fan investigation, and the mystery has lost none of its charm.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a93755a9285f1bc9b804ee1Ohacdeq307" loading="lazy"  alt="[Image: 6a93755a9285f1bc9b804ee1Ohacdeq307]" class="mycode_img" /><br />
<br />
The credit is especially intriguing because Silksong’s cast has become one of its most celebrated strengths. Pharloom is dense with strange travelers, merchants, and small figures whose conversations add warmth to an otherwise hostile underground world. Fans have spent months comparing voice clips, interview footage, and in-game cadence in an effort to match Barone’s voice to a specific character. No definitive answer has emerged, but the search itself has become part of the community experience.<br />
<br />
The Most Likely Candidates for a Fully Voiced NPC<br />
<br />
Barone, who is widely known online as ConcernedApe, is not the only indie developer with a connection to Team Cherry. The link between Stardew Valley and Silksong is easier to understand when considering Matthew Griffin, who has worked with both projects and serves as head of marketing and publishing for Team Cherry. Barone was also credited in the special thanks section of the Hollow Knight Wanderer’s Journal, which shows that his relationship with the studio predates Silksong.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ebf378e234c385ffdJiPAF9eJ07" loading="lazy"  alt="[Image: 6ae3e07ebf378e234c385ffdJiPAF9eJ07]" class="mycode_img" /><br />
<br />
Even so, Silksong’s use of bug language and stylized accents makes identification difficult. The credits describe the role simply as additional voices, leaving open the possibility that Barone voiced more than one character. Among the most frequently discussed candidates are two early-game figures whose performances carry a recognizably human cadence.<br />
<br />
Candidate<br />
Location<br />
Why fans suspect the performance<br />
<br />
Fleamaster Mooshka<br />
Early-game flea questline<br />
The character’s delivery has a warm, conversational rhythm that fans associate with Barone’s public interviews.<br />
<br />
Pavo<br />
Bellhart<br />
Pavo’s voice carries a playful, slightly weary tone that seems close to the developer’s natural speaking style.<br />
<br />
Neither candidate has been confirmed. That uncertainty has not stopped players from revisiting both characters and sharing new comparisons. Some argue that the credit could refer to a minor enemy or a merchant with only a few lines. Others believe Barone may have recorded several small roles, which would make the search even more complicated. ?<br />
<br />
Silksong’s NPCs Are One of Its Greatest Strengths<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e08ca7a0d0034f9c113fimdmZFWW07" loading="lazy"  alt="[Image: 6ae3e08ca7a0d0034f9c113fimdmZFWW07]" class="mycode_img" /><br />
<br />
The voice-acting mystery matters because Silksong’s characters matter. In the original Hollow Knight, figures such as Cornifer and Quill offered rare glimpses of hope in a dark world. Silksong takes a different approach. Its travelers are more energetic, more expressive, and more willing to share the road toward the Citadel. The adorable Sherma has become a fan favorite, while characters such as Mooshka and Pavo give Pharloom a sense of community rather than isolation.<br />
<br />
These NPCs also serve a practical purpose. Pharloom is considerably more dangerous than the early areas of Hollow Knight, and the items sold by friendly characters can change the course of a run. A useful tool, a rare upgrade, or a well-timed conversation can make Hornet’s journey feel less lonely and more manageable. That combination of personality and utility is why players keep returning to the cast long after the main path is complete. ?<br />
<br />
Whether Team Cherry or Barone ever confirms the exact role, the cameo has already become a small legend within the Silksong community. It reflects the warmth that connects two very different indie successes, and it adds another layer of curiosity to a world already full of secrets. In 2026, the answer remains hidden, but the affection for Silksong’s characters is not. ✨<br />
<br />
That same spirit of discovery often sends players looking beyond a single release, whether to revisit favorite indie worlds or try something new while waiting for the next update. For anyone keeping an eye on discounted titles between major releases, DealNest makes it easy to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">game deals today</a> without digging through scattered storefront pages.<br />
<br />
It is a practical stop for players who want to stay curious about the wider indie landscape while still getting value from each purchase, especially when a small hidden gem can end up feeling as memorable as the games that inspired the search in the first place.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Faydown Cloak Guide: Climb Mount Fay for Double Jump]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=218</link>
			<pubDate>Fri, 30 Oct 2026 06:20:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=218</guid>
			<description><![CDATA[I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactly why the Faydown Cloak feels like such a huge prize. It gives you a double jump and cold immunity, and you can grab it fairly soon after getting the Clawline. Sound too good to be true? It is not, but the climb is a real test.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ab15d4848fb7b1f16Z0UuWi8l07" loading="lazy"  alt="[Image: 6ae3e07ab15d4848fb7b1f16Z0UuWi8l07]" class="mycode_img" /><br />
<br />
Before you start, make sure you have the Clawline. Without it, you will be stranded on Mount Fay with no way up. You also need enough progress in The Slab to have free access to the Bellway station there, because that is the route to Mount Fay. I highly recommend running Weavelight for this entire segment. The improved grapple feel is not a luxury here; it is almost a necessity. And yes, I promise this is not a Celeste guide in disguise, even if the platforming gets spicy.<br />
<br />
Quick Prep Checklist<br />
<br />
Check<br />
Why It Matters<br />
<br />
✅ Clawline unlocked<br />
You cannot climb Mount Fay without grappling<br />
<br />
✅ The Slab Bellway access<br />
The only practical way to reach the mountain<br />
<br />
✅ Weavelight equipped<br />
Better grapple and silk regeneration<br />
<br />
✅ Rosaries for Shakra<br />
The map is worth buying if you can spare them<br />
<br />
✅ Patience<br />
The cold timer will punish panic<br />
<br />
Mount Fay simulates a very bad winter. Once you step outside, you have roughly 30 seconds before the cold kills you. The key rule is simple: keep moving toward warmth. Metal lamps, benches, and warm rooms reset the pressure. If you make a mistake near a room transition, duck inside and step back out to refresh the timer. Why not use every trick? The mountain will not show you mercy.<br />
<br />
The Foothill<br />
<br />
Leave the station and jump off the first ledge to grapple the rings. Keep fast, constant momentum going left. Cross the gap and run into the cave where you meet Shakra. The map here is not complicated, but it is still nice to have, so buy it if you can afford it. Sit at the bench, breathe, and prepare for the run.<br />
<br />
Jump across the freezing lake, because even touching the water hurts. Get onto the floating platforms and climb right. Watch for the metal lamps in the ceiling. Those warm spots are your lifeline, so start treating them like checkpoints.<br />
<br />
100 Meters<br />
<br />
Run right, grapple the floating platform, climb up, and jump across the crumbling block platforms as quickly as you can. Grapple to the platform on your left, jump and grapple the enemy, then grab the ring and jump onto the wall. Climb fast, grapple, wall jump, and hook onto the wall that leads to another safe zone.<br />
<br />
Time your wall jumps so you do not hit the spikes. Grapple through the spike tunnel and slide down the left wall to safety. Grapple over, tap dash to climb up the wall without jumping off, then grapple the enemies ahead. Use them to reach the left wall, climb up, and dash quickly to the next safe zone. The next room is full of silk and warmth, so take a real breather there.<br />
<br />
Crystalline Drop<br />
<br />
Counter-intuitively, you need to drop down here. Before you do, camp on the ledge and keep hitting the metallic bug for infinite silk. If you took damage earlier, this is your chance to heal. When you are ready, begin the descent. Drop your glide a little to speed up the fall, stay on the left side of the crystal, and enter the first hole on the left that you can slide into.<br />
<br />
The tunnel inside is warm and full of silk, though there is a strange little guy you need to smack. Head to the end and break the wall on your left to reach another frozen lake. This time, grapple across the enemies that shatter into needles. With the extra silk, you can constantly grapple and glide while barely losing height. If you cannot do that, grapple any enemy you can find and look for a wall, ring, or piece of ground to stall on. The second and third enemies in this sequence can lead to a wall and a warm spot.<br />
<br />
At the end, there is a warm room with a bench. Head left, then down and right, and break a wall to find the hidden passage. Before going up, you can farm the enemy outside to the left for more silk. There is also a mask shard here, but you cannot get it yet, so remember that for later.<br />
<br />
Rebound Up<br />
<br />
Keep this pocket of warmth in mind and start bounding up the walls. Once you are on top of the lift, jump and grapple the enemy, then hold backwards to land on the upper lift. You need to get used to that maneuver. This is where Weavelight shines, because you can almost always regenerate a bar of silk before you need to grapple again.<br />
<br />
Hit each enemy, keep climbing the lifts, and you will reach a wall with a warm light. Dash up the walls to avoid spikes. At the top wall, jump off, glide, and hit the grapple just in time to reach the other wall and glide down. Hit a couple more enemies, then rest on the ledge to your right.<br />
<br />
Slip into the cave and prepare to fall again. This drop is faster and riskier, but do not be afraid to deploy your cloak when you feel unsafe. Grab the wall on your left as you fall. From that safe spot, grapple a trio of floating enemies, jump off the wall, and hit another enemy to keep momentum. The last enemy is tricky: grapple it, immediately turn around, and hook the wall on your left. If you miss, glide down slowly and readjust.<br />
<br />
Ice Cold Soup<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07" loading="lazy"  alt="[Image: 6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07]" class="mycode_img" /><br />
<br />
In the next segment, you are grappling above water again, but the ceiling is much lower. Grapple the enemy, then hit the block connected by crystals to make it fall. Retreat left if you need extra safety. From the block, grapple another enemy and glide into the tunnel to top off your silk. Do not fall in the next room, because it sends you back to the first falling segment and undoes a ton of progress. Head right instead.<br />
<br />
Open the blockade for a small shortcut in case you fumble. Then it is time for more enemy grappling. Hit the enemy, turn around, grab the ring, turn again, and grab the next ring with very tight height requirements. Repeat until you can go up through the hole in the ceiling.<br />
<br />
Reach for the Summit<br />
<br />
With the mold-spore-like snow covering the ground, you are on the final stretch. Open the wall on your left for a warm spot and a bench. Jump the wall, grab the hoop, jump off, hit the enemy, and double back to the wall. Do not trust the snowy slope; it will send you tumbling down. Instead, slam dunk the next hoop and use it to toss yourself onto the left wall, which leads to a warm lamp.<br />
<br />
Jump, glide, and grapple across the spikes. Rope onto another bug, then be very quick with the crumbling platforms. It is easy to miss the height you need to grab the wall. Your timer is probably nearly up, so run past the silk flowers, grab the enemy, and dash left to find grace on the wall. From there, it is another set of grapples and wall clings, all testing the same movement you have been practicing.<br />
<br />
Take a short breather in the next room, then jump out to the top and start gliding when the wind direction is favorable. If you did well, you will ride the current up, run right, and finally claim the Faydown Cloak. That means double jump and cold immunity are yours. Enjoy the glide down the mountain, because after that climb, you have earned it.<br />
<br />
Once the Faydown Cloak is in hand and the mountain is behind you, the natural next question is what to play—or replay—next. If you are weighing up another challenging action-platformer or looking to add Silksong to your library, it pays to check prices before committing.<br />
<br />
<a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> gathers current discounts and offers in one place, making it easier to spot a good price without hopping between storefronts. That way you can spend less time comparison-shopping and more time planning your next tough climb.]]></description>
			<content:encoded><![CDATA[I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactly why the Faydown Cloak feels like such a huge prize. It gives you a double jump and cold immunity, and you can grab it fairly soon after getting the Clawline. Sound too good to be true? It is not, but the climb is a real test.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07ab15d4848fb7b1f16Z0UuWi8l07" loading="lazy"  alt="[Image: 6ae3e07ab15d4848fb7b1f16Z0UuWi8l07]" class="mycode_img" /><br />
<br />
Before you start, make sure you have the Clawline. Without it, you will be stranded on Mount Fay with no way up. You also need enough progress in The Slab to have free access to the Bellway station there, because that is the route to Mount Fay. I highly recommend running Weavelight for this entire segment. The improved grapple feel is not a luxury here; it is almost a necessity. And yes, I promise this is not a Celeste guide in disguise, even if the platforming gets spicy.<br />
<br />
Quick Prep Checklist<br />
<br />
Check<br />
Why It Matters<br />
<br />
✅ Clawline unlocked<br />
You cannot climb Mount Fay without grappling<br />
<br />
✅ The Slab Bellway access<br />
The only practical way to reach the mountain<br />
<br />
✅ Weavelight equipped<br />
Better grapple and silk regeneration<br />
<br />
✅ Rosaries for Shakra<br />
The map is worth buying if you can spare them<br />
<br />
✅ Patience<br />
The cold timer will punish panic<br />
<br />
Mount Fay simulates a very bad winter. Once you step outside, you have roughly 30 seconds before the cold kills you. The key rule is simple: keep moving toward warmth. Metal lamps, benches, and warm rooms reset the pressure. If you make a mistake near a room transition, duck inside and step back out to refresh the timer. Why not use every trick? The mountain will not show you mercy.<br />
<br />
The Foothill<br />
<br />
Leave the station and jump off the first ledge to grapple the rings. Keep fast, constant momentum going left. Cross the gap and run into the cave where you meet Shakra. The map here is not complicated, but it is still nice to have, so buy it if you can afford it. Sit at the bench, breathe, and prepare for the run.<br />
<br />
Jump across the freezing lake, because even touching the water hurts. Get onto the floating platforms and climb right. Watch for the metal lamps in the ceiling. Those warm spots are your lifeline, so start treating them like checkpoints.<br />
<br />
100 Meters<br />
<br />
Run right, grapple the floating platform, climb up, and jump across the crumbling block platforms as quickly as you can. Grapple to the platform on your left, jump and grapple the enemy, then grab the ring and jump onto the wall. Climb fast, grapple, wall jump, and hook onto the wall that leads to another safe zone.<br />
<br />
Time your wall jumps so you do not hit the spikes. Grapple through the spike tunnel and slide down the left wall to safety. Grapple over, tap dash to climb up the wall without jumping off, then grapple the enemies ahead. Use them to reach the left wall, climb up, and dash quickly to the next safe zone. The next room is full of silk and warmth, so take a real breather there.<br />
<br />
Crystalline Drop<br />
<br />
Counter-intuitively, you need to drop down here. Before you do, camp on the ledge and keep hitting the metallic bug for infinite silk. If you took damage earlier, this is your chance to heal. When you are ready, begin the descent. Drop your glide a little to speed up the fall, stay on the left side of the crystal, and enter the first hole on the left that you can slide into.<br />
<br />
The tunnel inside is warm and full of silk, though there is a strange little guy you need to smack. Head to the end and break the wall on your left to reach another frozen lake. This time, grapple across the enemies that shatter into needles. With the extra silk, you can constantly grapple and glide while barely losing height. If you cannot do that, grapple any enemy you can find and look for a wall, ring, or piece of ground to stall on. The second and third enemies in this sequence can lead to a wall and a warm spot.<br />
<br />
At the end, there is a warm room with a bench. Head left, then down and right, and break a wall to find the hidden passage. Before going up, you can farm the enemy outside to the left for more silk. There is also a mask shard here, but you cannot get it yet, so remember that for later.<br />
<br />
Rebound Up<br />
<br />
Keep this pocket of warmth in mind and start bounding up the walls. Once you are on top of the lift, jump and grapple the enemy, then hold backwards to land on the upper lift. You need to get used to that maneuver. This is where Weavelight shines, because you can almost always regenerate a bar of silk before you need to grapple again.<br />
<br />
Hit each enemy, keep climbing the lifts, and you will reach a wall with a warm light. Dash up the walls to avoid spikes. At the top wall, jump off, glide, and hit the grapple just in time to reach the other wall and glide down. Hit a couple more enemies, then rest on the ledge to your right.<br />
<br />
Slip into the cave and prepare to fall again. This drop is faster and riskier, but do not be afraid to deploy your cloak when you feel unsafe. Grab the wall on your left as you fall. From that safe spot, grapple a trio of floating enemies, jump off the wall, and hit another enemy to keep momentum. The last enemy is tricky: grapple it, immediately turn around, and hook the wall on your left. If you miss, glide down slowly and readjust.<br />
<br />
Ice Cold Soup<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07" loading="lazy"  alt="[Image: 6ae3e07db7a3fd0ddbda2a2fYz7rPqfK07]" class="mycode_img" /><br />
<br />
In the next segment, you are grappling above water again, but the ceiling is much lower. Grapple the enemy, then hit the block connected by crystals to make it fall. Retreat left if you need extra safety. From the block, grapple another enemy and glide into the tunnel to top off your silk. Do not fall in the next room, because it sends you back to the first falling segment and undoes a ton of progress. Head right instead.<br />
<br />
Open the blockade for a small shortcut in case you fumble. Then it is time for more enemy grappling. Hit the enemy, turn around, grab the ring, turn again, and grab the next ring with very tight height requirements. Repeat until you can go up through the hole in the ceiling.<br />
<br />
Reach for the Summit<br />
<br />
With the mold-spore-like snow covering the ground, you are on the final stretch. Open the wall on your left for a warm spot and a bench. Jump the wall, grab the hoop, jump off, hit the enemy, and double back to the wall. Do not trust the snowy slope; it will send you tumbling down. Instead, slam dunk the next hoop and use it to toss yourself onto the left wall, which leads to a warm lamp.<br />
<br />
Jump, glide, and grapple across the spikes. Rope onto another bug, then be very quick with the crumbling platforms. It is easy to miss the height you need to grab the wall. Your timer is probably nearly up, so run past the silk flowers, grab the enemy, and dash left to find grace on the wall. From there, it is another set of grapples and wall clings, all testing the same movement you have been practicing.<br />
<br />
Take a short breather in the next room, then jump out to the top and start gliding when the wind direction is favorable. If you did well, you will ride the current up, run right, and finally claim the Faydown Cloak. That means double jump and cold immunity are yours. Enjoy the glide down the mountain, because after that climb, you have earned it.<br />
<br />
Once the Faydown Cloak is in hand and the mountain is behind you, the natural next question is what to play—or replay—next. If you are weighing up another challenging action-platformer or looking to add Silksong to your library, it pays to check prices before committing.<br />
<br />
<a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest game deals</a> gathers current discounts and offers in one place, making it easier to spot a good price without hopping between storefronts. That way you can spend less time comparison-shopping and more time planning your next tough climb.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ewa Pajor Card: FC 27 Guide & Coins]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=217</link>
			<pubDate>Fri, 30 Oct 2026 00:46:12 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=217</guid>
			<description><![CDATA[Introduction About Ewa Pajor<br />
<br />
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputation as a forward who can find space in crowded penalty areas and turn chances into goals with impressive consistency.<br />
<br />
Born in Uniejów, Poland, Pajor developed into an elite attacker through her determination and technical ability. Her successful spell with VfL Wolfsburg established her among Europe’s leading forwards, where she contributed goals, assists, and decisive performances in major domestic and international competitions.<br />
<br />
Now playing for FC Barcelona, Ewa Pajor continues to demonstrate the qualities of a top-class striker: intelligent positioning, pace, composure, and a strong competitive mentality. As a key figure for the Poland national team, she remains an inspiring example of excellence in women’s football.<br />
<br />
Ewa Pajor's card<br />
<br />
Ewa Pajor’s 89-rated Striker card is built to be a constant scoring threat, combining explosive 93 pace, elite 91 shooting, and silky 89 dribbling. While her 65 passing, 22 defending, and 72 physicality show that her game is focused firmly on attack rather than defensive work, her standout offensive attributes make her exceptionally dangerous in and around the box. As a striker, Pajor can use her speed to burst beyond the back line, her dribbling to create space in tight areas, and her clinical finishing to punish even the smallest defensive mistake, making her an ideal option for breaking open defenses and sealing crucial goals.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05c0560d7b3ee62fa91swj907Qb07" loading="lazy"  alt="[Image: 6ae3d05c0560d7b3ee62fa91swj907Qb07]" class="mycode_img" /><br />
<br />
How to Obtain Ewa Pajor's Player Card<br />
<br />
To obtain Ewa Pajor’s card in FC 27, you can first try purchasing card packs and testing your luck, though the chances of getting the card are relatively low and uncertain; second, you can complete SBC (Squad Building Challenges) tasks, which may reward you with Ewa Pajor’s card, although this depends on the available challenges and their requirements; finally, you can directly purchase the card from the transfer market for around 0.18 million FC 27 Coins, which is a more direct method but quite expensive.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05ee021b4a8a475e0b4twkGw2xo07" loading="lazy"  alt="[Image: 6ae3d05ee021b4a8a475e0b4twkGw2xo07]" class="mycode_img" /><br />
<br />
Fastest Ways to Earn FC 27 Coins<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6acdea18991e80e0f57b3ca5dorQZoRM07" loading="lazy"  alt="[Image: 6acdea18991e80e0f57b3ca5dorQZoRM07]" class="mycode_img" /><br />
<br />
Conventional methods to earn <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">fc27 coins</a> include selling player cards from your club, completing weekly objectives, and participating in various game modes for rewards, but these approaches are limited and depend heavily on player skill or luck; if you are targeting a card such as Ewa Pajor, you may spend a lot of time and still come up short.<br />
<br />
Fortunately, LootBar.com offers a faster route with <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">cheap fifa coins</a>, a 10% discount for newly registered users, and regular special offers. The purchased coins arrive quickly through a secure trading method that protects your account and will not lead to a ban, so there is no need to wait to <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">buy fc 27 coins</a> and get the Ewa Pajor player card you want right away.<br />
<br />
What is the best Gaming Top-Up Platform？<br />
<br />
As a trusted choice for gaming top-up, LootBar offers both top speed and affordability. The platform has earned a reputation as the best platform for gaming recharge, supported by outstanding customer feedback—<span style="font-weight: bold;" class="mycode_b">4.9/5.0 on Trustpilot</span>.]]></description>
			<content:encoded><![CDATA[Introduction About Ewa Pajor<br />
<br />
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputation as a forward who can find space in crowded penalty areas and turn chances into goals with impressive consistency.<br />
<br />
Born in Uniejów, Poland, Pajor developed into an elite attacker through her determination and technical ability. Her successful spell with VfL Wolfsburg established her among Europe’s leading forwards, where she contributed goals, assists, and decisive performances in major domestic and international competitions.<br />
<br />
Now playing for FC Barcelona, Ewa Pajor continues to demonstrate the qualities of a top-class striker: intelligent positioning, pace, composure, and a strong competitive mentality. As a key figure for the Poland national team, she remains an inspiring example of excellence in women’s football.<br />
<br />
Ewa Pajor's card<br />
<br />
Ewa Pajor’s 89-rated Striker card is built to be a constant scoring threat, combining explosive 93 pace, elite 91 shooting, and silky 89 dribbling. While her 65 passing, 22 defending, and 72 physicality show that her game is focused firmly on attack rather than defensive work, her standout offensive attributes make her exceptionally dangerous in and around the box. As a striker, Pajor can use her speed to burst beyond the back line, her dribbling to create space in tight areas, and her clinical finishing to punish even the smallest defensive mistake, making her an ideal option for breaking open defenses and sealing crucial goals.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05c0560d7b3ee62fa91swj907Qb07" loading="lazy"  alt="[Image: 6ae3d05c0560d7b3ee62fa91swj907Qb07]" class="mycode_img" /><br />
<br />
How to Obtain Ewa Pajor's Player Card<br />
<br />
To obtain Ewa Pajor’s card in FC 27, you can first try purchasing card packs and testing your luck, though the chances of getting the card are relatively low and uncertain; second, you can complete SBC (Squad Building Challenges) tasks, which may reward you with Ewa Pajor’s card, although this depends on the available challenges and their requirements; finally, you can directly purchase the card from the transfer market for around 0.18 million FC 27 Coins, which is a more direct method but quite expensive.<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6ae3d05ee021b4a8a475e0b4twkGw2xo07" loading="lazy"  alt="[Image: 6ae3d05ee021b4a8a475e0b4twkGw2xo07]" class="mycode_img" /><br />
<br />
Fastest Ways to Earn FC 27 Coins<br />
<br />
<img src="https://c2c.fp.guinfra.com/file/6acdea18991e80e0f57b3ca5dorQZoRM07" loading="lazy"  alt="[Image: 6acdea18991e80e0f57b3ca5dorQZoRM07]" class="mycode_img" /><br />
<br />
Conventional methods to earn <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">fc27 coins</a> include selling player cards from your club, completing weekly objectives, and participating in various game modes for rewards, but these approaches are limited and depend heavily on player skill or luck; if you are targeting a card such as Ewa Pajor, you may spend a lot of time and still come up short.<br />
<br />
Fortunately, LootBar.com offers a faster route with <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">cheap fifa coins</a>, a 10% discount for newly registered users, and regular special offers. The purchased coins arrive quickly through a secure trading method that protects your account and will not lead to a ban, so there is no need to wait to <a href="https://www.lootbar.com/game-coins/fc27?utm_source=blog" target="_blank" rel="noopener" class="mycode_url">buy fc 27 coins</a> and get the Ewa Pajor player card you want right away.<br />
<br />
What is the best Gaming Top-Up Platform？<br />
<br />
As a trusted choice for gaming top-up, LootBar offers both top speed and affordability. The platform has earned a reputation as the best platform for gaming recharge, supported by outstanding customer feedback—<span style="font-weight: bold;" class="mycode_b">4.9/5.0 on Trustpilot</span>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How I Snagged the Underworks Map in Hollow Knight: Silksong]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=216</link>
			<pubDate>Thu, 29 Oct 2026 23:33:53 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=216</guid>
			<description><![CDATA[I’m not a speedrunner, and I’m definitely not the kind of player who memorizes every map on day one. So when Hollow Knight: Silksong dropped me into Act Two and the Great Citadel, I was riding high on those bright, welcoming halls. Then the elevator decided to betray me. One mechanical malfunction later, I was plummeting into the Underworks, a dark, desolate slice of the Citadel’s lower levels that doesn’t exactly roll out a welcome mat. If you’re anything like me, your first thought is probably: where is the map? Here’s how I found the Underworks map, step by step, and what I wish I’d known before I started climbing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efdb4ccbde0ff8ac9e9oCQDh68L07" loading="lazy"  alt="[Image: 6ae28efdb4ccbde0ff8ac9e9oCQDh68L07]" class="mycode_img" /><br />
<br />
Step 1: Pay the Bench Tax First<br />
<br />
Before you go wandering into the dark, deal with the machine near your landing spot. You need to put 15 Rosary Beads into it to release a bench. Do this first. Trust me, you do not want to start the climb with low health and no safe place to rest. The Underworks is gloomy, cramped in places, and full of little surprises that punish impatience. That bench is your anchor.<br />
<br />
Once you’ve paid and rested up, exit the chamber to the right. That takes you into the main Underworks area. From here, the real work begins: climbing.<br />
<br />
Step 2: Clear the Flyers, Then Climb<br />
<br />
As you start scaling the walls, flying enemies will swoop in and try to knock you off. I learned this the hard way. The first time I tried to rush upward, I got bumped mid-cling and had to restart my climb. So take a moment to clear those flyers before you commit to the wall. It saves time, health, and frustration.<br />
<br />
You’ll need the Cling Grip ability to climb the walls here. Keep heading upward, and pay attention to the mid-way section. On the left side, you’ll spot a golden lever. Interact with it, and it lowers a boulder on the right. That opens a pathway so Hornet can reach the top without getting blocked.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f00efde9ece6ffe488aJAgWIeuC07" loading="lazy"  alt="[Image: 6ae28f00efde9ece6ffe488aJAgWIeuC07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f02f35fb08c96c6cf2cTf5LVqfA07" loading="lazy"  alt="[Image: 6ae28f02f35fb08c96c6cf2cTf5LVqfA07]" class="mycode_img" /><br />
<br />
This part is straightforward once you know what to look for. Climb, clear, pull the lever, and keep moving up. No fancy tricks required. Just don’t ignore the lever like I almost did.<br />
<br />
Step 3: At the Top, Take the Left Fork<br />
<br />
When you finally reach the top, you’ll find two pathways: one on the left and one on the right. The right path takes you further into the Underworks. The left path has a signboard, and that’s the one you want first if you’re after the map.<br />
<br />
Enter the area with the signboard on the left. Inside, you’ll find a dimly lit room with an interactable wooden board. Walk up to it and interact. Hornet will receive the map for the Underworks. That’s it. Map acquired. No vendor, no purchase, no haggling. Just a wooden board in a quiet room.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f0ad2eeda112f4684faLkNFkvkH07" loading="lazy"  alt="[Image: 6ae28f0ad2eeda112f4684faLkNFkvkH07]" class="mycode_img" /><br />
<br />
This is a different routine from the usual map-buying flow, where you track down a vendor and pay up. Here, the map is tucked away in the environment. If you skip the left fork and push right, you can absolutely come back later, but the dark rooms start to blur together. Grab the map early and save yourself the headache.<br />
<br />
What the Underworks Map Actually Does for You<br />
<br />
The Underworks isn’t just a straight corridor. It has branching pathways, hidden corners, and routes that can lead to regions you might otherwise miss. The map makes those connections readable. It helps you spot where you’ve been, where you haven’t, and which climbable wall leads to progress versus a dead end.<br />
<br />
For me, the map turned a stressful detour into a manageable exploration zone. I could plan my route, mark my mental checkpoints, and stop second-guessing every dark doorway. If you’re playing in 2026 or later and you’re new to Silksong’s Act Two, this little wooden board is your new best friend.<br />
<br />
Quick Checklist<br />
Why It Matters<br />
<br />
✅ Have 15 Rosary Beads<br />
Releases the bench so you can rest and heal<br />
<br />
✅ Clear flying enemies first<br />
Prevents mid-climb knockoffs<br />
<br />
✅ Use Cling Grip<br />
Required for scaling the walls<br />
<br />
✅ Pull the golden lever<br />
Drops the boulder and opens the path<br />
<br />
✅ Take the left fork at the top<br />
Leads to the signboard room<br />
<br />
✅ Interact with the wooden board<br />
Grants the Underworks map<br />
<br />
My Honest Take<br />
<br />
Okay, lesson learned the hard way: the Underworks doesn’t hand you much. It’s dark, it’s hostile, and the elevator ride in is less than graceful. But the map route is short once you know it. Pay the bench, clear the sky, pull the lever, and take the left fork. Your future self will thank you.<br />
<br />
And if you miss the map on your first pass? No big deal. The Underworks will still be there, waiting in the dark. Just don’t wait too long. Those branching paths are a lot friendlier when you can actually see them.<br />
<br />
Once the Underworks map is in hand and the route starts making sense, it’s easy to start thinking about what to play next—especially if you’re drawn to atmospheric metroidvanias and exploration-heavy games. That’s where a site like DealNest can be useful: it gathers <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">best game deals</a> in one place, so you can browse discounts without digging through storefront after storefront.<br />
<br />
Whether you’re stocking up on indie adventures for later or keeping an eye out for something new after Silksong, DealNest is worth a look if you’d rather spend less time price-hunting and more time playing.]]></description>
			<content:encoded><![CDATA[I’m not a speedrunner, and I’m definitely not the kind of player who memorizes every map on day one. So when Hollow Knight: Silksong dropped me into Act Two and the Great Citadel, I was riding high on those bright, welcoming halls. Then the elevator decided to betray me. One mechanical malfunction later, I was plummeting into the Underworks, a dark, desolate slice of the Citadel’s lower levels that doesn’t exactly roll out a welcome mat. If you’re anything like me, your first thought is probably: where is the map? Here’s how I found the Underworks map, step by step, and what I wish I’d known before I started climbing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efdb4ccbde0ff8ac9e9oCQDh68L07" loading="lazy"  alt="[Image: 6ae28efdb4ccbde0ff8ac9e9oCQDh68L07]" class="mycode_img" /><br />
<br />
Step 1: Pay the Bench Tax First<br />
<br />
Before you go wandering into the dark, deal with the machine near your landing spot. You need to put 15 Rosary Beads into it to release a bench. Do this first. Trust me, you do not want to start the climb with low health and no safe place to rest. The Underworks is gloomy, cramped in places, and full of little surprises that punish impatience. That bench is your anchor.<br />
<br />
Once you’ve paid and rested up, exit the chamber to the right. That takes you into the main Underworks area. From here, the real work begins: climbing.<br />
<br />
Step 2: Clear the Flyers, Then Climb<br />
<br />
As you start scaling the walls, flying enemies will swoop in and try to knock you off. I learned this the hard way. The first time I tried to rush upward, I got bumped mid-cling and had to restart my climb. So take a moment to clear those flyers before you commit to the wall. It saves time, health, and frustration.<br />
<br />
You’ll need the Cling Grip ability to climb the walls here. Keep heading upward, and pay attention to the mid-way section. On the left side, you’ll spot a golden lever. Interact with it, and it lowers a boulder on the right. That opens a pathway so Hornet can reach the top without getting blocked.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f00efde9ece6ffe488aJAgWIeuC07" loading="lazy"  alt="[Image: 6ae28f00efde9ece6ffe488aJAgWIeuC07]" class="mycode_img" /><br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f02f35fb08c96c6cf2cTf5LVqfA07" loading="lazy"  alt="[Image: 6ae28f02f35fb08c96c6cf2cTf5LVqfA07]" class="mycode_img" /><br />
<br />
This part is straightforward once you know what to look for. Climb, clear, pull the lever, and keep moving up. No fancy tricks required. Just don’t ignore the lever like I almost did.<br />
<br />
Step 3: At the Top, Take the Left Fork<br />
<br />
When you finally reach the top, you’ll find two pathways: one on the left and one on the right. The right path takes you further into the Underworks. The left path has a signboard, and that’s the one you want first if you’re after the map.<br />
<br />
Enter the area with the signboard on the left. Inside, you’ll find a dimly lit room with an interactable wooden board. Walk up to it and interact. Hornet will receive the map for the Underworks. That’s it. Map acquired. No vendor, no purchase, no haggling. Just a wooden board in a quiet room.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f0ad2eeda112f4684faLkNFkvkH07" loading="lazy"  alt="[Image: 6ae28f0ad2eeda112f4684faLkNFkvkH07]" class="mycode_img" /><br />
<br />
This is a different routine from the usual map-buying flow, where you track down a vendor and pay up. Here, the map is tucked away in the environment. If you skip the left fork and push right, you can absolutely come back later, but the dark rooms start to blur together. Grab the map early and save yourself the headache.<br />
<br />
What the Underworks Map Actually Does for You<br />
<br />
The Underworks isn’t just a straight corridor. It has branching pathways, hidden corners, and routes that can lead to regions you might otherwise miss. The map makes those connections readable. It helps you spot where you’ve been, where you haven’t, and which climbable wall leads to progress versus a dead end.<br />
<br />
For me, the map turned a stressful detour into a manageable exploration zone. I could plan my route, mark my mental checkpoints, and stop second-guessing every dark doorway. If you’re playing in 2026 or later and you’re new to Silksong’s Act Two, this little wooden board is your new best friend.<br />
<br />
Quick Checklist<br />
Why It Matters<br />
<br />
✅ Have 15 Rosary Beads<br />
Releases the bench so you can rest and heal<br />
<br />
✅ Clear flying enemies first<br />
Prevents mid-climb knockoffs<br />
<br />
✅ Use Cling Grip<br />
Required for scaling the walls<br />
<br />
✅ Pull the golden lever<br />
Drops the boulder and opens the path<br />
<br />
✅ Take the left fork at the top<br />
Leads to the signboard room<br />
<br />
✅ Interact with the wooden board<br />
Grants the Underworks map<br />
<br />
My Honest Take<br />
<br />
Okay, lesson learned the hard way: the Underworks doesn’t hand you much. It’s dark, it’s hostile, and the elevator ride in is less than graceful. But the map route is short once you know it. Pay the bench, clear the sky, pull the lever, and take the left fork. Your future self will thank you.<br />
<br />
And if you miss the map on your first pass? No big deal. The Underworks will still be there, waiting in the dark. Just don’t wait too long. Those branching paths are a lot friendlier when you can actually see them.<br />
<br />
Once the Underworks map is in hand and the route starts making sense, it’s easy to start thinking about what to play next—especially if you’re drawn to atmospheric metroidvanias and exploration-heavy games. That’s where a site like DealNest can be useful: it gathers <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">best game deals</a> in one place, so you can browse discounts without digging through storefront after storefront.<br />
<br />
Whether you’re stocking up on indie adventures for later or keeping an eye out for something new after Silksong, DealNest is worth a look if you’d rather spend less time price-hunting and more time playing.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Silksong Crawbug Clearing Quest: Ragpelts, Rewards, and Scarecrow Secrets]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=215</link>
			<pubDate>Thu, 29 Oct 2026 19:24:29 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=215</guid>
			<description><![CDATA[Creige's Halfway House has a problem with feathers, and Hornet is the one who can solve it. In Act 1 of Hollow Knight: Silksong, the Crawbug Clearing side quest asks players to collect 25 Ragpelts so that Creige can build a scarecrow. The task sounds simple enough—until the local birds start treating the roof like a personal playground. ?<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efb1770774fbb65901fDitGl9Xm07" loading="lazy"  alt="[Image: 6ae28efb1770774fbb65901fDitGl9Xm07]" class="mycode_img" /><br />
<br />
Starting the Crawbug Clearing Quest<br />
<br />
The quest does not appear at the very beginning of the journey. Players first need to defeat the Widow boss in Bellhart and free the town's citizens from their web captivity. That fight becomes available after defeating Sister Splinter in Shellwood and acquiring the Cling Grip. Once the Widow falls, the Wish Board beside the shopkeeper in Bellhart quietly offers its requests. Crawbug Clearing sits among them, alongside My Missing Courier and Rite of the Pollip.<br />
<br />
Accepting the wish is only the first step. The quest truly begins when Hornet speaks with Creige at the Halfway House in Greymoor. Behind the counter, Creige explains the situation: he needs 25 Ragpelts to build a scarecrow. Without it, the birds will keep swarming his building. Plain and simple, the man needs a feathered deterrent, and Hornet needs to supply the materials.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f042c0a46d33cfdd79cxl53RaaY07" loading="lazy"  alt="[Image: 6ae28f042c0a46d33cfdd79cxl53RaaY07]" class="mycode_img" /><br />
<br />
Finding Ragpelts in Greymoor<br />
<br />
Ragpelts come from the green bird enemies in Greymoor. The small green birds above the Halfway House do drop them, but each tiny bird yields only one Ragpelt. Grinding those little ones and resting at the nearby bench works, yet it is not the fastest route. Truth be told, the better farming spot lies farther east of the Halfway House.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f072c0a46d33cfdd7b2bzKNdsSy07" loading="lazy"  alt="[Image: 6ae28f072c0a46d33cfdd7b2bzKNdsSy07]" class="mycode_img" /><br />
<br />
The larger green birds are the real prize. Two types stand out: the fat bird that throws projectiles and the sword-wielding bird. Each of these larger enemies drops up to four Ragpelts when defeated. They also respawn whenever Hornet rests at a save bench, which makes repeated farming comfortable. The birds do not exactly line up politely for harvest, but a steady loop of combat and rest gets the job done.<br />
<br />
A practical route is to clear the larger birds east of the Halfway House, rest at the bench, and repeat. With up to four Ragpelts per kill, 25 pieces arrive much faster than nibbling away at the tiny birds. Players should keep an eye on their health and thread supply, especially when the projectile thrower and the sword bird appear together. Fighting them one at a time is safer, and using Tools to soften them up makes the loop smoother.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1059013d0cf4fa4e66JpZFVYa407" loading="lazy"  alt="[Image: 6ae28f1059013d0cf4fa4e66JpZFVYa407]" class="mycode_img" /><br />
<br />
Enemy Type<br />
Location<br />
Ragpelts per Kill<br />
Notes<br />
<br />
Tiny green bird<br />
Above the Halfway House<br />
1<br />
Easy but slow for farming<br />
<br />
Fat projectile bird<br />
East of the Halfway House<br />
Up to 4<br />
Keep moving to dodge projectiles<br />
<br />
Sword-wielding bird<br />
East of the Halfway House<br />
Up to 4<br />
Watch for quick lunges<br />
<br />
Turning In the Quest and Claiming the Reward<br />
<br />
Once the counter reaches 25 Ragpelts, Hornet can return to Creige at the Halfway House. Handing over the bundle concludes the Crawbug Clearing quest, and Creige is visibly pleased. His reward is the Crafting Kit Expanded item, a pouch for holding traps and tools along with fine crafting implements that increase their lethality.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1c6777879338e50648ItXeaPso07" loading="lazy"  alt="[Image: 6ae28f1c6777879338e50648ItXeaPso07]" class="mycode_img" /><br />
<br />
In practical terms, the Crafting Kit Expanded boosts Tool damage. The inventory's Tool Pouch and Crafting Kit screen shows a Tool Damage meter with four circles; this reward raises the meter to two white circles out of four. For players who lean on Tools during boss fights and crowded rooms, that extra damage is no small feat. It helps Hornet kill enemies faster and makes future Act 1 encounters a little less punishing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f24497a33a142aecbd3GdZQzISB07" loading="lazy"  alt="[Image: 6ae28f24497a33a142aecbd3GdZQzISB07]" class="mycode_img" /><br />
<br />
Crawbug Clearing is a short side quest with a clear loop: accept the wish, speak with Creige, farm the larger green birds east of the Halfway House, and return with 25 Ragpelts. The scarecrow may be Creige's victory, but the Crafting Kit Expanded is Hornet's prize. ?️<br />
<br />
For players who enjoy chasing optional upgrades like the Crafting Kit Expanded, that same habit often carries over into keeping an eye on what else is worth playing between Silksong sessions. <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a handy place for that kind of browsing, offering a straightforward game price comparison before you commit to a new title.]]></description>
			<content:encoded><![CDATA[Creige's Halfway House has a problem with feathers, and Hornet is the one who can solve it. In Act 1 of Hollow Knight: Silksong, the Crawbug Clearing side quest asks players to collect 25 Ragpelts so that Creige can build a scarecrow. The task sounds simple enough—until the local birds start treating the roof like a personal playground. ?<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28efb1770774fbb65901fDitGl9Xm07" loading="lazy"  alt="[Image: 6ae28efb1770774fbb65901fDitGl9Xm07]" class="mycode_img" /><br />
<br />
Starting the Crawbug Clearing Quest<br />
<br />
The quest does not appear at the very beginning of the journey. Players first need to defeat the Widow boss in Bellhart and free the town's citizens from their web captivity. That fight becomes available after defeating Sister Splinter in Shellwood and acquiring the Cling Grip. Once the Widow falls, the Wish Board beside the shopkeeper in Bellhart quietly offers its requests. Crawbug Clearing sits among them, alongside My Missing Courier and Rite of the Pollip.<br />
<br />
Accepting the wish is only the first step. The quest truly begins when Hornet speaks with Creige at the Halfway House in Greymoor. Behind the counter, Creige explains the situation: he needs 25 Ragpelts to build a scarecrow. Without it, the birds will keep swarming his building. Plain and simple, the man needs a feathered deterrent, and Hornet needs to supply the materials.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f042c0a46d33cfdd79cxl53RaaY07" loading="lazy"  alt="[Image: 6ae28f042c0a46d33cfdd79cxl53RaaY07]" class="mycode_img" /><br />
<br />
Finding Ragpelts in Greymoor<br />
<br />
Ragpelts come from the green bird enemies in Greymoor. The small green birds above the Halfway House do drop them, but each tiny bird yields only one Ragpelt. Grinding those little ones and resting at the nearby bench works, yet it is not the fastest route. Truth be told, the better farming spot lies farther east of the Halfway House.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f072c0a46d33cfdd7b2bzKNdsSy07" loading="lazy"  alt="[Image: 6ae28f072c0a46d33cfdd7b2bzKNdsSy07]" class="mycode_img" /><br />
<br />
The larger green birds are the real prize. Two types stand out: the fat bird that throws projectiles and the sword-wielding bird. Each of these larger enemies drops up to four Ragpelts when defeated. They also respawn whenever Hornet rests at a save bench, which makes repeated farming comfortable. The birds do not exactly line up politely for harvest, but a steady loop of combat and rest gets the job done.<br />
<br />
A practical route is to clear the larger birds east of the Halfway House, rest at the bench, and repeat. With up to four Ragpelts per kill, 25 pieces arrive much faster than nibbling away at the tiny birds. Players should keep an eye on their health and thread supply, especially when the projectile thrower and the sword bird appear together. Fighting them one at a time is safer, and using Tools to soften them up makes the loop smoother.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1059013d0cf4fa4e66JpZFVYa407" loading="lazy"  alt="[Image: 6ae28f1059013d0cf4fa4e66JpZFVYa407]" class="mycode_img" /><br />
<br />
Enemy Type<br />
Location<br />
Ragpelts per Kill<br />
Notes<br />
<br />
Tiny green bird<br />
Above the Halfway House<br />
1<br />
Easy but slow for farming<br />
<br />
Fat projectile bird<br />
East of the Halfway House<br />
Up to 4<br />
Keep moving to dodge projectiles<br />
<br />
Sword-wielding bird<br />
East of the Halfway House<br />
Up to 4<br />
Watch for quick lunges<br />
<br />
Turning In the Quest and Claiming the Reward<br />
<br />
Once the counter reaches 25 Ragpelts, Hornet can return to Creige at the Halfway House. Handing over the bundle concludes the Crawbug Clearing quest, and Creige is visibly pleased. His reward is the Crafting Kit Expanded item, a pouch for holding traps and tools along with fine crafting implements that increase their lethality.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f1c6777879338e50648ItXeaPso07" loading="lazy"  alt="[Image: 6ae28f1c6777879338e50648ItXeaPso07]" class="mycode_img" /><br />
<br />
In practical terms, the Crafting Kit Expanded boosts Tool damage. The inventory's Tool Pouch and Crafting Kit screen shows a Tool Damage meter with four circles; this reward raises the meter to two white circles out of four. For players who lean on Tools during boss fights and crowded rooms, that extra damage is no small feat. It helps Hornet kill enemies faster and makes future Act 1 encounters a little less punishing.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28f24497a33a142aecbd3GdZQzISB07" loading="lazy"  alt="[Image: 6ae28f24497a33a142aecbd3GdZQzISB07]" class="mycode_img" /><br />
<br />
Crawbug Clearing is a short side quest with a clear loop: accept the wish, speak with Creige, farm the larger green birds east of the Halfway House, and return with 25 Ragpelts. The scarecrow may be Creige's victory, but the Crafting Kit Expanded is Hornet's prize. ?️<br />
<br />
For players who enjoy chasing optional upgrades like the Crafting Kit Expanded, that same habit often carries over into keeping an eye on what else is worth playing between Silksong sessions. <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">DealNest</a> is a handy place for that kind of browsing, offering a straightforward game price comparison before you commit to a new title.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hollow Knight: Silksong’s Rosary Beads Meet the World’s Least Forgiving Spikes]]></title>
			<link>https://forum.oldadmins.biz.hr/showthread.php?tid=214</link>
			<pubDate>Thu, 29 Oct 2026 10:02:19 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.oldadmins.biz.hr/member.php?action=profile&uid=2">xtameembb</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.oldadmins.biz.hr/showthread.php?tid=214</guid>
			<description><![CDATA[Hollow Knight: Silksong arrived on September 4, 2025, after roughly seven years of development, and promptly became the kind of cultural event that makes storefronts sweat. More than half a million simultaneous players piled onto Steam during its first weekend, while the Xbox Store and Nintendo eShop reportedly wobbled under the traffic. By 2026, the launch hubbub has cooled into the familiar hum of fandom maintenance, but one small, spiky grievance refuses to be swept under the rug: Rosary Beads, those precious little currency morsels, can be destroyed when they touch spikes. Not lost. Not delayed. Destroyed. Deleted from existence with the quiet cruelty of a spreadsheet macro.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef57f3f33b4a4f0ed6ft45K1B1M07" loading="lazy"  alt="[Image: 6ae28ef57f3f33b4a4f0ed6ft45K1B1M07]" class="mycode_img" /><br />
<br />
The complaint, amplified by a community post that gathered over 3,700 upvotes, is refreshingly specific. Players do not mind earning currency. They do not even mind losing it to a dignified death. What grinds their gears is watching a Rosary Bead drift into a spike and vanish, especially when the player has equipped the item meant to attract beads. In some cases, the auto-collect tool apparently nudges a bead’s trajectory straight into the hazard, turning a helpful accessory into a tiny, enthusiastic accomplice. The whole affair has the emotional texture of dropping a single fry into a car’s footwell and watching it achieve sentience just in time to roll under the seat.<br />
<br />
This is not the grandest controversy in Silksong, but it is the kind of detail that sticks in a player’s shoe like a very expensive pebble. The game’s broader difficulty debate has already covered Hornet’s hitboxes feeling too large, double damage showing up often enough to feel like a tax on optimism, and boss runbacks that are as welcome as a mosquito at a meditation retreat. Defenders of the game have fired back with a fair point: Hornet moves like a caffeinated calligrapher, fast and precise, and her responsiveness makes the challenge feel less like cruelty and more like a very sharp dance lesson.<br />
<br />
Grievance<br />
Community Mood<br />
Practical Effect<br />
<br />
Rosary Beads destroyed by spikes<br />
? Quietly furious<br />
Currency vanishes even with collection help<br />
<br />
Hornet’s hitboxes feel too big<br />
? Suspicious<br />
Players swear they were nowhere near that claw<br />
<br />
Double damage<br />
? Ouch<br />
Small mistakes become expensive lessons<br />
<br />
Boss runbacks<br />
?‍♂️ Weary<br />
The walk back becomes its own mini-boss<br />
<br />
No difficulty options<br />
? Divided<br />
Mods become the unofficial accessibility menu<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef8af4116879ee132e5OQ9gWtGe07" loading="lazy"  alt="[Image: 6ae28ef8af4116879ee132e5OQ9gWtGe07]" class="mycode_img" /><br />
<br />
Fortunately for PC players, modders have already begun acting like a pit crew staffed entirely by nocturnal tinkerers. Popular Silksong mods remove annoyances such as bosses dealing double damage, while others add more benches so that runbacks sting a little less. This matters because Team Cherry did not include difficulty options in Hollow Knight: Silksong, leaving mods as a pressure-release valve for players who love the world but would prefer fewer spike-flavored surprises. It is a very 2026 arrangement: the developers build the mountain, and the community quietly installs a chairlift.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a6944fca16219ed97ff40da4ZGWGUzS07" loading="lazy"  alt="[Image: 6a6944fca16219ed97ff40da4ZGWGUzS07]" class="mycode_img" /><br />
<br />
None of this has stopped Silksong from being a major hit, and none of it needs to. The Rosary Bead issue is less a grand design flaw and more a paper cut on the fingertip of an otherwise gripping adventure. Still, in a game where every bead can feel hard-won, watching one get deleted by a floor spike is enough to make even the most stoic bug warrior mutter something unkind. The community’s message is simple: keep the challenge, keep the speed, keep the glorious insect chaos, but perhaps let the currency survive a pointy floor. In 2026, that remains a small request with a very sharp edge. ??️<br />
<br />
PC players who enjoy fine-tuning a difficult game with mods tend to be the same crowd that keeps an eye on a good bargain. After all, the ideal time to try a demanding new title is often when it costs a little less, and DealNest is a straightforward place to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">PC game discounts</a> before adding another game to the backlog.<br />
<br />
That small bit of price-checking won’t make a boss fight any easier, but it does make the decision to jump in feel a little lighter—and leaves more room to appreciate the parts of a game that are supposed to be punishing, not the receipt.]]></description>
			<content:encoded><![CDATA[Hollow Knight: Silksong arrived on September 4, 2025, after roughly seven years of development, and promptly became the kind of cultural event that makes storefronts sweat. More than half a million simultaneous players piled onto Steam during its first weekend, while the Xbox Store and Nintendo eShop reportedly wobbled under the traffic. By 2026, the launch hubbub has cooled into the familiar hum of fandom maintenance, but one small, spiky grievance refuses to be swept under the rug: Rosary Beads, those precious little currency morsels, can be destroyed when they touch spikes. Not lost. Not delayed. Destroyed. Deleted from existence with the quiet cruelty of a spreadsheet macro.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef57f3f33b4a4f0ed6ft45K1B1M07" loading="lazy"  alt="[Image: 6ae28ef57f3f33b4a4f0ed6ft45K1B1M07]" class="mycode_img" /><br />
<br />
The complaint, amplified by a community post that gathered over 3,700 upvotes, is refreshingly specific. Players do not mind earning currency. They do not even mind losing it to a dignified death. What grinds their gears is watching a Rosary Bead drift into a spike and vanish, especially when the player has equipped the item meant to attract beads. In some cases, the auto-collect tool apparently nudges a bead’s trajectory straight into the hazard, turning a helpful accessory into a tiny, enthusiastic accomplice. The whole affair has the emotional texture of dropping a single fry into a car’s footwell and watching it achieve sentience just in time to roll under the seat.<br />
<br />
This is not the grandest controversy in Silksong, but it is the kind of detail that sticks in a player’s shoe like a very expensive pebble. The game’s broader difficulty debate has already covered Hornet’s hitboxes feeling too large, double damage showing up often enough to feel like a tax on optimism, and boss runbacks that are as welcome as a mosquito at a meditation retreat. Defenders of the game have fired back with a fair point: Hornet moves like a caffeinated calligrapher, fast and precise, and her responsiveness makes the challenge feel less like cruelty and more like a very sharp dance lesson.<br />
<br />
Grievance<br />
Community Mood<br />
Practical Effect<br />
<br />
Rosary Beads destroyed by spikes<br />
? Quietly furious<br />
Currency vanishes even with collection help<br />
<br />
Hornet’s hitboxes feel too big<br />
? Suspicious<br />
Players swear they were nowhere near that claw<br />
<br />
Double damage<br />
? Ouch<br />
Small mistakes become expensive lessons<br />
<br />
Boss runbacks<br />
?‍♂️ Weary<br />
The walk back becomes its own mini-boss<br />
<br />
No difficulty options<br />
? Divided<br />
Mods become the unofficial accessibility menu<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6ae28ef8af4116879ee132e5OQ9gWtGe07" loading="lazy"  alt="[Image: 6ae28ef8af4116879ee132e5OQ9gWtGe07]" class="mycode_img" /><br />
<br />
Fortunately for PC players, modders have already begun acting like a pit crew staffed entirely by nocturnal tinkerers. Popular Silksong mods remove annoyances such as bosses dealing double damage, while others add more benches so that runbacks sting a little less. This matters because Team Cherry did not include difficulty options in Hollow Knight: Silksong, leaving mods as a pressure-release valve for players who love the world but would prefer fewer spike-flavored surprises. It is a very 2026 arrangement: the developers build the mountain, and the community quietly installs a chairlift.<br />
<br />
<img src="https://seogc.fp.ps.netease.com/file/6a6944fca16219ed97ff40da4ZGWGUzS07" loading="lazy"  alt="[Image: 6a6944fca16219ed97ff40da4ZGWGUzS07]" class="mycode_img" /><br />
<br />
None of this has stopped Silksong from being a major hit, and none of it needs to. The Rosary Bead issue is less a grand design flaw and more a paper cut on the fingertip of an otherwise gripping adventure. Still, in a game where every bead can feel hard-won, watching one get deleted by a floor spike is enough to make even the most stoic bug warrior mutter something unkind. The community’s message is simple: keep the challenge, keep the speed, keep the glorious insect chaos, but perhaps let the currency survive a pointy floor. In 2026, that remains a small request with a very sharp edge. ??️<br />
<br />
PC players who enjoy fine-tuning a difficult game with mods tend to be the same crowd that keeps an eye on a good bargain. After all, the ideal time to try a demanding new title is often when it costs a little less, and DealNest is a straightforward place to browse <a href="https://dealnesthq.com/" target="_blank" rel="noopener" class="mycode_url">PC game discounts</a> before adding another game to the backlog.<br />
<br />
That small bit of price-checking won’t make a boss fight any easier, but it does make the decision to jump in feel a little lighter—and leaves more room to appreciate the parts of a game that are supposed to be punishing, not the receipt.]]></content:encoded>
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			<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>
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