<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Topics tagged with game]]></title><description><![CDATA[A list of topics that have been tagged with game]]></description><link>https://forum.gunclan.org/tags/game</link><generator>RSS for Node</generator><lastBuildDate>Fri, 11 Sep 2026 13:07:41 GMT</lastBuildDate><atom:link href="https://forum.gunclan.org/tags/game.rss" rel="self" type="application/rss+xml"/><pubDate>Invalid Date</pubDate><ttl>60</ttl><item><title><![CDATA[How I Unlocked Every Major Ability in Hollow Knight: Silksong]]></title><description><![CDATA[<p dir="auto">How I Unlocked Every Major Ability in Hollow Knight: Silksong</p>
<p dir="auto">Hollow Knight: Silksong Ancestral Arts and upgrades unlock new Metroidvania exploration abilities, transforming traversal and progression.</p>
<p dir="auto">I have spent the last few weeks digging into Hollow Knight: Silksong, and I can tell you that exploration is both freeing and quietly locked behind some crucial upgrades. If you are used to Metroidvania rules, you know the drill: you wander, hit a dead end, and realize you need a permanent ability to move forward. In Silksong, the big gates are called Ancestral Arts. These are not something you equip. Once you unlock them, they are simply yours forever. Below, I want to share exactly how I got each one and what they actually do.</p>
<p dir="auto">Ability<br />
Type<br />
Key Use</p>
<p dir="auto">Swift Step <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3c3.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--runner" style="height:23px;width:auto;vertical-align:middle" title="🏃" alt="🏃" /><br />
Ancestral Art<br />
Fast run and midair dash</p>
<p dir="auto">Cling Grip 🧗<br />
Ancestral Art<br />
Jump along vertical walls</p>
<p dir="auto">Needolin <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3b5.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--musical_note" style="height:23px;width:auto;vertical-align:middle" title="🎵" alt="🎵" /><br />
Ancestral Art<br />
Play music to open special doors</p>
<p dir="auto">Clawline 🪡<br />
Ancestral Art<br />
Throw needle and pull yourself</p>
<p dir="auto">Faydown Cloak <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f54a.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--dove_of_peace" style="height:23px;width:auto;vertical-align:middle" title="🕊" alt="🕊" />️<br />
Permanent ability<br />
Double jump</p>
<h2>Swift Step <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3c3.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--runner" style="height:23px;width:auto;vertical-align:middle" title="🏃" alt="🏃" /></h2>
<p dir="auto">My first Ancestral Art came after I cleared two full biomes and finally reached the Deep Docks. I did not find it by accident. There is a statue on the top part of the map, but getting there took a little detour. I went to the right first, then followed a path up that looped me back to a lava area on the left. When I reached the statue, Swift Step unlocked automatically. This ability gives you a burst of speed, and while running, you can perform a higher jump that covers much more distance. I also learned that you can trigger it in midair. It acts a bit like a midair dash, though you will drift slightly downward during the dash instead of moving in a perfect straight line. That nuance took me a while to stop messing up.</p>
<h2>Cling Grip 🧗</h2>
<p dir="auto">After I defeated Moorwing in the Greymoor biome, I entered Haunted Bellhart and then Shellwood. That path eventually threw me into the Sister Splinter boss fight. Once I beat the boss, I exited from the left and got near a statue. The route was not obvious. I had to drop down slightly on the left and then use a downward strike on a bunch of flowers to get back up. That little sequence felt very Metroidvania. Cling Grip changed how I looked at vertical spaces because it lets you constantly jump along any vertical wall. Scaling high walls suddenly became a puzzle of timing instead of a hard block. It also made backtracking in old areas feel much smoother.</p>
<h2>Needolin <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3b5.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--musical_note" style="height:23px;width:auto;vertical-align:middle" title="🎵" alt="🎵" /></h2>
<p dir="auto">Not long after getting Cling Grip, I entered Bellhart again and fought the Widow. That fight was fast and aggressive, but beating it automatically unlocked Needolin. This one is a little different from the movement tools. Needolin lets you perform music at any place by using up some Silk. At first I thought it was just a flavor ability, but it is absolutely required to reach The Cradle area after you collect the three melodies in the Citadel. It can also open side paths in specific spots, like the bottom of Moss Grotto. To spot doors that respond to Needolin, look for a harp in the background and small holes in the doors. That visual language helped me stop wasting time on doors that looked special but were not.</p>
<h2>Clawline 🪡</h2>
<p dir="auto">Clawline is one of the most important late-game tools I found. To get it, I had to beat the Trobbio boss in the Whispering Vaults, which led me back into the Underworks area. This time I could reach the Cauldron from a different side. The Cauldron was tough. It is a lava-filled area full of enemies that throw bombs, and the platforms disappear under you. I fell more times than I care to admit. Eventually I reached the spot where Clawline unlocks. The ability lets you throw your needle with a thread forward and then pull yourself to the needle. It covers massive gaps instantly, and it quickly became one of my favorite movement tools in the entire game.</p>
<h2>Faydown Cloak <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f54a.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--dove_of_peace" style="height:23px;width:auto;vertical-align:middle" title="🕊" alt="🕊" />️</h2>
<p dir="auto">Faydown Cloak is not exactly an Ancestral Art, but it is one of the permanent abilities you do not want to skip. It is essentially the double jump, and it helps a lot in late-game fights and opens numerous new areas. The journey to get it was anything but easy. I entered Mount Fay through The Slab, then climbed to the top through some genuinely treacherous parkouring. My best tip is to use Clawline on the suspended lifeform you see while climbing. It boosts you upward and gives back the Silk you used, which saved my run more than once.</p>
<p dir="auto">Overall, these permanent upgrades reshaped my whole playthrough. Some are hidden behind boss fights, others behind platforming routes that demand calm timing. The key is to watch for visual clues and not assume a dead end is truly dead. Once you have the right ability, a huge chunk of the map opens up.</p>
<p dir="auto">If you've conquered the toughest challenges in Silksong and are hungry for another adventure, hunting down your next game at a reasonable price can feel like a quest of its own. That's where DealNest comes in. It's a handy resource for gamers looking to save, and I've often used it to discover [where to buy cheap games]( before adding to my backlog. Whether you're after another metroidvania or something entirely different, it's worth checking out.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/120/how-i-unlocked-every-major-ability-in-hollow-knight-silksong</link><guid isPermaLink="true">https://forum.gunclan.org/topic/120/how-i-unlocked-every-major-ability-in-hollow-knight-silksong</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[How to Reach Heart of the Wild and Claim the Hunter&#x27;s Heart in Silksong]]></title><description><![CDATA[<p dir="auto">How to Reach Heart of the Wild and Claim the Hunter's Heart in Silksong</p>
<p dir="auto">Hollow Knight: Silksong Act 3's Heart of the Wild quest challenges players with new Far Fields routes and blocked Hunter's March shortcuts.</p>
<p dir="auto">Hornet's journey through Act 3 of Hollow Knight: Silksong is a hidden extra gameplay layer that only begins after players select a specific ending. Far from a simple epilogue, this route packs a surprising amount of story and combat, and one of its most demanding objectives is the Heart of the Wild quest. To claim the Hunter's Heart, Hornet must travel to the far east of the Far Fields region, a newly opened area that cannot be reached before Act 3 begins.</p>
<p dir="auto">For players returning in 2026, the route can still catch veteran explorers off guard. Shortcuts that once made Hunter's March feel manageable are now sealed, and the area seems to remember Hornet's first visit all too well. The long way around is the name of the game, so players should prepare for a lengthy backtrack with a few extra enemies eager to interrupt the trip.</p>
<h2>Act 3 Unlock and the Far Fields Route</h2>
<p dir="auto">The Heart of the Wild quest location is locked behind the Act 3 story progression. Once Hornet reaches the relevant point in the questline, the far east of the Far Fields opens up. The most reliable starting point is the Marrow. From there, players should enter Hunter's March through the only available entrance, because every shortcut is blocked.</p>
<p dir="auto">The path pulls no punches on this second visit. In the first run, players may have relied on careful pogo timing, but this time Hornet has better tools. The Silk Soar skill can skip several troublesome spots, and a crest with a downward hit can turn the plunge attack into a reliable movement option. Don't sleep on the Silk Soar here—it is the key to reaching the eastern statues without losing too much health.</p>
<h2>Crossing Hunter's March Without Shortcuts</h2>
<p dir="auto">Inside Hunter's March, the goal is to keep moving east until the statues on the eastern side come into view. Earlier in the campaign, that area was blocked. Now that Hornet has Silk Soar, she can super jump into the next section and continue exploring Hunter's March from the opposite side.</p>
<p dir="auto">Eventually, Hornet will open a bridge that leads her out of Hunter's March and back into the Far Fields. From that exit, players should continue east until reaching a dead end. The route is not over, however. Hornet must drop down and take a much longer road beneath the obvious path. This lower route winds toward the Heart of the Wild arena, and it is easy to miss if players assume the dead end means the search is over.</p>
<p dir="auto">Step<br />
Route Action</p>
<p dir="auto">1<br />
Start from the Marrow and enter Hunter's March through the only available entrance.</p>
<p dir="auto">2<br />
Head east through Hunter's March, using Silk Soar or a downward-hit crest to bypass tricky spots.</p>
<p dir="auto">3<br />
Reach the eastern statues and super jump into the newly accessible area.</p>
<p dir="auto">4<br />
Open the bridge to exit into Far Fields, then continue east to a dead end.</p>
<p dir="auto">5<br />
Drop down and follow the longer lower path to the Heart of the Wild arena.</p>
<h2>Skarrsinger Karmelita Boss Fight</h2>
<p dir="auto">Once Hornet arrives at the quest location, she can challenge Skarrsinger Karmelita. The fight does not begin quietly. Multiple smaller enemies attack in waves before the boss herself makes an appearance, turning the arena into a loud, chaotic test of positioning.</p>
<p dir="auto">Players should treat the opening waves as a warm-up, but not a free one. The smaller enemies can drain health quickly if Hornet stands still. A good approach is to keep circling the arena, clear the waves with downward strikes or sweeping attacks, and save healing for the gap between waves. When Skarrsinger Karmelita enters, the tempo shifts. Her attacks punish greedy movement, so landing a few hits and retreating is safer than trying to end the fight in one long combo.</p>
<p dir="auto">After the boss falls, Hornet receives the Hunter's Heart and completes the Heart of the Wild quest in Silksong.</p>
<h2>Final Tips for the Heart of the Wild Quest</h2>
<ul>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f5fa.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--world_map" style="height:23px;width:auto;vertical-align:middle" title="🗺" alt="🗺" />️ <strong>Start from the Marrow:</strong> Shortcuts are blocked, so this is the cleanest route into Hunter's March.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f98b.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--butterfly" style="height:23px;width:auto;vertical-align:middle" title="🦋" alt="🦋" /> <strong>Use Silk Soar aggressively:</strong> It opens the eastern statues and skips older pogo sections.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/2694.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--crossed_swords" style="height:23px;width:auto;vertical-align:middle" title="⚔" alt="⚔" />️ <strong>Bring a downward-hit crest:</strong> The plunge attack helps with both traversal and wave clearing.</p>
</li>
<li>
<p dir="auto">🧭 <strong>Check the dead end carefully:</strong> The real route goes down, not forward.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f49a.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--green_heart" style="height:23px;width:auto;vertical-align:middle" title="💚" alt="💚" /> <strong>Heal between boss waves:</strong> The opening adds can be more dangerous than they look.</p>
</li>
</ul>
<p dir="auto">The Heart of the Wild quest is a compact but memorable piece of Silksong's hidden Act 3. It rewards players who revisit old territory with fresh eyes, and the Hunter's Heart is a worthy trophy for those who survive the detour.</p>
<p dir="auto">Once the Hunter's Heart is secured, the natural next step for many players is to see what else is worth playing—or to finally pick up a title that's been sitting on their wishlist. Steam sales come and go quickly, and keeping track of the best prices can be a chore.</p>
<p dir="auto">That's where DealNest comes in. Its [steam sale tracker]( makes it easy to monitor discounts and historical lows across the store, so you can spend less time refreshing pages and more time playing. Whether you're hunting for a deal on Silksong or something new, it's a handy site to keep in your bookmarks.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/119/how-to-reach-heart-of-the-wild-and-claim-the-hunter-s-heart-in-silksong</link><guid isPermaLink="true">https://forum.gunclan.org/topic/119/how-to-reach-heart-of-the-wild-and-claim-the-hunter-s-heart-in-silksong</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[How to Unlock Silksong&#x27;s Hidden Act 3 Without Missing 25% of the Game]]></title><description><![CDATA[<p dir="auto">How to Unlock Silksong's Hidden Act 3 Without Missing 25% of the Game</p>
<p dir="auto">Hollow Knight: Silksong Act 3 guide reveals hidden quests and Silk and Soul wish requirements for unlocking Pharloom's secrets.</p>
<p dir="auto">Most players who roll credits in Hollow Knight: Silksong probably pat themselves on the back, believing they’ve seen everything Pharloom has to offer. Then the save file sits there, quietly judging them. The truth? They may have only finished about 75% of the game. Team Cherry tucked an entire Act 3 behind a chain of obscure chores, a few soul-collection errands, and one delightfully sneaky final choice. This guide breaks down the whole process, so nobody has to wander around Weavenest Atla wondering why the walls look so suspicious.</p>
<h2>Act 3 Requirements</h2>
<p dir="auto">First things first: unlocking Act 3 is less about raw skill and more about not sprinting to the finish line like a startled Grub. A player needs to tick off a few boxes before the Caretaker even thinks about handing over the good stuff.</p>
<ul>
<li>
<p dir="auto"><strong>Wish upon a star (or several):</strong> Complete most, if not all, of the wishes available in Bone Bottom, Bellhart, and the Choral Chambers in the Citadel. Some of these only wake up after certain side quests progress, so a little backtracking is basically a personality trait here.</p>
</li>
<li>
<p dir="auto"><strong>Flea market:</strong> No, not actual shopping. Hornet needs to round up enough fleas across the world for the caravan to haul itself over to the Putrified Ducts. She doesn’t need every single one, but a bit more than half keeps the wheels greased.</p>
</li>
<li>
<p dir="auto"><strong>Lace, but make it dramatic:</strong> Defeat Lace in The Cradle. Fighting her won’t slam the door on Act 3—it actually swings it wide open.</p>
</li>
</ul>
<p dir="auto">Once those requirements are handled, the Caretaker at the first shrine stops being cryptic and finally offers the last wish: <strong>Silk and Soul</strong>.</p>
<h2>Silk and Soul Wish</h2>
<p dir="auto">This wish is basically an interdimensional grocery run. Hornet zips through the world to collect souls and items from specific, slightly odd characters. Two of them might already be sitting in her inventory by the time the quest starts, which is a nice little head start.</p>
<p dir="auto">Item / Soul<br />
Location<br />
Combat Required?</p>
<p dir="auto">Snare Setter<br />
Weavenest Atla secret nook<br />
No</p>
<p dir="auto">Maiden’s Soul<br />
Moss Grotto, starting area west<br />
No</p>
<p dir="auto">Hermit’s Soul<br />
Bellhart, east secret passage<br />
No</p>
<p dir="auto">Seeker’s Soul<br />
Bilehaven, after Groal the Great<br />
Yes <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/2714.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--heavy_check_mark" style="height:23px;width:auto;vertical-align:middle" title="✔" alt="✔" /></p>
<h3>Snare Setter</h3>
<p dir="auto">The Snare Setter is a bashful little gadget hiding in Weavenest Atla, which sits below Bone Bottom and east of Moss Grotto. Any player who enjoys poking into corners has probably been here before—Eva hangs out nearby, offering persistent upgrades that make Hornet feel like a fully kitted-out needle warrior.</p>
<p dir="auto">To reach the item, Hornet needs the double jump from Mount Fay. No double jump, no secret room. She should travel down, use the Needolin to play a song at the door, take the elevator to the bottom level, and head right. Instead of blundering into the next room, she can hop up the wall to the second level and slip through the left door. Right before the pond, a double jump reveals a secret area, and there the Snare Setter waits on a small podium like a shy trophy.</p>
<h3>Maiden’s Soul</h3>
<p dir="auto">While she’s in the neighborhood, Hornet can head back to the top of Moss Grotto and then west to the very spot where the adventure began. The Chapel Maid is hanging around, probably wondering why nobody visits. One chat later, she happily hands over her soul. Easy peasy.</p>
<h3>Hermit’s Soul</h3>
<p dir="auto">The Bell Hermit in Bellhart is about as cheerful as a wet charm notch, but he’s surprisingly generous when Hornet asks for his soul. She just needs to find the secret passage east of the fast travel station. A quick conversation, and the grumpy old man parts with it like a man donating a coat he never liked anyway.</p>
<h3>Seeker’s Soul</h3>
<p dir="auto">Now the errand list gets spicy. The Seeker’s Soul demands actual combat. Hornet has to take down Groal the Great, the final boss of the Bilewater region, at the top of Bilehaven. Yeah, that means trudging through a whole network of nasty, maggot-infested waters first. No pressure.</p>
<p dir="auto">After slaying Groal, she hops up to the left and enters the little house just outside the arena. Inside, the Seeker’s Soul lies on the ground beneath the strung-up Seeker, which is grim but also conveniently placed.</p>
<h2>Setting the Trap</h2>
<p dir="auto">With all the ingredients stuffed into Hornet’s inventory, the next stop is the First Shrine. Talking to the Caretaker completes the wish, and the path forward becomes clear: climb The Cradle, speak to the Caretaker at the top, and march into the final boss fight.</p>
<p dir="auto">The clever part comes after defeating Grand Mother Silk. The game offers two choices: <strong>Bind</strong> or <strong>Needolin</strong>.</p>
<ul>
<li>
<p dir="auto"><strong>Bind:</strong> End the game right there, roll credits, and accidentally lock out Act 3 for that playthrough. Oops.</p>
</li>
<li>
<p dir="auto"><strong>Needolin:</strong> Spring the trap. Grand Mother Silk and Lace get unceremoniously dragged into the Abyss. It’s dramatic, a little mean, and exactly what the story ordered.</p>
</li>
</ul>
<p dir="auto">After the credits, the save file doesn’t look quite right. Black threads coil around it like an overprotective spider. Cutting away at it with the confirm button unlocks Act 3, and suddenly the game isn’t over at all.</p>
<p dir="auto">So the takeaway is simple: don’t rush the finale. Do the wishes, find the fleas, be nice to the Chapel Maid, and keep that Needolin handy. Act 3 has been hiding in plain sight, waiting for someone patient enough to poke it with a needle.</p>
<p dir="auto">For players who enjoy uncovering every hidden nook and secret timeline, being patient doesn’t just apply to in-game mechanics—it also pays off when planning the next purchase. A game as rich as Hollow Knight: Silksong rewards careful observation, but staying updated on launch discounts, special editions, or rare merchandise can take the same kind of vigilance. After all, none of those DLC reveals or collector’s editions will find their way into your cart by themselves.</p>
<p dir="auto">Rather than refreshing store pages every single day, let [this price tracking tool]( keep an eye on price drops and restocks for you. That way, you can spend more time studying the secrets of Pharloom and less time bargain hunting—and when the next surprise update arrives, you’ll already be ready to dive back in.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/118/how-to-unlock-silksong-s-hidden-act-3-without-missing-25-of-the-game</link><guid isPermaLink="true">https://forum.gunclan.org/topic/118/how-to-unlock-silksong-s-hidden-act-3-without-missing-25-of-the-game</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[How to Get the Pale Nails Skill in Silksong Without Losing Your Mind]]></title><description><![CDATA[<p dir="auto">How to Get the Pale Nails Skill in Silksong Without Losing Your Mind</p>
<p dir="auto">Find the Pale Nails Silk Skill in Hollow Knight: Silksong by returning to The Cradle, binding Grand Mother Silk's hand after the Act 2 boss.</p>
<p dir="auto">Let me paint you a picture.</p>
<p dir="auto">It is 2026, and I just spent two hours bouncing around Pharloom like a sugar-fueled acrobat. My target? The Pale Nails Silk Skill. My problem? The game refused to put a neon sign over The Cradle, so I had to earn this shiny little murder projectile the hard way. If you want to avoid my exact brand of confusion, grab your needle and follow along.</p>
<h2>What Exactly Is the Pale Nails Skill?</h2>
<p dir="auto">In Hollow Knight: Silksong, Silk Skills are Hornet's flashy special moves. They drain her Silk meter, which is also what she needs for healing, so spamming them is a great way to turn a bad fight into a funeral. The Pale Nails skill is one of the best chase tools in the game. It launches a projectile of three pale nails that actively seek out an enemy, which is perfect for those annoying mobile opponents who think they can backstep out of your range. Grand Mother Silk uses a very similar trick against you, and I can confirm it stings.</p>
<h2>Where to Find Pale Nails</h2>
<p dir="auto">You will not find this skill in a cozy little shop. No, you have to go back to The Cradle, specifically the arena where you fought Grand Mother Silk at the end of Act 2. After the boss fight is over, climb back up to that arena and look for the boss's hand resting on top of a rock. It is a bit ominous, but that is Silksong for you. Interact with it and choose to Bind. Boom, Pale Nails is yours. This is also the final Silk Skill you need for the Woven achievement, so now you can flex that completionist progress.</p>
<h2>How the Pale Nails Skill Actually Works</h2>
<p dir="auto">Yes, the nails are homing, but they are not psychic. If an enemy leaves the screen before the nails connect, the projectiles will hit nothing. They do not hover forever waiting for a target to come back. That behavior is more like the Cogfly tool, which floats around and does its own thing. Pale Nails is more hit-and-run: fire, let them chase, and reposition. Do not waste it on an enemy about to teleport across the map.</p>
<p dir="auto">Here is a quick comparison to keep your Silk budget honest:</p>
<p dir="auto">Skill / Tool<br />
Best For<br />
Weird Detail</p>
<p dir="auto">Pale Nails<br />
Chasing mobile enemies<br />
Nails stop if the target leaves the screen</p>
<p dir="auto">Rune Rage<br />
Crowds of enemies<br />
Great for clearing annoying hordes</p>
<p dir="auto">Cogfly<br />
Passive support<br />
Hovers around instead of disappearing</p>
<h2>The Exact Route to The Cradle</h2>
<p dir="auto">You cannot just stroll to this skill. You need the Silk Soar ability, because Pharloom loves putting important passages in stupidly high places. If you already have it, here is the path:</p>
<ul>
<li>
<p dir="auto">Walk to the right side of the Choral Chambers, next to the Cog Core entrance.</p>
</li>
<li>
<p dir="auto">Look up. There is an opening in the ceiling, and you will need a high jump or Silk Soar to reach it.</p>
</li>
<li>
<p dir="auto">Once you reach the Architect Melody room, go right and try to Silk Soar upward again. You should spot a passage and can adjust your jump from there.</p>
</li>
<li>
<p dir="auto">Eventually, you will land on the platform where Hornet fought Lace before the Grand Mother Silk encounter.</p>
</li>
<li>
<p dir="auto">From that platform, use Silk Soar on the light to reach the boss arena above.</p>
</li>
</ul>
<p dir="auto">That last jump feels illegal the first time. I fully expected to clip into a wall. Instead, I landed directly in the arena where I had already won the fight, which felt a little anticlimactic until I saw that disembodied hand waiting for me.</p>
<h2>A Few Warnings From My Mistakes</h2>
<p dir="auto">Make sure you have actually cleared Act 2 and beaten Grand Mother Silk. The binding spot is in the boss arena after the fight, so if you are still banging your head against her, you are not going to get the skill yet. Also, do not forget that Pale Nails uses Silk. If you blow all your Silk on these shiny homing nails, you will not have any left for healing. I learned that the hard way during a hallway brawl, and my ghost is probably still judging me.</p>
<h2>Final Thoughts</h2>
<p dir="auto">The Pale Nails skill is absolutely worth the detour. It turns mobile enemies from aggravating pests into target practice. The route to The Cradle is a little vertical, but with Silk Soar you can manage it in a few minutes. Claim the hand, bind with it, and enjoy your new homing death needles. Now if only Pharloom would give me a map that does not look like abstract art.</p>
<p dir="auto">Stay sharp, and keep some Silk in reserve.</p>
<p dir="auto">While you are waiting for the next patch, DLC, or the eventual avalanche of Silksong-adjacent metroidvanias to land on your wishlist, it helps to know when Steam actually drops its prices. Store pages rarely make that obvious, which is why tools that watch prices for you are worth keeping bookmarked. One I have been using lately is [steam sale tracker]( from DealNest, which keeps an eye on discounts so you do not have to refresh the store every Tuesday evening hoping for a surprise.</p>
<p dir="auto">It is a small quality-of-life upgrade rather than a necessity, but if you play on PC and already spend half your gaming budget on indie platformers, having DealNest quietly watching your backlog is the kind of thing you notice only after it saves you a few bucks. Nothing complicated, just a heads-up when the price finally drops.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/117/how-to-get-the-pale-nails-skill-in-silksong-without-losing-your-mind</link><guid isPermaLink="true">https://forum.gunclan.org/topic/117/how-to-get-the-pale-nails-skill-in-silksong-without-losing-your-mind</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Where Hollow Knight: Silksong DLC Could Go Next]]></title><description><![CDATA[<p dir="auto">Where Hollow Knight: Silksong DLC Could Go Next</p>
<p dir="auto">Hollow Knight: Silksong post-launch support may include free updates or paid expansions, offering fans exciting new content and gameplay modes.</p>
<p dir="auto">In 2026, Team Cherry has remained quiet about exactly how Hollow Knight: Silksong will be supported after launch, but the studio's stated plan to keep expanding the game for years has left fans poring over the possibilities. Months after release, players have had time to finish their first playthroughs and begin asking a familiar question: will Silksong receive free updates, paid expansions, or both? The original Hollow Knight was famously supported with substantial DLC, and the sequel offers even more room to experiment. Here are some directions Team Cherry could take if additional content moves forward.</p>
<h2>Returning to Hollownest</h2>
<p dir="auto">One of the most beloved surprises in video game history came from Pokémon Gold and Silver, when players returned to Kanto after completing Johto. A similar move in Silksong would be just as striking. Hornet was taken from Hollownest to the distant kingdom of Pharloom, and a post-game or DLC campaign could finally let her make the journey back. The base game includes a surprise connected to Act 3, but it does not send players to the original game's decaying kingdom. Team Cherry could revisit that location through a paid expansion or a free content drop, giving longtime fans the emotional payoff of seeing Hollownest again.</p>
<h2>The Road Between Worlds <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f5fa.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--world_map" style="height:23px;width:auto;vertical-align:middle" title="🗺" alt="🗺" />️</h2>
<p dir="auto">Any return to Hollownest would need a road, and that road could become an entire region. The trip to Pharloom was not short, so the route back could match either kingdom in size. Team Cherry could also introduce outdoor environments beyond the main game's limited selection. Silksong already tests players with Mount Fay, but a bridge zone between Pharloom and Hollownest could feature new biomes, shifting weather, and strange bug fauna. While the world is small in scale because every character is a bug, new anthropomorphic creatures or even tiny mammals could be added to expand the feel of a wider world.</p>
<h2>A Boss Rush Mode <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/2694.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--crossed_swords" style="height:23px;width:auto;vertical-align:middle" title="⚔" alt="⚔" />️</h2>
<p dir="auto">Not every game gets a boss rush, but Silksong is an ideal candidate. Players who want to relive encounters with the Last Judge and the Savage Beastfly would welcome a dedicated mode from the main menu. Others would use it to practice the Widow or the Fourth Chorus without the frustration of the run back to the arena. Because Silksong includes a harder mode, a boss rush would also serve as practical training. Bosses are among the best parts of the game, and a focused replay option would highlight that design.</p>
<h2>New Playable Characters</h2>
<p dir="auto">Silksong began life as DLC for Hollow Knight, with Hornet planned as a second playable character. That expansion eventually grew into a full sequel, proving how much potential a character-focused update can have. For future content, Team Cherry could add Shakra, who already has combat abilities and aids Hornet multiple times. Garmond and Zaza are also natural picks because they help during the journey. A new playable campaign could use the existing map or a separate area, with each character offering different movement and combat options.</p>
<h2>A Stealth Roguelike with Jubilana <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f6d2.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--shopping_trolley" style="height:23px;width:auto;vertical-align:middle" title="🛒" alt="🛒" /></h2>
<p dir="auto">Team Cherry could also lean into the roguelike trend. God of War Ragnarok added a well-received roguelike mode after launch, and Silksong already features randomness in areas like The Mist. A separate dungeon mode would not be out of place. Rather than starring Hornet, the mode could follow Jubilana, the shopkeeper who disappears while searching for new wares. Since Jubilana cannot fight, a stealth-focused roguelike could work well. Players could move through randomized dungeons, collect loot, and sell it back to pilgrims, similar to Moonlighter's action-shopkeeping loop.</p>
<h2>Indie Crossovers and Cameos</h2>
<p dir="auto">Hollow Knight has a long history of indie collaborations. Dead Cells received items, The Binding of Isaac added cards, and Travis Strikes Again: No More Heroes even included a wearable shirt. Silksong will likely appear in other indie games, but Team Cherry could also return the favor. Mina the Hollower, starring a small mouse named Mina, would fit neatly into Pharloom's bug-sized world. Mina could appear as an NPC offering quests, a boss, or a source of crossover weapons. Cosmetics, items, and cameo characters are all low-risk ways to keep the game feeling alive between larger expansions.</p>
<p dir="auto">Concept<br />
Inspiration<br />
Potential Hook</p>
<p dir="auto">Return to Hollownest<br />
Pokémon Gold/Silver Kanto<br />
Post-game journey home</p>
<p dir="auto">New playable characters<br />
Silksong's Hornet DLC origin<br />
Shakra, Garmond, Zaza</p>
<p dir="auto">Boss rush mode<br />
Fan tradition<br />
Practice harder mode</p>
<p dir="auto">Stealth roguelike<br />
Moonlighter, God of War Ragnarok<br />
Jubilana dungeon runs</p>
<p dir="auto">Indie crossovers<br />
Dead Cells, Isaac, Travis<br />
Mina the Hollower cameo</p>
<h2>The Next Step</h2>
<p dir="auto">Team Cherry has not confirmed which approach it will take, and the studio is known for working in silence. The original Hollow Knight proved that even free updates can dramatically expand a game, while Silksong's scale makes a full expansion feel like a natural next move. Whether the team chooses a return to Hollownest, new playable characters, a boss rush, a roguelike, or a roster of indie cameos, the world of Pharloom has plenty of room to grow. <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f41b.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--bug" style="height:23px;width:auto;vertical-align:middle" title=":bug:" alt="🐛" /></p>
<p dir="auto">Speculation about what comes next is only half the fun; the other half is making sure the base game is already sitting in your library, ready for whenever Team Cherry decides to drop something new. Between the original Hollow Knight, its soundtrack bundles, and Silksong itself, the cost of catching up on the series can add up quickly, especially for players who prefer to own their games on a specific storefront or platform. That is exactly the kind of situation where a little price comparison goes a long way, and it is worth checking a dedicated deals aggregator before committing to a full-price purchase.</p>
<p dir="auto">DealNest keeps an eye on discounts across major storefronts, so you can see at a glance whether a title is currently cheaper on Steam, GOG, the Nintendo eShop, or elsewhere. For anyone planning to replay Hallownest before the next expansion lands, or hoping to gift a copy to a friend who has not yet experienced Pharloom, it is a practical way to find [where to buy cheap games]( without refreshing a dozen store pages by hand. Saving a few coins on the base game leaves more room in the budget for whatever paid content the studio eventually announces.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/116/where-hollow-knight-silksong-dlc-could-go-next</link><guid isPermaLink="true">https://forum.gunclan.org/topic/116/where-hollow-knight-silksong-dlc-could-go-next</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Silksong’s Passing of the Age: How I Found Every Mister Mushroom Location]]></title><description><![CDATA[<p dir="auto">Silksong’s Passing of the Age: How I Found Every Mister Mushroom Location</p>
<p dir="auto">Passing of the Age quest in Hollow Knight: Silksong guides players step-by-step to secret endings and achievements.</p>
<p dir="auto">I still remember the exact moment I stumbled into the Passing of the Age quest in Hollow Knight: Silksong. I was deep in the Putrified Ducts, roaming east of Fleatopia, when a faint golden glow caught my eye. At first I thought it was just another piece of environmental polish, but no—Hornet had found something much stranger. If you're like me and you want that secret ending and achievement, this guide will walk you through my own journey, step by step.</p>
<h2>How I Triggered the Passing of the Age Quest</h2>
<p dir="auto">The trigger is shockingly easy to miss. From Fleatopia, I kept heading east until I found a route going upward. Wall jump was enough to reach a cliff, but when I looked up, there it was: a golden glow above me. I used the <strong>Silk Soar</strong> ability to enter the hidden opening. At the end of that tunnel, Hornet can inspect a golden tablet. The game asks if you want to promise the wish. Say yes, and the Passing of the Age quest officially begins.</p>
<p dir="auto">If you miss that tablet, you could wander Pharloom for hours without ever understanding why Mister Mushroom never appears. Ask me how I know.</p>
<h2>The Seven Mister Mushroom Locations</h2>
<p dir="auto">To complete the quest, I had to find Mister Mushroom in seven different locations. The game gives you riddles, not map markers. At each correct spot, I saw blue mushrooms with yellow circles on the ground. Then I played the <strong>Needolin</strong>, and Mister Mushroom popped out of the ground.</p>
<p dir="auto">Here is the full list of locations and the clues that worked for me:</p>
<p dir="auto">Order<br />
Location<br />
How I Found It</p>
<p dir="auto">1<br />
Moss Grotto<br />
The spot between the bench and the snail shaman's home</p>
<p dir="auto">2<br />
Bone Bottom<br />
Where Shakra used to appear in Bone Bottom camp, before entering Act 3</p>
<p dir="auto">3<br />
Far Fields<br />
The edge of Far Fields, where lava is present in the area</p>
<p dir="auto">4<br />
Greymoor<br />
Climb the Greymoor tower, then find a route up to the Wisp Thicket near the surgeon Yarnaby</p>
<p dir="auto">5<br />
The Slab<br />
To the left of the First Sinner's cage, where the <strong>Rune Rage</strong> skill is found; the Key of Apostate is required</p>
<p dir="auto">6<br />
Mount Fay<br />
Climb to the bird's nest; <strong>Silk Soar</strong> can skip a huge chunk of the platforming</p>
<p dir="auto">7<br />
The Cradle<br />
Reach the peak and pass the parkour test of fitness</p>
<p dir="auto">The order matters. I tried to skip ahead to The Cradle early, and Mister Mushroom simply refused to appear. The riddles must be solved in sequence, one location after another.</p>
<h2>Reaching The Cradle</h2>
<p dir="auto">The final location is the hardest to reach. From the room to the right of the <strong>Cogwork Core</strong>, I looked upward until I found an opening. <strong>Silk Soar</strong> let me enter the gap, and I was transported to a side area of the Cogwork Core. From there, I kept climbing.</p>
<p dir="auto">Along the way, I had to remember three key spots:</p>
<ul>
<li>
<p dir="auto">In the room where the Architect Melody puzzle once was, I had to find the correct spot to stand and lift myself upward.</p>
</li>
<li>
<p dir="auto">At the place where I fought Lace for the second time, I again needed the super jump, but the light from above made the spot easy to find.</p>
</li>
<li>
<p dir="auto">After the platform where I fought Grandmother Silk, I claimed the <strong>Pale Nails</strong> Silk Skill, then found the small opening above.</p>
</li>
</ul>
<p dir="auto">At the top of The Cradle, there is a cave. Inside, I faced a platforming challenge—a true test of fitness. After passing it, I played the <strong>Needolin</strong> one last time. Mister Mushroom finally spoke with Hornet, then soared upward and disappeared.</p>
<h2>The Surface and Nameless Town</h2>
<p dir="auto">After Mister Mushroom vanished, I arrived on the surface in a place called <strong>Nameless Town</strong>. I whacked some cockroach-like bugs for the Hunter's Journal, then played the Needolin at the big skull cave to receive a <strong>Surface Memento</strong>. The surface was beautiful, but I still had a job to do. I headed back left toward the spikes, found a cave, and descended into The Cradle. From there, I returned to Pharloom to finish the catastrophe.</p>
<h2>Getting the Passing of the Age Achievement</h2>
<p dir="auto">Here is the part that surprised me: completing the quest does not immediately pop the achievement. You must defeat the final boss of Act 3 after finishing the Passing of the Age quest. Defeating that boss unlocks a secret ending in addition to the normal ending. That means you can earn both endings and their achievements at once.</p>
<p dir="auto">So, if you are hunting the achievement, do not wait until after the final boss. Complete the mushroom herald's journey first, then face the end of Act 3. Trust me, seeing that secret ending makes the entire strange mushroom hunt feel worth it.</p>
<p dir="auto">After all, that age may pass—and this shroom its witness.</p>
<p dir="auto">Hunting down seven hidden mushroom locations is the kind of obsessive, rewarding detour that reminds me why I keep coming back to games built around secrets. The catch is that games like this tend to send you looking for more of them — and with new releases rarely getting cheaper, filling a library with titles worth exploring can get expensive fast.</p>
<p dir="auto">That is exactly the problem DealNest was built to solve. Instead of bouncing between storefronts and price trackers to compare deals, you can browse a single, well-organized hub that gathers discounted games and current offers in one place, which makes it much easier to stock up before your next long adventure. If you are wondering [where to buy cheap games]( online, DealNest is a good place to start your search.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/115/silksong-s-passing-of-the-age-how-i-found-every-mister-mushroom-location</link><guid isPermaLink="true">https://forum.gunclan.org/topic/115/silksong-s-passing-of-the-age-how-i-found-every-mister-mushroom-location</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Hollow Knight: Silksong — Surviving The Mist, Beating Phantom, and Unlocking Parry]]></title><description><![CDATA[<p dir="auto">Hollow Knight: Silksong — Surviving The Mist, Beating Phantom, and Unlocking Parry</p>
<p dir="auto">Silksong guide details The Mist and Exhaust Organ, offering tips for Wraiths, Needolin puzzles, and unlocking Cross Stitch.</p>
<p dir="auto">I’m not going to sugarcoat it: Bilewater is one of the most unpleasant stretches of Pharloom I’ve dragged myself through, and the first time I stepped into The Mist, I immediately regretted my curiosity. But after enough deaths, enough Wraith screeches, and enough Needolin notes echoing through fog, I started to understand the method behind the madness. If you’re trying to reach the Exhaust Organ, rescue a very distressed Flea, and unlock Cross Stitch so you can parry for the rest of your run, here’s exactly how I did it.</p>
<h2>Entering The Mist</h2>
<p dir="auto">You won’t find a fixed route here, and that’s by design. The layout of The Mist is randomized every time you enter. The one mercy is that your Cocoon always spawns near the entrance, so if you fall, you won’t lose too much progress. From there, I learned to stop hugging walls and start looking for small, glowing butterflies. When you play your Needolin near them, they float upward. Once you stop playing, they fly toward the correct exit.</p>
<p dir="auto">The problem? The Wraiths won’t give you a quiet moment to perform. This is why I always come into The Mist with Straight Knives or Cogflies in my loadout. Ranged options let me swat away the screeching ghastly women without closing distance and risking a fall. My usual loop looked like this:</p>
<ul>
<li>
<p dir="auto">Clear Wraiths with a ranged tool.</p>
</li>
<li>
<p dir="auto">Find a glowing butterfly.</p>
</li>
<li>
<p dir="auto">Play the Needolin long enough to make it rise.</p>
</li>
<li>
<p dir="auto">Stop playing and follow it.</p>
</li>
<li>
<p dir="auto">Repeat until the fog opens up.</p>
</li>
</ul>
<p dir="auto">After a couple of correct exits, you’ll notice a straightaway. That’s the game’s way of telling you that you’re on the right path. A few more correct butterfly choices after that, and you’ll step into the Exhaust Organ.</p>
<h2>Pushing Through the Exhaust Organ</h2>
<p dir="auto">The Exhaust Organ wastes no time reminding you where you are. The first room is full of those maggot-infested waters that Bilewater seems to love, and there’s no way around them. I took a deep breath, dove in, and headed left. Once inside the central building, I jumped up the platforms, moved left, climbed the wall, and slashed the bench free from its webbing. That bench is important if you want a checkpoint in this stretch.</p>
<p dir="auto">After that came the steam gauntlet. The pipes on the right follow a fairly linear route, but the timing is everything. I went up to the right, then up and left, then slid down left before moving forward again. When I reached the middle pipe, I broke it open and played my Needolin for the unsettling tube just to hear the bonus lore. From there, I climbed the middle tube, slid down right, wall-jumped up the next section, and made the final climb. There was silk waiting to the right, and Phantom waiting to the left.</p>
<h2>Beating Phantom</h2>
<p dir="auto">Phantom is a showstopping longnail fighter. She takes big stabs at your position and frequently raises her guard to parry you. My first instinct was to wait out her guard, but I actually had better results doing the opposite.</p>
<p dir="auto">I started hitting her guard on purpose. Whenever she parries, you can almost always jump, move toward her current position, and dodge the parry entirely. That leaves her open for a couple of cheap shots before she recovers. It sounds reckless, but it made the first phase much faster.</p>
<p dir="auto">Phase<br />
Attack<br />
How I Handled It</p>
<p dir="auto">Phase 1<br />
Guard / parry stance<br />
Hit her guard intentionally, jump toward her, dodge the parry, punish</p>
<p dir="auto">Phase 2<br />
Giant laser pillars<br />
Dash out of the glowing columns, wait for the hitbox to clear, then attack</p>
<p dir="auto">Phase 2<br />
Needle toss<br />
Dodge it, then close distance in the middle of the arena</p>
<p dir="auto">Phase 2<br />
Floor shuffle<br />
Stay mobile and avoid touching her while she shifts across the boards</p>
<p dir="auto">The second phase starts with Phantom firing massive laser blasts that cover half the arena. As intimidating as it looks, I found this to be her easiest attack. I just dashed away, avoided the big glowing pillars, and waited for the hitbox to disappear before punishing her. The needle toss is also a great opening if you dodge it and hit her in the center of the arena. At the end, make sure you hit the QTE prompt. It’s about as forgiving as they come, and completing the fight unlocks your Parry.</p>
<h2>Don’t Miss the Flea</h2>
<p dir="auto">Before you leave the Exhaust Organ, there’s one easily missed detour. From the boss arena, I went right, fell down, went left, then climbed up and to the left before jumping the gap. In the room with silk-strewn tubes, I ran right past the thread-wrapped cylinders and into a hidden area. From there, I dropped down, exited through the left door, and crossed the floating platforms carefully.</p>
<p dir="auto">All the way to the left, there’s more of that lovely infested liquid to hop across. If you make it, you’ll find a Flea making very concerned noises. Save it. It’s a short detour that I nearly skipped on my first run, and it absolutely matters.</p>
<h2>How to Parry with Cross Stitch</h2>
<p dir="auto">Parrying in this game is not what you might expect from other action titles. You can’t simply press a button whenever you want. Cross Stitch is a Silk Skill, and it costs four bars of Silk to use. When I activate it, Hornet enters a parry stance for a little over half a second. If she’s hit during that stance, she responds with an animation of constantly slashing at the spot where she took damage.</p>
<p dir="auto">That distinction matters. If you parry a projectile, you won’t take damage, but you may completely miss the enemy if the projectile was far away from them. On the bright side, Cross Stitch has a very generous hitbox, so if you’re within a few feet of the enemy, it will probably land. After the parry finishes, you also get a few frames of complete invulnerability.</p>
<p dir="auto">Because the attack tends to place you directly on top of the enemy, I make a habit of dashing away after every successful parry. That way I don’t eat a random hit during the recovery window. It’s one of those skills that feels awkward at first, but once you get used to the rhythm, it turns Phantom’s own aggression against her and becomes essential for later fights in the Underworks.</p>
<p dir="auto">That’s how I finally pushed through The Mist, cleared the Exhaust Organ, and unlocked Cross Stitch. If you’re still getting lost in the fog, lean on the butterflies, keep a ranged option equipped, and don’t be afraid to provoke Phantom’s guard. The parry is worth the struggle.</p>
<p dir="auto">Fighting through the Exhaust Organ and earning Cross Stitch is just one milestone in a game packed with challenges like it. There are more bosses waiting deeper in the Underworks, each with their own rhythms to learn, and mastering the parry now will pay off again and again as you push forward.</p>
<p dir="auto">If you haven't started your run yet, it might be worth waiting for a discount before diving into Pharloom. Silksong frequently appears in promotions, and a reliable [steam sale tracker]( can help you spot the best price without refreshing the store page every day. DealNest makes it easy to monitor price drops across Steam and other platforms, so you can grab the game at the right moment and spend your saved coins on more important things — like practicing that parry window.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/114/hollow-knight-silksong-surviving-the-mist-beating-phantom-and-unlocking-parry</link><guid isPermaLink="true">https://forum.gunclan.org/topic/114/hollow-knight-silksong-surviving-the-mist-beating-phantom-and-unlocking-parry</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[The Most Punishing Mechanics in Modern Hard Games]]></title><description><![CDATA[<p dir="auto">The Most Punishing Mechanics in Modern Hard Games</p>
<p dir="auto">Difficult video games like Demon's Souls and Hollow Knight challenge players' patience, precision, and resilience with risk-reward mechanics.</p>
<p dir="auto">As of 2026, the conversation around difficult video games has only grown louder. Fans who grew up with the brutal NES era remember how challenging titles like Battletoads, Ninja Gaiden, and even Super Mario Bros. could be. Back then, that difficulty was often seen as a frustrating requirement rather than a selling point. Today, however, a hardcore group of players celebrates games that demand patience, precision, and resilience. Yet not every difficult mechanic feels fair. Some systems add challenge through risk and reward, while others seem needlessly rough. What makes a game hard but fair? Why do certain design choices push players away instead of pulling them deeper into the experience?</p>
<p dir="auto">The modern hard game owes much of its identity to Demon's Souls. FromSoftware's action RPG did not invent difficulty, but it reframed it. The most infamous mechanic is the loss of progress upon death. Defeating enemies grants Souls, which can be used for leveling up or buying items. When a player dies, those Souls remain at the death spot. If the player dies again before reclaiming them, the currency vanishes forever. This loop creates a powerful emotional pull. Spending hours grinding only to lose everything can be disheartening, but for others, that risk-reward trial is invigorating. The 2020 remake made the experience slightly more accessible, yet the core tension remains.</p>
<h2>The Weight of Lost Progress <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f480.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--skull" style="height:23px;width:auto;vertical-align:middle" title="💀" alt="💀" /></h2>
<p dir="auto">XCOM: Enemy Within carries a similar philosophy into the strategy genre. Permadeath means that a customized soldier with hours of investment can disappear in a single bad turn. Players can reload saves to try to undo a fatal mistake, but that process becomes its own tedious ritual. Like a Soulslike, losing a carefully built character can feel like losing a piece of progress that was earned over countless battles.</p>
<p dir="auto">Breath of Fire: Dragon Quarter pushes this idea toward a looping structure. The game moved the series from fantasy to sci-fi on the PS2, but it also introduced a harsh timer called the D-Counter. Everything the player does, from fighting to moving, adds percentages to that timer. At 100 percent, the game is over. The only real solution is to restart with carried-over progress. This design forces players to accept repeated failure as part of the journey. How many restarts can one player endure before frustration replaces satisfaction?</p>
<h2>The Long Walk Back <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3c3.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--runner" style="height:23px;width:auto;vertical-align:middle" title="🏃" alt="🏃" /></h2>
<p dir="auto">Hollow Knight: Silksong has become a major talking point because of its difficulty spike. The boss fights are already demanding, but the routes back to those bosses make them even more taxing. Savage Beastfly and Last Judge are two of the hardest bosses in the game, yet the trial between bench save points can be just as punishing. Is the journey back to a boss part of the challenge, or is it simply busywork? Some players enjoy the process, but others find it like adding insult to injury. A checkpoint before each major encounter could reduce the frustration without lowering the boss's difficulty.</p>
<p dir="auto">Cuphead suffers from a similar problem. The hand-drawn visuals are gorgeous, but the boss fights are relentless. Most levels focus on elaborate encounters filled with dense projectile patterns. What makes them especially cruel is the absence of checkpoints. The game does offer Simple Mode, but beating a boss in that mode does not count toward story progress. Why include a simpler option if it does not actually help the player advance? It may as well not even be there.</p>
<h2>Systems Piled on Systems <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4e6.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--package" style="height:23px;width:auto;vertical-align:middle" title="📦" alt="📦" /></h2>
<p dir="auto">Death Stranding was Hideo Kojima's first game after leaving Konami, and it was significantly harder than any Metal Gear title. The premise is straightforward: Sam delivers packages across a post-apocalyptic United States. But the mechanics stacked on top of mechanics turned a simple courier game into a constant balancing act. Players cannot move too fast without risking a fall, which damages packages and causes Sam's partner, a baby called BB, to cry. Mysterious entities can stalk players without an easy way back. The sequel, Death Stranding 2: On the Beach, streamlined many of these systems. That change suggests Kojima learned from the original's friction.</p>
<p dir="auto">Monster Hunter: World is another game where multiple systems can overwhelm newcomers. Hunts have time limits and group death counts. If the group faints too many times, the quest fails even if the monster is about to die. The lack of visible enemy health bars adds another layer of uncertainty. In multiplayer, one player's mistake can doom the entire team. Between the timer, shared death limits, and hidden health information, the series can feel like one of the hardest to enter.</p>
<h2>Abrupt Spikes and Restarts <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/26a1.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--zap" style="height:23px;width:auto;vertical-align:middle" title="⚡" alt="⚡" /></h2>
<p dir="auto">Jak 2 is a classic example of a sequel that ramped up difficulty too quickly. The first game, Jak and Daxter: The Precursor Legacy, was an inviting 3D platformer. Its sequel added guns, a Grand Theft Auto-like mission structure, timers, and strange conditions. Many missions require near-perfect execution under pressure. The leap in difficulty is so abrupt that some fans of the original felt alienated. It is still a cool and more mature game, but the spike is hard to ignore.</p>
<p dir="auto">Across these games, a pattern emerges. Difficulty can be thrilling when it respects the player's time. When mechanics erase progress, remove checkpoints, or force unnecessary restarts, the line between challenge and punishment becomes blurred. Yet for every player who walks away, another embraces the struggle. Perhaps that is the strange beauty of hard games in 2026: they are not meant for everyone, and that is exactly why they endure.</p>
<h2>Summary Table <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3ae.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--video_game" style="height:23px;width:auto;vertical-align:middle" title="🎮" alt="🎮" /></h2>
<p dir="auto">Game<br />
Punishing Mechanic<br />
Emotional Toll</p>
<p dir="auto">Demon's Souls<br />
Lost Souls on repeated death<br />
Disheartenment and risk-reward tension</p>
<p dir="auto">Hollow Knight: Silksong<br />
Long boss run-backs<br />
Fatigue</p>
<p dir="auto">Death Stranding<br />
Balance, package damage, BB stress<br />
Overwhelm</p>
<p dir="auto">Cuphead<br />
No checkpoints and a useless Simple Mode<br />
Frustration</p>
<p dir="auto">Monster Hunter: World<br />
Timers, group faint limits, hidden health bars<br />
Group pressure</p>
<p dir="auto">XCOM: Enemy Within<br />
Permadeath<br />
Loss of investment</p>
<p dir="auto">Jak 2<br />
Timed GTA-style missions<br />
Abrupt difficulty spike</p>
<p dir="auto">Breath of Fire: Dragon Quarter<br />
D-Counter leading to forced restarts<br />
Restart loop exhaustion</p>
<p dir="auto">The hardest games are not necessarily bad games. They simply ask players to adjust to rules that can feel unnecessarily rough. In an era where many titles smooth over every rough edge, these games stand out because they refuse to compromise. The question is not whether they are difficult, but whether that difficulty feels earned or forced.</p>
<p dir="auto">That divide is personal. What feels unfair to one player might feel like a perfect test of skill to another. The only way to know is to actually sit down with a game and experience its systems firsthand, which means taking a chance on something that might not click. With new releases carrying higher price tags, that gamble becomes riskier than the in-game stakes ever were.</p>
<p dir="auto">Fortunately, fewer players need to pay full price to find out whether a punishing challenge is worth their time. By keeping an eye on [PC game discounts]( anyone can pick up the titles from this list for a fraction of their launch cost. That turns the question of earned difficulty into a simple experiment, one where the main investment is patience rather than money.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/113/the-most-punishing-mechanics-in-modern-hard-games</link><guid isPermaLink="true">https://forum.gunclan.org/topic/113/the-most-punishing-mechanics-in-modern-hard-games</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Team Cherry’s Booby-Trapped Bench in Silksong Is Pure Peak Trolling]]></title><description><![CDATA[<p dir="auto">Team Cherry’s Booby-Trapped Bench in Silksong Is Pure Peak Trolling</p>
<p dir="auto">Hollow Knight: Silksong benches, once safe sanctuaries, now feature deadly traps, adding thrilling challenge and surprise for players.</p>
<p dir="auto">I’m going to say something that sounds unhinged: I am not even mad about the bench that killed me. Well, maybe I’m a little mad, but honestly, it’s the kind of nasty trick I should have seen coming from Team Cherry. In Hollow Knight: Silksong, benches are supposed to be your sanctuary. They’re the little slice of heaven where you heal up, save your progress, swap your Crests, and finally let your shoulders drop from around your ears. So when I found one tucked into a corner in Hunter’s March after a long, miserable slog, I nearly wept with relief. I sat down, sighed, and then a pendulum swung straight down and clobbered Hornet for two masks of damage. I was already low. I died on the spot. You may be entitled to compensation? Nah, I’m entitled to a nap and a stiff drink.</p>
<p dir="auto">That’s the thing about Silksong: the whole internet is currently up in arms because Team Cherry decided to pull a fast one. In both Hollow Knight and Silksong, benches function like bonfires in a Souls game. They are safe places, respites where you can catch your breath, heal to full health, and save before heading back into the meat grinder. You can swap Charms or Crests, update your map, and nothing can hurt you. Usually. That word is doing a lot of heavy lifting these days.</p>
<h2>The Bench That Bites Back</h2>
<p dir="auto">The bench in Hunter’s March is not just dangerous—it’s personal. It sits in a corner where you would normally expect a bench to be, and if you’ve played the series, your brain sees those sun rays and thinks, “Oh sweet mercy, I am saved.” But this bench is booby-trapped. Sit on it, and a pendulum swings down to smack Hornet for two masks of damage. If Hunter’s March has already been kicking your butt, that’s a death sentence. And because Team Cherry clearly enjoys a bit of psychological warfare, it happens every single time you sit on it. It is not a one-time trap. To disarm it, you have to break a wall to the left and hit a lever on the ceiling. Only then can you finally sit safely. It’s like the bench itself is saying, “Not so fast, mate.”</p>
<p dir="auto">I won’t lie, the first time I got killed I sat there staring at the screen like a total muppet. Then I laughed. Then I respawned and did it again because I needed to confirm it wasn’t a glitch. It was not a glitch. Fool me once, shame on you; fool me twice, well, I’m the clown sitting on the same swinging bench.</p>
<h2>Hollow Knight Already Taught Me Better</h2>
<p dir="auto">I’m definitely benefiting from actively playing Hollow Knight for the first time right now, but did I really think the developers wouldn’t troll us in Silksong? This is the studio that created the Deepnest.</p>
<p dir="auto">The Deepnest is a particularly diabolical area. The rules of the game you’ve learned up to that point seemingly don’t apply. Enemies spawn out of the ground and swarm you with little warning. Levels are winding labyrinths you have to navigate in the dark. Floors give out beneath you without warning, often dumping you into a pit of spikes. And then there’s the Distant Village. This village is at the far end of Deepnest, and if you explore it, you’ll find a group of bugs standing around a beautiful bench. They encourage you to sit and rest. How nice of them! So you sit. And you don’t heal. You can’t move. Webs tie you to your seat as the villagers surround you. The screen goes black, and you wake up in the Beast’s Den, trapped in a web. It’s not as punishing as Hunter’s March, but it’s the same kind of betrayal.</p>
<p dir="auto">That little moment in Distant Village is the key to understanding Team Cherry. They build up your expectations and then smash them, destabilising you and reminding you that the world is full of surprises, both good and bad. Sometimes a bench saves you, and sometimes a bench kills you. It’s a long con, and I respect the commitment.</p>
<h2>Why I’m Not Even Mad</h2>
<p dir="auto">Here’s the thing: I did not go into Silksong expecting a cozy game. I went in expecting beautiful hand-drawn pain, and Team Cherry delivered in spades. The Hunter’s March bench is not unfair; it’s a lesson. It teaches you to read the room. A bench in a corner after a brutal stretch? Maybe too good to be true. A suspicious wall to the left? A lever on the ceiling? These are not decorations. The game gives you the tools to spot the trap before it springs. I just ignored them because I was desperate.</p>
<p dir="auto">What I Expected<br />
What I Got</p>
<p dir="auto">Bench heals me<br />
Pendulum smacks me for two masks <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f480.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--skull" style="height:23px;width:auto;vertical-align:middle" title="💀" alt="💀" /></p>
<p dir="auto">Safe corner in Hunter's March<br />
Booby trap with a disarm lever</p>
<p dir="auto">Team Cherry mercy<br />
Peak trolling <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f62d.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--sob" style="height:23px;width:auto;vertical-align:middle" title="😭" alt="😭" /></p>
<p dir="auto">The internet can scream, cry, throw up, and post angrily online, but I don’t blame Team Cherry one bit. If anything, the fake bench is one of the most memorable moments I’ve had in a game this year. It’s a nasty little prank that makes the actual safe benches feel even sweeter. So yes, I died. Yes, I stumbled back to the same bench half an hour later and sat on it again before remembering the lever. But that’s on me.</p>
<p dir="auto">If there is a moral to this story, it is simple: never trust a beautiful bench in Hallownest or Pharloom, especially if it is glowing a little too nicely. Team Cherry is trolling us, and honestly? I hope they never stop.</p>
<p dir="auto">Moments like these are exactly what make Team Cherry's games so unforgettable. The sting of that fake bench isn't just a cheap trick—it's a story you retell, a joke you share with friends, and a badge of honor once you finally outsmart it. If this little tale has made you want to experience Pharloom for yourself, or revisit the beautifully punishing halls of Hallownest, you're likely wondering where to grab a copy without getting scammed by price tags that vary wildly between storefronts and platforms.</p>
<p dir="auto">The smart move is to do what the Knight should have done before sitting down: look before you leap. Game prices bounce around constantly depending on sales, regions, and upcoming releases, so a five-minute check can save you a solid chunk of change. Whether you're hunting for a digital key, a physical edition, or a gift for a fellow adventurer who deserves a little bench-related trauma of their own, you can [compare prices here]( on DealNest and keep your wallet as safe as you thought that bench was. And trust me—in a world full of hidden traps, getting the best deal feels like the one victory that was never booby-trapped.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/112/team-cherry-s-booby-trapped-bench-in-silksong-is-pure-peak-trolling</link><guid isPermaLink="true">https://forum.gunclan.org/topic/112/team-cherry-s-booby-trapped-bench-in-silksong-is-pure-peak-trolling</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Hollow Knight Silksong: Coral Tower and Crust King Khann Walkthrough]]></title><description><![CDATA[<p dir="auto">Hollow Knight Silksong: Coral Tower and Crust King Khann Walkthrough</p>
<p dir="auto">Conquer the Hollow Knight: Silksong Coral Tower gauntlet in the Old Hearts quest with top crest, skill, and tool builds.</p>
<p dir="auto">So, here I am in 2026, still thinking about the Coral Tower in Hollow Knight: Silksong. If you've been playing since launch, you know exactly what I mean when I say this place tested me more than any relationship ever has. You've accidentally set the end of the world in motion—don't worry, we've all done it—and now the Old Hearts quest is pointing you toward a towering underwater hellscape in the Sands of Karak. I'm here to walk you through the whole brutal thing, because trust me, you'll need a friend for this one.</p>
<p dir="auto">Before you even think about climbing this tower, let's talk preparation. I cannot stress this enough: <strong>fully upgrade your needle</strong> before attempting the Coral Tower gauntlet. If you show up with a dull needle, you're basically bringing a toothpick to a war. The good news? This is a memory fight, which means you don't have to re-craft your tools every single time. Spam those things like there's no tomorrow.</p>
<h2>Preparing for the Fight</h2>
<h3>Crests</h3>
<p dir="auto">Everybody has their own preference, but the <strong>Crest of the Wanderer</strong> carried me through the entire tower. The attack speed is honestly absurd, and the way I deal with the shorter reach is by equipping the <strong>Longclaw</strong> tool. Problem solved. If you prefer a tankier build, go with something that gives you more survivability, but for me, speed wins every time in these cramped arena rooms.</p>
<h3>Silk Skills</h3>
<p dir="auto">For skills, I paired <strong>Sharpdart</strong> with the <strong>Volt Filament</strong> tool from the Voltnest, also in the Sands of Karak. Here's the magic: when multiple flying enemies group up, the electrically charged Sharpdart pierces through all of them for absolutely devastating damage. This setup saved my sanity when the floor turned into a spike bed and I was fighting airborne enemies with no safe ground to stand on.</p>
<h3>Tools</h3>
<p dir="auto">For red tools, <strong>Cogflies</strong> are your best friends. So many enemies in the tower are flying, and you can't always reach them with your needle. Cogflies do the heavy lifting while you focus entirely on dodging projectiles and not panicking. The <strong>Wispfire Lantern</strong> is also excellent here for extra chip damage. If you have the <strong>Pollip Pouch</strong>, equip it to make your tools stretch further.</p>
<h2>Climbing the Coral Tower</h2>
<h3>First Room</h3>
<p dir="auto">To begin this whole ordeal, play the <strong>Elegy of the Deep</strong> at Khann's body in the center of the tower. You'll be transported into a memory, soaring upward through beautiful blue waters. The first room is honestly just a practice space. You'll see Conchflies you've already fought, and you can farm easy silk from the little fish enemies. There are no environmental hazards here, so resist the urge to burn your tools. Save them. You'll need them.</p>
<h3>Second Room</h3>
<p dir="auto">This is where things get real. The threats here are:</p>
<ul>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f41a.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--shell" style="height:23px;width:auto;vertical-align:middle" title="🐚" alt="🐚" /> <strong>Driznarga</strong> — These shoot conchcutters at you. Not terrible on their own, but paired with ground spikes, they make your life miserable.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f982.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--scorpion" style="height:23px;width:auto;vertical-align:middle" title="🦂" alt="🦂" /> <strong>Karak Gor</strong> — The big guys who throw spikes up from the ground. Bounce on their heads repeatedly to take them down.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/26a0.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--warning" style="height:23px;width:auto;vertical-align:middle" title="⚠" alt="⚠" />️ <strong>Ground Spikes</strong> — Everywhere. They limit your movement severely, so getting comfortable fighting while airborne is a massive advantage.</p>
</li>
</ul>
<p dir="auto">Play it slow here. Deflect projectiles, use your Clawline, and throw up Cogflies when things get hairy. The jellyfish enemies are actually your friends—use them to heal as much as you can. Don't panic.</p>
<h3>Third Room</h3>
<p dir="auto">The third room is where I nearly lost my mind. Interesting twist though: the ground spikes can become your ally. Try hitting the grounded <strong>Karaka</strong> melee enemies onto the spikes for an instant kill. It's extremely satisfying when it works.</p>
<p dir="auto">Key threats:</p>
<ul>
<li>
<p dir="auto">🫧 <strong>Corrcrust Karaka</strong> — Shoots little yellow bubbles. Longclaw works wonders here, and Sharpdart chips away at him safely.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f6ab.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--no_entry_sign" style="height:23px;width:auto;vertical-align:middle" title="🚫" alt="🚫" /> <strong>Floorless Fighting</strong> — At one point, the entire floor gets covered in spikes. You'll need to grip the wall and attack from there. The <strong>Ascendant's Grip</strong> is a lifesaver so you don't slide down.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f390.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--wind_chime" style="height:23px;width:auto;vertical-align:middle" title="🎐" alt="🎐" /> <strong>Double Jellyfish</strong> — The final wave is two jellyfish. Easiest enemies in the game, but after three intense gauntlets, you might be physically exhausted. Take a breath. Don't let them kill you at the finish line. I've been there. It hurts.</p>
</li>
</ul>
<h3>Fourth Room</h3>
<p dir="auto">Honestly, I would recommend dying on purpose after room three just to take a break and restock. No shame in it. The last chamber mixes enemies from the previous three rooms, but strangely, it's actually easier. You're on a small platform, sure, but you can push enemies onto the spikes, and the waves don't last as long. The developers knew you'd have a boss fight after, so they cut you some slack.</p>
<p dir="auto">Once you clear the final wave, use your <strong>Silk Soar</strong> to rise one last time and face the king.</p>
<h2>Crust King Khann</h2>
<p dir="auto">Weirdly enough, this is the easiest part of the entire Coral Tower. Crust King Khann's attacks have ridiculously long telegraphs, so dodging is a breeze. He never actually hits you directly—he just tries to catch you off guard with long spears of coral. Once you learn his patterns, you'll have massive windows to punish him.</p>
<p dir="auto">Here's a breakdown of what you're dealing with:</p>
<p dir="auto">Attack Type<br />
Description<br />
How to Counter</p>
<p dir="auto">Coral Spear<br />
Long telegraphed thrust from a distance<br />
Just walk out of the way</p>
<p dir="auto">Off-Guard Poke<br />
Tries to catch you while you're repositioning<br />
Keep moving, don't stand still for long</p>
<p dir="auto">Arena Pressure<br />
Uses coral formations to limit your space<br />
Stay aware of your surroundings</p>
<p dir="auto">This boss design makes total sense. You've just survived a brutal four-room gauntlet, so making Khann too hard would've been cruel. Pick up the heart, breathe a sigh of relief, and never deal with Coral Tower again. Until NG+, anyway.</p>
<p dir="auto">Stay sane out there, fellow Silksong survivors. <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4aa.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--muscle" style="height:23px;width:auto;vertical-align:middle" title="💪" alt="💪" /></p>
<p dir="auto">Of course, after tackling every challenge a game like Silksong throws your way, you'll likely be searching for your next big adventure. The best part (and worst part, if you value your free time) is that the metroidvania and souls-like genres are absolutely packed with hidden gems to explore. Picking up a new title at full price every week isn't realistic though, so most of us learn to be patient shoppers.</p>
<p dir="auto">That's why it's always worth keeping an eye out for [PC game discounts]( before making your next purchase—you never know when a top-tier adventure will drop in price overnight. Scooping up a great game for less means you get the same rush of discovery without the sting of overspending. And hey, when you finally do dive into that next world, just take it from a Coral Tower survivor: breathe, learn the rhythm, and don't let the jellyfish see you sweat.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/111/hollow-knight-silksong-coral-tower-and-crust-king-khann-walkthrough</link><guid isPermaLink="true">https://forum.gunclan.org/topic/111/hollow-knight-silksong-coral-tower-and-crust-king-khann-walkthrough</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[The M81 McLaren Mustang: Ten Built, But Its Legacy Roared Beyond Numbers]]></title><description><![CDATA[<p dir="auto">The M81 McLaren Mustang: Ten Built, But Its Legacy Roared Beyond Numbers</p>
<p dir="auto">Rare M81 McLaren Mustang fused McLaren racing pedigree with Fox-body Mustang turbo power, turning a 1980 four-cylinder into a coveted collector icon.</p>
<p dir="auto">When people think of McLaren, their minds usually jump to Formula 1 or mid-engine supercars like the F1 and 720S. But back in 1980, McLaren Engines in Michigan helped Ford build one of the strangest and rarest pony cars ever to wear a Mustang badge. Ford wanted to shake up its performance image as the muscle car era faded, and McLaren lent real racing credibility. The result was the M81 McLaren Mustang, a turbocharged, race-inspired Fox-body that looked ready for an IMSA grid.</p>
<h2>A Wild Pitch from the Start</h2>
<p dir="auto">Ford originally planned to build 250 examples, but the market had other ideas. Only ten M81s ever left the factory, making them unicorns among Fox-body Mustangs. The price tag was the elephant in the room: roughly $25,000 in 1980, or around $75,000 in today's money. Buyers simply refused to pay supercar money for a four-cylinder Mustang, even one touched by McLaren. As of 2026, auction tracking shows the top sale around $75,000 and the most recent transaction near $51,000\u2014numbers that would have been laughable in the early '80s but now prove the car's collector status.</p>
<h2>McLaren's Engineering Stamp</h2>
<p dir="auto">The heart of the M81 was Ford's 2.3-liter turbocharged inline-four, but McLaren Engines did far more than add a badge. The motors were torn down and rebuilt with racing precision. Cylinder heads were ported and polished, tolerances were tightened to motorsport standards, and each engine was blueprint-matched. A variable boost controller allowed drivers to adjust boost from the cockpit, which was a big deal in 1980. With boost cranked up, output rose from a modest 132 horsepower in stock form to about 175 horsepower, with 145 lb-ft of torque. Those figures are small by 2026 standards, but for a four-banger of the era, they were impressive. The real appeal was tunability\u2014turn the wick down for reliability or dial it up for fun.</p>
<h2>IMSA Looks and a Tuned Chassis</h2>
<p dir="auto">Visually, the M81 was no ordinary notchback. Hand-built steel fender flares widened the track, while a deep front air dam, side skirts, and integrated brake ducts gave it a serious competition stance. A vented hood, rear spoiler, and blacked-out trim sharpened the look. It rode on lightweight BBS wheels and was painted primarily in Bittersweet Orange, with one black and one white example among the ten. Inside, the racing theme continued with Recaro bucket seats, a roll bar, and a numbered dash plaque.</p>
<p dir="auto">The suspension was heavily reworked with Koni adjustable shocks, stiffer springs, larger sway bars, and components borrowed from police-package Fairmonts. Bigger front discs and reinforced rear drums added stopping power. A bolt-in roll bar improved chassis stiffness, which was sorely needed because Fox bodies of the era had a reputation for flexing in corners. Reviewers noted the M81 turned in sharply and stayed flat in bends, something a stock Mustang of that time could only dream of.</p>
<h2>Why Ford Pulled the Plug</h2>
<p dir="auto">The M81 was meant to be a production car sold through select dealerships. But Ford had launched its own Special Vehicle Operations division, and an outsourced McLaren project threatened to steal SVO's thunder. Internal politics, combined with sticker shock, killed the program after only ten cars. Eight were Bittersweet Orange, one black, one white\u2014each with its own dash plaque. In a nutshell, the M81 was too expensive, too radical, and too politically inconvenient for its time.</p>
<h2>A Legacy Bigger Than Ten Cars</h2>
<p dir="auto">Although the M81 ended after just ten units, its influence didn't stop there. It proved turbocharging could be used for performance, not just fuel economy. That lesson directly shaped the 1984 Mustang SVO, which used an updated 2.3-liter turbo four making 175 to 205 horsepower and sold nearly 10,000 copies. The M81 also kept the flame alive for racing tech in road cars, bridging IMSA styling with factory engineering.</p>
<p dir="auto">Specification<br />
Detail</p>
<p dir="auto">Engine<br />
2.3L turbocharged inline-four, McLaren blueprint-matched</p>
<p dir="auto">Power<br />
175 hp (vs 132 hp stock)</p>
<p dir="auto">Torque<br />
145 lb-ft</p>
<p dir="auto">Boost<br />
Driver-adjustable variable boost</p>
<p dir="auto">Chassis<br />
Fox-body with widened steel flares, Koni shocks, roll bar</p>
<p dir="auto">Production<br />
10 cars (8 orange, 1 black, 1 white)</p>
<p dir="auto">Original price<br />
About $25,000 in 1980</p>
<p dir="auto">Looking back from 2026, the M81 McLaren Mustang is one of the greatest what could have been stories in muscle car history. It was ahead of its time, blending smaller displacement, turbocharging, and real chassis work when most Americans still equated performance with a big V8. Only ten were built, but their story has outgrown their numbers. They remain a proof of concept that corporate courage and motorsport expertise can create something special\u2014even if the market wasn't ready to buy it.</p>
<p dir="auto">For enthusiasts today, the M81 McLaren Mustang represents a nearly mythical collector prize. With just ten examples ever built, each car that surfaces at auction draws intense interest, and values have climbed steadily as collectors chase the rarest Fox-body variants ever produced. Tracking these ultra-low-volume sales requires more than just scrolling through social media posts or old forum threads.</p>
<p dir="auto">Whether you're hunting for a piece of Ford history or simply evaluating the market for any classic or modern muscle car, staying on top of real-time auction results and price trends can save you thousands. That's where [this price tracking tool]( comes in handy, making it easier to spot fair deals and avoid overpaying on vehicles whose values shift quickly and quietly.</p>
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]]></description><link>https://forum.gunclan.org/topic/110/the-m81-mclaren-mustang-ten-built-but-its-legacy-roared-beyond-numbers</link><guid isPermaLink="true">https://forum.gunclan.org/topic/110/the-m81-mclaren-mustang-ten-built-but-its-legacy-roared-beyond-numbers</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[I Waited Until 2026 to Play Hades 2, and It Was Worth It]]></title><description><![CDATA[<p dir="auto">I Waited Until 2026 to Play Hades 2, and It Was Worth It</p>
<p dir="auto">Hades 2 1.0's launch collision with Silent Hill f forced a tough backlog priority call—playing it later proved right.</p>
<p dir="auto">I still remember the exact moment I decided to stop playing Hades 2. It wasn't because I wasn't enjoying it—far from it. Supergiant's first sequel tore through my expectations like a fully upgraded Aspect of Pan. But after roughly 12 hours in early access, I hit a wall: not a difficulty wall, but the inevitable cliff where content would soon end. I've only ever played two games in early access—No Rest for the Wicked and Hades 2—and while I respect developers who use that model, I prefer to invest in a complete product. So I uninstalled, waited, and eventually got a release date that put me in a bind: September 25, 2025, the very same day as Silent Hill f.</p>
<p dir="auto">Now in 2026, looking back, that release date collision taught me a lot about how I prioritize games. I didn't play Hades 2 on day one. I chose Silent Hill f first, then spent weeks lingering in Hollow Knight: Silksong, which had launched earlier that September. Hades 2 sat in my backlog until I finally carved out time in early 2026. And here's the surprising part: it was absolutely the right call.</p>
<p dir="auto">Hades 2 originally entered early access on May 5, 2024. When its 1.0 version arrived on September 25, 2025, that was less than two years later. For anyone familiar with the first Hades, that timeline felt almost brisk. The original Hades entered early access on December 6, 2018, and didn't hit 1.0 until September 17, 2020. By comparison, Hades 2's early access period was shorter, yet its content volume had already eclipsed the entirety of Hades 1. That's a testament to Supergiant's process, but it also meant the 1.0 launch wasn't a gentle nudge—it was a massive content drop arriving on the most crowded day of my 2025 calendar.</p>
<p dir="auto">September 2025 was absurd. In addition to Hollow Knight: Silksong finally emerging from the shadows, Silent Hill f launched on the same day as Hades 2. I was also juggling whether to pick up Ghost of Yotei in early October, while Little Nightmares 3 and Metroid 4: Beyond loomed later in the month. Cronos: The New Dawn was still sitting unplayed. The backlog wasn't just full; it was overflowing.</p>
<p dir="auto">Silent Hill f was the dealbreaker. I've been waiting for a genuinely bold new entry in that franchise for years. The small slice I played of Hades 2 in early access was spectacular, but it wasn't shattering the earth around its IP in the same way Silent Hill f seemed to be doing for Silent Hill. The novelty, the atmosphere, the risk-taking—it all felt like the series had a pulse again after Bloober's Silent Hill 2 remake proved there was still life in it. So when the two games dropped on the same day, my priority was clear.</p>
<p dir="auto">Here's how my September–October 2025 schedule ultimately shook out:</p>
<p dir="auto">Priority<br />
Game<br />
Why</p>
<p dir="auto">1<br />
Silent Hill f<br />
Same-day launch, franchise-defining risk I couldn't ignore</p>
<p dir="auto">2<br />
Hollow Knight: Silksong<br />
Released weeks earlier; I was still exploring at a snail's pace</p>
<p dir="auto">3<br />
Hades 2 1.0<br />
Shelved until I could give it full attention</p>
<p dir="auto">4<br />
Ghost of Yotei<br />
Tempting, but optional depending on time</p>
<p dir="auto">5<br />
Everything else<br />
Little Nightmares 3, Metroid 4, Cronos, etc.</p>
<p dir="auto">By November 2025, I had finished Silent Hill f and Silksong. I could have jumped into Hades 2 then, but I didn't. I waited until January 2026, when the holiday noise cleared and I could treat Melinoë's full journey the way it deserved. And wow, did it deliver.</p>
<p dir="auto">Playing Hades 2 in 2026, long after the launch-week discourse, felt like opening a sealed wine bottle. The new weapons, the expanded character tree, the endgame loops that weren't in early access—everything clicked. Supergiant's formula is iterative, and Hades 2 1.0 is the clearest example yet. The early access period wasn't just about bug fixes; it was about building a foundation that could support dozens of hours without losing that magical 'one more run' pull.</p>
<p dir="auto">Would I recommend waiting as long as I did? Not necessarily. If you aren't nursing a Silent Hill f obsession or a Silksong hangover, Hades 2 1.0 is worth playing immediately. But if your September 2025 was as chaotic as mine, delaying it wasn't a sacrifice—it was an act of self-care. I got to play three of my most anticipated games back-to-back-to-back, and each one benefited from the breathing room.</p>
<p dir="auto">Supergiant will likely stick with early access for future projects, whether that's another sequel or a new IP. After seeing how Hades 2 evolved from 2024 to 2026, I won't hesitate to dip into that process again. I'll just be more strategic about what I install and when. Some games are meant to be savored, not sprinted through on launch day.</p>
<p dir="auto">That strategic approach isn't just good for your mental bandwidth—it's easier on your wallet too. Waiting out the launch-week frenzy means you can often find physical copies, discounted keys, or seasonal sale prices that make a sprawling 60-hour roguelike even more tempting. When I finally cleared my backlog this past January, I didn't pay full price for Hades 2 or a couple of the other titles I'd set aside; I took a beat to compare offers and landed somewhere that respected both my time and my budget.</p>
<p dir="auto">If you're planning your own carefully paced gaming calendar this year, keeping an eye on price trends is just as important as tracking release dates. For anyone looking to stretch their playlist beyond the AAA heavy hitters, it's worth checking [where to buy cheap games]( before committing to a full-price pre-order. A little patience can mean the difference between playing five games and playing eight—and that feels like the true "more runs" approach.</p>
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]]></description><link>https://forum.gunclan.org/topic/109/i-waited-until-2026-to-play-hades-2-and-it-was-worth-it</link><guid isPermaLink="true">https://forum.gunclan.org/topic/109/i-waited-until-2026-to-play-hades-2-and-it-was-worth-it</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Choral Chambers Guide: Finding the Map and Best Rewards]]></title><description><![CDATA[<p dir="auto">Choral Chambers Guide: Finding the Map and Best Rewards</p>
<p dir="auto">Choral Chambers in Hollow Knight: Silksong offers hostile mazes, rewarding shortcuts, and side quests for determined adventurers.</p>
<p dir="auto">Choral Chambers in <em>Hollow Knight: Silksong</em> is not the cruelest slice of Pharloom, but it has a special talent for making a player feel gloriously lost. One moment they are pogoing off a bell like a tiny, needle-wielding maestro; the next they are staring at the same rectangular room for the fifth time. Is the area actively hostile? Absolutely. Is it also full of rewards, shortcuts, and a few delightful side quests? Equally true. For anyone determined to clear this late-game zone without losing their mind, the first order of business is tracking down the actual map.</p>
<h2>The Map Hunt: A Bell-Fueled Odyssey</h2>
<p dir="auto">Starting from the bench just north of the Underworks is the sanest approach. If that bench has not been unlocked yet, a player should head southwest inside Choral Chambers until they tumble into a large rectangular room with a single downward exit to the west and another exit at the lower right. Taking the latter leads to a short corridor with a bench—sit down, save, and take a deep breath, because the real navigation begins now.</p>
<p dir="auto">From that bench, the route heads west into a large rectangular room. Hug the left wall until a hole in the floor appears. Just to the right of that hole sits a small platform. A few wall jumps later, a corridor opens on the right. The trick here is not to panic as the rooms begin to blur together.</p>
<p dir="auto">After running down the corridor and wall jumping into a higher room, the player passes an alcove decorated with Rosaries on strings. This is not a suggestion to grab everything in sight; it is a welcome sign that the upward climb is still correct. Continue upward, then head immediately right on the next screen.</p>
<p dir="auto">Enemies in the following room can be fought or ignored. At the very end, attacking a lever opens a hole in the floor. Dropping through, continuing right, and curving back up leads to a higher platform. On the left side, another lever opens an exit into the room above. Attack it, jump up, and run right. Then, in the next room, avoid the enemies and slip out the right exit.</p>
<p dir="auto">Now for the fun part: pogo jumping up the bells and platforms. It looks like a musical instrument, and yes, it can absolutely kill. A secluded passage waits on the right, leading to a room full of spinning gears. Platform over them, then drop all the way down the vertical section while avoiding the spikes on the right side. The glide ability earns its keep here. At the bottom, follow the sign toward the Bellway station, pass the Bell Beast, and rest at the bench. A machine at the end of the corridor will happily sell the Choral Chambers map for 70 Rosaries.</p>
<p dir="auto">Why 70 Rosaries? Perhaps because the cartographer knows exactly how desperate lost bugs can get.</p>
<h2>Choral Chambers’ Greatest Hits: Benches, Side Quests, and Upgrades</h2>
<p dir="auto">With the map in hand, the area reveals itself as more than a maze. The most important stop is the Songclave at the northeastern edge. There, a Wishwell offers <em>The Wandering Merchant</em> sidequest, which sends one after the wayward Jubilana. She is tucked away near the bottom-middle of Choral Chambers. From Citadel Spa, head right, drop to the bottom of the room, exit right, then turn around and use the exit just below and to the left. Rescuing her causes Jubilana to set up shop at the Songclave.</p>
<p dir="auto">Her inventory includes the Ascendant's Grip and Spool Extender tools, plus a Mask Shard. If a player then completes <em>The Lost Merchant</em> from the Wishboard, her inventory expands even further. Collectors should also keep an eye out for two lost fleas: one in the northeast part of the room near Jubilana, and another in the northeast corner of the Songclave itself.</p>
<p dir="auto">Though no proper boss battle guards the Choral Chambers, an Arena Battle sits just west of Citadel Spa. Four waves of enemies provide a solid test of Hornet's tools and patience.</p>
<p dir="auto">Location<br />
What's Worth Noting</p>
<p dir="auto">Songclave<br />
Wishwell, Jubilana's shop, lost flea</p>
<p dir="auto">Near Citadel Spa<br />
Arena Battle, Jubilana's hiding spot</p>
<p dir="auto">Bellway station<br />
Map vendor, bench</p>
<p dir="auto">West of large vertical room<br />
Bench near Cogwork Core</p>
<p dir="auto">Northwest near High Halls<br />
Bench</p>
<p dir="auto">Choral Chambers also acts as a hub of exits. It connects directly to The Slab, Cogwork Core, The Cradle, and Memorium. Anyone hoping to avoid a return trip should deal with these routes while the benches are fresh and Rosaries are plentiful.</p>
<p dir="auto">So, is Choral Chambers worth the headache? For map completists, tool collectors, and anyone who simply cannot stand an unexplored corridor, the answer is a resounding yes. It may not be the hardest area in the game, but it certainly knows how to make an entrance—and a very long exit.</p>
<p dir="auto">For those who have yet to dive into Hornet's adventure, the promise of intricate, interconnected spaces like Choral Chambers is exactly the kind of content that makes the wait worthwhile. If you haven't already secured your copy of <em>Hollow Knight: Silksong</em>, keeping an eye on pricing can pay off—especially since launch discounts and seasonal promotions tend to appear without much fanfare. A reliable [steam sale tracker]( can alert you the moment the game drops in price, ensuring you are ready to explore every gear-turning corner and hidden bench without overspending.</p>
<p dir="auto">Armed with a full map, a stocked inventory, and a well-timed purchase, you can focus on what truly matters: uncovering every lost flea, claiming every tool upgrade, and finally watching that last unexplored corridor fade from your cartographer's chart.</p>
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]]></description><link>https://forum.gunclan.org/topic/108/choral-chambers-guide-finding-the-map-and-best-rewards</link><guid isPermaLink="true">https://forum.gunclan.org/topic/108/choral-chambers-guide-finding-the-map-and-best-rewards</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Hollow Knight: Silksong Roach Guts Guide: A Disgustingly Fast and Safe Route]]></title><description><![CDATA[<p dir="auto">Hollow Knight: Silksong Roach Guts Guide: A Disgustingly Fast and Safe Route</p>
<p dir="auto">Get the Hollow Knight Silksong Roach Guts quest done fast in Sinner's Road: find Benjin and Crull, farm ten Muckroach guts, and earn a useful red tool</p>
<p dir="auto">In the damp, decaying alleys of Sinner’s Road, a strange little errand waits for any Hollow Knight: Silksong player brave enough to chat with two very hungry NPCs. Benjin and Crull have developed what can only be described as an enthusiastic taste for questionable cuisine, and they want Hornet to fetch ten fresh roach guts. Yes, roach guts. It might sound like a prank or a punishment, but this side quest is actually quick once the route is known—and it ends with a genuinely useful red tool. Time to knock this one out before the cockroaches get any ideas.</p>
<h2>How to Start the Roach Guts Quest</h2>
<p dir="auto">First, a player needs to reach Sinner’s Road, which is accessible from the northeast area of Greymoor. From the Halfway Home tavern, Hornet must climb upward using platforms and the Swift Step ability. Swift Step is picked up at the Deep Docks, so anyone missing it should handle that first. The entrance to Sinner’s Road sits on the wall to the right after that vertical climb.</p>
<p dir="auto">Once inside, the goal is to find the home of Benjin and Crull. Their little cabin is perched on the upper level of one of the central chambers, on the opposite side from Shakra and the Bench. Since Sinner’s Road loves to throw flying enemies and poisonous lakes at newcomers, unlocking the map and repairing the Bench before starting the quest is highly recommended. A few extra seconds of fast travel and healing will save a lot of heartbreak later.</p>
<p dir="auto">To reach the cabin, clear out the central chamber’s irritating enemies first. The room is full of odd spikes that can be struck for a small bounce, which helps if Faydown Cloak is still missing. Use the spikes, hanging boxes, and platforms to climb from the left side. Then head right, jumping over and smacking the swinging star-maces hanging from the ceiling. Eventually, a modest little house appears. That is where the questionable duo lives.</p>
<p dir="auto">Inside, Benjin and Crull explain their survival strategy: eating all kinds of junk in Sinner’s Road and apparently enjoying it. Their current craving is fresh guts from a Muckroach. Because the curse of Pharloom has made Muckroaches extra aggressive, the pair stopped hunting them. That means Hornet gets the honor of collecting ten Roach Guts. Accept the quest, resist the urge to gag, and move on.</p>
<h2>How to Get Roach Guts Fast and Safely</h2>
<p dir="auto">The best farming spot is practically handed to every player who enters Sinner’s Road. The very first chamber greets Hornet with three aggressive enemies near a collection of hanging boxes. Those are Muckroaches, and yes, they look like alligators with a personal-space problem. They can grab Hornet if she gets too close, so bringing a red tool that grants long-range damage is a smart move. The Tacks reward from this quest is one such tool, but any long-range option works for the farming loop.</p>
<p dir="auto">The strategy is simple and completely free of luck:</p>
<p dir="auto">Loop<br />
Action<br />
Roach Guts Collected</p>
<p dir="auto">1<br />
Defeat 3 Muckroaches at the entrance<br />
3</p>
<p dir="auto">2<br />
Rest at the Bench, return, defeat 3 again<br />
6</p>
<p dir="auto">3<br />
Repeat once more<br />
9</p>
<p dir="auto">4<br />
One final loop<br />
10</p>
<p dir="auto">Each Muckroach drops exactly one gut, so four loops are enough. In the current 2026 build, the route remains unchanged, and every kill still coughs up a guaranteed Roach Gut. The main caution is to avoid fighting all three at once. They hit hard and can corner Hornet quickly. Instead, pull one Muckroach at a time and whittle it down. Each one usually falls after five or six hits. When all three are dead, return to the Bench to heal and force the enemies to respawn. Then march back to the entrance and do it again. It is not glamorous, but it is fast.</p>
<p dir="auto">After collecting ten Roach Guts, head back to Benjin and Crull’s cabin. There is no shortcut, so Hornet still has to bounce across those swinging star-maces. At least the return trip feels like a victory lap—assuming the poison lakes do not land a cheap shot.</p>
<h2>The Roach Guts Quest Rewards</h2>
<p dir="auto">For a quest that sounds like a bad dare, the reward is surprisingly solid. Benjin and Crull hand over the Tacks, a red tool that sets traps for enemies and bosses that walk or slam into the ground. It is like leaving a passive-aggressive welcome mat for anything heavy enough to step on it. In moments of desperation, when a strong enemy is standing between Hornet and the Silk Cocoon, Tacks add both extra damage and a welcome sense of security.</p>
<h2>Quick Tips to Avoid a Muckroach Meltdown</h2>
<ul>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4a1.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--bulb" style="height:23px;width:auto;vertical-align:middle" title="💡" alt="💡" /> Repair the Bench before farming. It makes the respawn loop painless.</p>
</li>
<li>
<p dir="auto">🪲 Fight Muckroaches one at a time. Greedy tactics turn into a grab-based disaster.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3af.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--dart" style="height:23px;width:auto;vertical-align:middle" title="🎯" alt="🎯" /> Bring a long-range red tool if possible. Muckroaches deserve a wide berth.</p>
</li>
<li>
<p dir="auto">🧭 Do not bother hunting elsewhere. The entrance trio is the most reliable source.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f501.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--repeat" style="height:23px;width:auto;vertical-align:middle" title="🔁" alt="🔁" /> Remember that drops are guaranteed. No need to pray to RNG gods.</p>
</li>
</ul>
<p dir="auto">The Roach Guts quest is a perfect example of Hollow Knight: Silksong hiding useful gear behind a very weird errand. Benjin and Crull get their questionable meal, and Hornet walks away with a trap-setting tool that can make later boss fights noticeably less terrifying. Sometimes the grossest chores in Pharloom are worth the trouble.</p>
<p dir="auto">For any player who has cleared the Roach Guts quest, the next step is usually to sharpen Hornet's needle for the challenges ahead—whether that means hunting down every upgrade or scouting which red tools suit their playstyle. The full release of Hollow Knight: Silksong promises plenty more of those stubborn enemies and clever rewards, and having the right game at the right price can make the wait easier to swallow.</p>
<p dir="auto">Players keeping an eye on upcoming indie hits or hunting for similar metroidvania adventures might want to check out [DealNest game deals]( before the next big patch arrives. It is a handy way to track discounts across the genre and keep the shelf stocked for the next long, bug-filled expedition.</p>
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]]></description><link>https://forum.gunclan.org/topic/107/hollow-knight-silksong-roach-guts-guide-a-disgustingly-fast-and-safe-route</link><guid isPermaLink="true">https://forum.gunclan.org/topic/107/hollow-knight-silksong-roach-guts-guide-a-disgustingly-fast-and-safe-route</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[How to Complete the Lost Merchant Quest in Hollow Knight: Silksong]]></title><description><![CDATA[<p dir="auto">How to Complete the Lost Merchant Quest in Hollow Knight: Silksong</p>
<p dir="auto">Struggling with Hollow Knight: Silksong's Lost Merchant quest? Track Jubilana through Memorium using Faydown Cloak and scent trail to bring her home.</p>
<p dir="auto">Any Hollow Knight: Silksong fan worth their salt knows that exploration is the bread and butter of the game. But every so often, a side quest crops up that makes even the most seasoned players scratch their heads. Enter the Lost Merchant quest, where Jubilana decides to go walkabout for the second time. If you've already wrapped up the Balm for the Wounded quest, you might have noticed that her little shop in Songclave is looking, well, a bit lonely. Don't sweat it though — tracking her down is easier than you'd think, especially once you know where to look.</p>
<h2>How to Start the Lost Merchant Quest</h2>
<p dir="auto">First things first — you can't just waltz into this quest cold. The Lost Merchant side quest only becomes available <strong>after completing the Balm for the Wounded quest</strong>. Once that's done and dusted, a new request will appear on the <strong>Wish Board in Songclave</strong>. Take a gander around town, and you'll quickly realize that Jubilana has pulled a disappearing act again. She's gone missing not once, but twice now, with her first vanishing act tied to the Wandering Merchant quest. This time around, it's up to you to play detective and bring her back home.</p>
<p dir="auto">Here's the good news: you won't need to traverse half of Pharloom to find her. She's holed up in a sub-area of the Citadel called <strong>Memorium</strong>. That said, if you don't know the route, you could easily spend hours wandering around like a headless chicken.</p>
<h2>How to Find Jubilana in Memorium</h2>
<p dir="auto">The route to Memorium starts by heading <strong>west from Songclave</strong>. Keep pushing through until you reach an area covered in grass with an opening in the ceiling. Here's the catch: you'll need the <strong>double jump ability</strong> — better known as the <strong>Faydown Cloak</strong> — to reach that opening. If you haven't snagged it yet, don't panic, but it's a non-negotiable for this quest. Once you've got it, jump up through the ceiling and into Memorium.</p>
<p dir="auto">Now comes the fun part: tracking. Make your way through the rooms that lead <strong>east</strong> and keep your eyes peeled for Jubilana's items scattered on the ground. Interacting with them will create a <strong>scent trail</strong> that points you in her direction. It's a nifty little mechanic that makes the search feel a lot less like a wild goose chase.</p>
<p dir="auto">Keep pressing east, and you'll eventually stumble upon a room with a contraption displaying a map of the Citadel. You can spend <strong>70 Rosaries</strong> to grab that map if you're feeling flush. But to find Jubilana, you'll want to <strong>jump into the opening in the ceiling</strong> to access a secret area. It's one of those classic Silksong moments where the path forward is hidden in plain sight.</p>
<p dir="auto">From there, head east once more to reach the outside and drop down to the platform below. Before you can have a proper chinwag with Jubilana, though, a wave of bird enemies will swoop in to ruin the reunion. It's not the toughest scrap in the game, but keep your wits about you. Once you've cleared the feathered fiends, approach Jubilana and exhaust her dialogue to wrap up the Lost Merchant quest.</p>
<h2>The Lost Merchant Quest Rewards</h2>
<p dir="auto">Now for the good stuff. Completing the Lost Merchant quest expands Jubilana's inventory back in Songclave, and she'll have some seriously tempting new wares up for grabs. Here's what's on offer:</p>
<p dir="auto">Item<br />
Type<br />
Price<br />
Description</p>
<p dir="auto">Spider Strings<br />
Support Tool<br />
350 Rosaries<br />
Resonates with music to amplify a performance. Expands and strengthens the effects of the Needolin.</p>
<p dir="auto">Craftmetal<br />
Trade Item<br />
180 Rosaries<br />
Can be traded to various merchants in exchange for goods.</p>
<p dir="auto">Spool Fragment<br />
Upgrade Material<br />
500 Rosaries<br />
Increases the size of the Silk Meter.</p>
<p dir="auto">Choral Commandment<br />
Relic<br />
210 Rosaries<br />
A relic of Pharloom's past, interesting to collectors.</p>
<p dir="auto">If you're wondering where to splash your hard-earned Rosaries first, the <strong>Spool Fragment</strong> is the smart money. It boosts your Silk Meter — one of the most impactful quality-of-life upgrades in the game. Just keep in mind that you'll need <strong>two Spool Fragments</strong> to actually see an increase in your Silk Meter capacity, so don't celebrate too early. The Spider Strings are also a solid pick if you lean on the Needolin, but the Spool Fragment takes the cake for overall utility.</p>
<p dir="auto">All in all, the Lost Merchant quest is a classic Silksong side adventure — a bit of tracking, a bit of fighting, and a whole lot of reward. It's the kind of quest that flies under the radar but delivers some genuinely valuable loot for those willing to go the extra mile. So grab your Faydown Cloak, follow the scent, and get Jubilana back where she belongs. <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f579.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--joystick" style="height:23px;width:auto;vertical-align:middle" title="🕹" alt="🕹" />️</p>
<p dir="auto">Much like venturing off the beaten path in Silksong rewarded you with Jubilana's hidden wares, a little extra effort when shopping for your gaming setup can pay off handsomely too. Between new releases, hardware upgrades, and the countless accessories that make those long sessions more comfortable, the costs can add up quickly — which is why savvy players know that finding the latest sales and discounts is its own kind of quest. When you want to stretch your budget without compromising on quality, [DealNest]( takes the guesswork out of the hunt, rounding up the best offers across a wide range of products in one easy-to-browse spot.</p>
<p dir="auto">Whether you're on the lookout for the next great indie gem to follow up your Silksong adventure or simply looking to snag a quality upgrade for your battlestation, pairing your passion for gaming with a little smart shopping is a strategy that never misses. A deal well found can be just as satisfying as a treasure well earned.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/106/how-to-complete-the-lost-merchant-quest-in-hollow-knight-silksong</link><guid isPermaLink="true">https://forum.gunclan.org/topic/106/how-to-complete-the-lost-merchant-quest-in-hollow-knight-silksong</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Silksong Tools Tier List: Ranking All 59 Tools in 2026]]></title><description><![CDATA[<p dir="auto">Silksong Tools Tier List: Ranking All 59 Tools in 2026</p>
<p dir="auto">This Silksong Tools tier list ranks all 59 tools, revealing the best Tools in Silksong from S Tier to A Tier for any build.</p>
<p dir="auto">Silksong’s tool system can feel overwhelming at first, but it is also one of the most flexible parts of Hornet’s journey through Pharloom. There are 59 Tools in Silksong, not including Ancestral Arts and other abilities she picks up along the way. Tools are split into three colors, and those colors give an instant clue about what a Tool is meant to do. Red Tools are active weapons Hornet can throw, blue Tools generally provide buffs and combat bonuses, and yellow Tools lean into quality-of-life and non-combat value. That color language is helpful, but it does not tell the whole story. A red Tool can be a game-changing boss killer, while a blue Tool might quietly carry an entire playstyle.</p>
<p dir="auto">Not all Tools are made equally. Some are useful no matter how someone plays, and others only shine under very specific conditions. This tier list ranks every Tool according to its general usefulness, power level, and benefits versus drawbacks. The best Tools in Silksong tend to fit any build, stay relevant across the entire game, and offer a clear benefit without a painful drawback. Meanwhile, the worst Tools can still be useful when paired with the right Crests or used in a narrow situation. That is why a tier list matters less for labeling tools as bad and more for helping players decide what to equip before a tough boss or a long exploration route.</p>
<h3>How Tool Colors Shape a Build</h3>
<p dir="auto">Each color tells a different part of Hornet’s kit.</p>
<ul>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f534.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--red_circle" style="height:23px;width:auto;vertical-align:middle" title="🔴" alt="🔴" /> <strong>Red Tools</strong> are active weapons. They can be thrown, aimed, and often create follow-up pressure.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f535.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--large_blue_circle" style="height:23px;width:auto;vertical-align:middle" title="🔵" alt="🔵" /> <strong>Blue Tools</strong> are more passive, adding combat bonuses like extra damage, improved healing, or defensive utility.</p>
</li>
<li>
<p dir="auto">🟡 <strong>Yellow Tools</strong> usually stay out of combat entirely, focusing on movement, map readability, and resource convenience.</p>
</li>
</ul>
<p dir="auto">Because a player can mix colors, the best setups often combine one red Tool for pressure, a blue Tool for consistency, and a yellow Tool to remove friction from exploration.</p>
<h3>S Tier Tools in Silksong</h3>
<p dir="auto">S Tier Tools are the ones a player can slot into almost any run and forget about. They do not ask for much setup, they do not fall off in the late game, and their downsides are either tiny or easy to manage. These tools define the meta in 2026 because they make difficult fights more consistent without forcing Hornet into one narrow playstyle. A great S Tier red Tool might shred through armored enemies from a safe distance, while an S Tier blue Tool could provide a passive benefit so strong that it changes how aggressively a player can push.</p>
<h3>A Tier Tools in Silksong</h3>
<p dir="auto">A Tier Tools are right behind the top group. They are powerful, reliable, and worth using in most runs, but they usually have a small condition attached. Some require a specific timing window, some consume a little more resources, and some only reach their full potential after the player adjusts their Crest setup. Still, an A Tier Tool is never a bad pick. It just is not as effortless as an S Tier option.</p>
<h3>B Tier Tools in Silksong</h3>
<p dir="auto">B Tier Tools are solid, but they tend to ask for more commitment. A B Tier Tool can feel amazing in a dedicated build, especially when it lines up with a player’s preferred Crests, but it may not be the best use of a Tool slot in a general exploration loadout. Players who enjoy a specific weapon rhythm or boss-killing setup will often get more value from B Tier choices than a tier list suggests.</p>
<h3>C Tier Tools in Silksong</h3>
<p dir="auto">C Tier Tools usually carry a noticeable drawback or simply get outclassed by other options in the same color. They can work, but they often require more effort, more resources, or a very specific fight to feel worthwhile. For players who love experimentation, C Tier can still be fun, but for a first run they are rarely the best choice.</p>
<h3>Situational and Worst Tools</h3>
<p dir="auto">Some Tools sit at the bottom not because they are useless, but because their usefulness is extremely narrow. They might only shine against a particular boss, in a certain biome, or when combined with a specific Crest effect. A player who knows Pharloom well can take one of these low-tier Tools and turn it into a surprising answer for a tricky encounter. However, for general play or blind exploration, they usually are not worth the slot.</p>
<h3>Quick Tier Snapshot</h3>
<p dir="auto">Tier<br />
General Feel<br />
Best For</p>
<p dir="auto">S<br />
Universal power, low downside<br />
Almost any build</p>
<p dir="auto">A<br />
Strong with a small condition<br />
Most playstyles</p>
<p dir="auto">B<br />
Solid in a dedicated setup<br />
Specific Crest synergy</p>
<p dir="auto">C<br />
Clunky or outclassed<br />
Experimentation</p>
<p dir="auto">Situational/Worst<br />
Very narrow use<br />
Specific bosses or setups</p>
<h3>The Crest Factor</h3>
<p dir="auto">No Tool tier should be treated as final because Crests can completely change the math. A C Tier Tool that looks weak on its own can become a monster when a Crest removes its downside or doubles its effect. The reverse is also true: an S Tier Tool might not feel special if a player’s Crest choices pull the build in another direction. The smartest approach is to treat the tier list as a starting point, then test Tools against the bosses and areas that actually cause trouble.</p>
<p dir="auto">After spending time with each Tool and finding the loadout that fits your playstyle, you may want to test those skills in other challenging worlds. Many of the best metroidvania games share Silksong’s emphasis on precision, exploration, and build variety. If you’re looking to expand your library without overspending, you can check the [best game deals]( on DealNest to pick up similar titles at a discount. Keeping your collection fresh lets you carry the lessons learned in Pharloom into new adventures, making every Crest and Tool choice feel even more rewarding.</p>
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]]></description><link>https://forum.gunclan.org/topic/105/silksong-tools-tier-list-ranking-all-59-tools-in-2026</link><guid isPermaLink="true">https://forum.gunclan.org/topic/105/silksong-tools-tier-list-ranking-all-59-tools-in-2026</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Silksong Act 2 Walkthrough: Grand Gate to Grand Mother Silk]]></title><description><![CDATA[<p dir="auto">Silksong Act 2 Walkthrough: Grand Gate to Grand Mother Silk</p>
<p dir="auto">Hollow Knight: Silksong Act 2 walkthrough guides Hornet from Grand Gate through Cogwork Dancers to collect the Threefold Melody and conquer Pharloom.</p>
<p dir="auto">Once Hornet puts the Last Judge down for a dirt nap at the end of Act 1, the camera swings up to the Citadel like a nosy neighbor craning over a fence. Act 2 of Hollow Knight: Silksong is where the training wheels come off, the map opens up, and players are handed a grappling hook with a cheerful good luck. This walkthrough covers the critical path through Act 2 in the current 2026 version of the game, from unlocking maps and grabbing abilities to collecting every piece of the Threefold Melody and finally facing the silk-spinning nightmare at the top of Pharloom.</p>
<h2>Act 2, Part 1: Grand Gate, Underworks, and the Beat-Dropping Cogwork Dancers</h2>
<p dir="auto">After entering the Citadel, players find a fancy model machine that unlocks the Grand Gate map for a handful of Rosaries. Nothing says ancient kingdom like paying for GPS. Continuing right leads to an elevator that goes up, then throws a tantrum and crashes down into the Underworks. Classic Silksong hospitality.</p>
<p dir="auto">In the Underworks, grab the local map, then climb up and out into the Choral Chambers. Another map machine awaits, because getting lost here is less a possibility and more a lifestyle. Along the way, Lace makes a cameo, but she is not ready to throw hands just yet. Eventually, players reach a bench under a hanging hook that will become important later. For now, rest those legs, then keep moving right past two oversized bruisers and into the Cogwork Dancers boss fight.</p>
<p dir="auto">The Cogwork Dancers are not your average duo. They move and strike to the beat of the music, telegraphing their next direction like dancers who also want to murder you. The catch is that they speed up with each phase, turning a waltz into a panic attack. Do not sleep on this fight. Once they fall, the room rotates to reveal three enormous Ancient Statues, who inform Hornet that she must collect the Threefold Melody and play it before them to ascend to the Crown of Pharloom. No pressure.</p>
<h2>Act 2, Part 2: Songclave, The Cauldron, and Some Seriously Fancy Movement Tech</h2>
<p dir="auto">After the statues finish their dramatic monologue, head to the top-right of the Choral Chambers and ring the Grand Bell. The Caretaker shows up just to complain about it. Leave and come back, and the area transforms into Songclave, a cozy hub with traders and a Wishwall. Before ditching town, grab the White Key all the way to the right. It unlocks the door to Whiteward and eventually leads to one of the most important tools in the game.</p>
<p dir="auto">From the bottom of Choral Chambers, pass through the big wheel gate, use the White Key, and ride down into the depths. Loop around through The Cauldron, dodge some deeply unpleasant malformed enemies, and find a Weaver Statue sitting in lava. Interacting with it grants the Clawline ability, which is essential for finishing the game and opens up new routes all over Pharloom.</p>
<p dir="auto">For players who enjoy not suffering, the Faydown Cloak is technically optional but practically a lifesaver. It grants a double jump, and getting it means scaling Mount Fay through one of the nastiest platforming gauntlets in the game. Reach Mount Fay by heading far left from the Choral Chambers, across a bridge, and into The Slab. Buy the Mount Fay map from Shakra, then prepare for a white-knuckle climb to the peak.</p>
<p dir="auto">The Faydown Cloak is worth every gray hair. Grabbing it before the later gauntlets is the kind of decision that separates a smooth run from a controller-shaped dent in the wall.</p>
<h2>Act 2, Part 3: Completing the Threefold Melody</h2>
<p dir="auto">The Threefold Melody splits into three pieces, and each one comes with its own brand of chaos.</p>
<p dir="auto">Melody Piece<br />
Location<br />
Main Hurdle</p>
<p dir="auto">Architect's Melody<br />
Cogwork Core<br />
Cylinder puzzle</p>
<p dir="auto">Vaultkeeper's Melody<br />
Whispering Vaults<br />
Trobbio and Sacred Cylinder</p>
<p dir="auto">Conductor's Melody<br />
High Halls<br />
Ten-wave boss gauntlet</p>
<h3>Architect's Melody</h3>
<p dir="auto">Drop into the Cogwork Core from the Cogwork Dancers boss room. Navigate around the central wall without getting turned into bug paste by spinning cogs. After a tricky interior challenge and a clawline shortcut, players reach the top of the Cogwork Core. There, four large cylinders must be rotated until the lines and symbols match up. Once solved, play the Needolin and learn the Architect's Melody while the ancient statues sing backup like a very old choir.</p>
<h3>Vaultkeeper's Melody</h3>
<p dir="auto">Next, head toward the Whispering Vaults. Follow the same lower route through the Cogwork Core, but take the exit below the upper-half door. Hit a lever, pass through a giant wheel gate, and enter the vaults. This place is a maze with boxes that unlock shortcuts. At the bottom-left, players find The Stage, where Trobbio waits to ruin someone's afternoon. Defeat him, drop into the Underworks, loop back up, and grab the Sacred Cylinder. Bring it to Vaultkeeper Cardinius, who plays it on a record player while Hornet joins in on the Needolin. Teamwork makes the dream work.</p>
<h3>Conductor's Melody</h3>
<p dir="auto">This is arguably the hardest melody to claim. From the top-left corner of the Choral Chambers, use the Clawline to grapple upward, then chain movement skills through the High Halls. The Clawline and Drifter's Cloak work together in several sections, including a brutal vertical descent where Hornet must float and grapple like a spider on a caffeine high.</p>
<p dir="auto">At the bottom, rest at the bench, unlock the shortcut, and then enter the Conductor's Melody boss gauntlet. Ten waves of Citadel enemies await. Wave five introduces a large armored boss, and wave ten doubles down with two of them. Do every Needle upgrade, collect extra Masks, and bring powerful Tools like the Sting Shard.</p>
<p dir="auto">The Sting Shard is excellent for chunking down big enemies quickly. After clearing all ten waves, meet Conductor Ballador, play the Needolin alongside him, and complete the Threefold Melody.</p>
<h2>Act 2, Part 4: The Cradle, Lace Rematch, and Grand Mother Silk</h2>
<p dir="auto">With all three melody pieces in hand, return to the Cogwork Dancers boss room and play the complete Threefold Melody in front of the Ancient Statues. They approve, and an elevator opens in the middle of the room. Ride it up to meet a familiar face.</p>
<p dir="auto">Lace returns with faster moves, flashier attacks, and a serious chip on her shoulder. Where she once slashed in place, she now dashes around leaving AoE explosions like party confetti made of pain. She is one of the toughest bosses in Act 2. After she falls, Lace reveals the truth about her nature and tells Hornet to claim her earned audience with the deity above.</p>
<p dir="auto">Climb through The Cradle until reaching a long bridge with a colossal white ball of silk in the background. Approach the silk and press up to challenge the final boss. Hornet whips out her Needle and lets out her iconic battle cry: <em>GURAMA!</em></p>
<p dir="auto">Grand Mother Silk erupts from the silk ball with six enormous sewing needles floating around her. Touching her body does not cause contact damage, but avoiding her rapid slashes and the needles attacking from every angle is like trying to dodge rain in a thunderstorm. Stay mobile, watch the needle patterns, and punish the openings.</p>
<p dir="auto">Once Grand Mother Silk goes down, a spectacular cutscene shows Hornet destroying the deity and binding her silk into her shell. This completes Act 2 and unlocks the default ending, which appears to place Hornet inside the giant silk ball. Roll credits, but not the whole story.</p>
<p dir="auto">Players can still backtrack into optional zones like the Putrified Ducts and Bilewater. More importantly, there is a secret Act 3 hiding beyond the default ending, with new areas, bosses, and enough extra content to make a completionist weep happy tears.</p>
<p dir="auto">For completionists still chasing every hidden corner of the game, one of the best ways to keep that motivation alive is to catch Silksong and its predecessor Hollow Knight during their frequent discount windows on PC. Nintendo Switch players have to wait for first-party sales, but PC gamers have a far easier time spotting price drops if they know where to look.</p>
<p dir="auto">Keeping tabs on price history for upcoming DLC or even base-game bargains can be a hassle, though. That's where a dedicated [steam sale tracker]( comes in handy—it helps you avoid paying full price for the games that pair perfectly with your Silksong playthrough, so you can spend more time exploring Pharloom and less time refreshing store pages.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/104/silksong-act-2-walkthrough-grand-gate-to-grand-mother-silk</link><guid isPermaLink="true">https://forum.gunclan.org/topic/104/silksong-act-2-walkthrough-grand-gate-to-grand-mother-silk</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Hollow Knight: Silksong Savage Beastfly Quest Guide]]></title><description><![CDATA[<p dir="auto">Hollow Knight: Silksong Savage Beastfly Quest Guide</p>
<p dir="auto">Use Sting Shard, Curveclaw, and Pollip Pouch to beat the Savage Beastfly rematch in Hollow Knight: Silksong’s Bellhart quest in under a minute.</p>
<p dir="auto">When I first faced the Savage Beastfly inside the Chapel of the Beast, I had a rough time simply because it tracks your movement while flying and immediately calls in three extra enemies to pile on pressure. In 2026, with the latest Hollow Knight: Silksong build, the rematch tied to the Bellhart quest still surprises many players, and the arena is honestly worse than the first encounter. I have tested this route several times, and the good news is that a specific loadout can end the fight in under a minute if you set up properly.</p>
<h2>Prerequisites and Quest Start</h2>
<p dir="auto">Before you can accept the rematch wish, I recommend confirming three things:</p>
<ul>
<li>
<p dir="auto">You have defeated the Savage Beastfly inside the Chapel of the Beast.</p>
</li>
<li>
<p dir="auto">You have progressed through the second Act.</p>
</li>
<li>
<p dir="auto">You have defeated the Cogwork Dancers.</p>
</li>
</ul>
<p dir="auto">Once those requirements are met, head to Bellhart and check the board for the Wish. Accept it. Then travel to the Far Fields Bellway Station. Tracking the beast from here is possible, but it takes time and offers no extra rewards, so I always skip the tracking step.</p>
<h2>Reaching the Rematch Arena</h2>
<p dir="auto">From Far Fields Bellway Station, take the left passage. Then head down, and after that move right. You will eventually enter the same section as the Four Chorus. That is where the Savage Beastfly rematch takes place.</p>
<p dir="auto">The arena here is more dangerous than the Chapel because lava surrounds the sides, and the boss can destroy platforms when it performs its slam-down attack. Keep this in mind before you trigger the fight, because losing a platform at the wrong moment can push you into a very bad position.</p>
<h2>Recommended Loadout</h2>
<p dir="auto">This is the setup I use after many failed attempts with other tools. Bring the following:</p>
<p dir="auto">Tool<br />
Why It Works</p>
<p dir="auto">Sting Shard<br />
You can lay these out before the fight begins. If the boss touches them, the burst damage is huge.</p>
<p dir="auto">Curveclaw<br />
This gives you a safe long-range option while the Beastfly is flying around.</p>
<p dir="auto">Pollip Pouch<br />
It adds Venom to your tools, so every Sting Shard and Curveclaw hit becomes much more effective.</p>
<p dir="auto">The key is preparation before the fight starts. With the Pollip Pouch adding Venom, your placed Sting Shards can deal so much damage that the encounter ends in less than a minute. I usually place several Sting Shards near the centre before triggering the boss, then immediately switch to Curveclaw for follow-up hits.</p>
<h2>Fight Strategy</h2>
<ul>
<li>
<p dir="auto">🪤 <strong>Pre-place Sting Shards:</strong> Before the boss activates, scatter a few traps around the safe platform area. The venom bonus makes a huge difference.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3c3.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--runner" style="height:23px;width:auto;vertical-align:middle" title="🏃" alt="🏃" /> <strong>Stay mobile:</strong> The Beastfly tracks your position while flying, so standing still is a death sentence. Keep moving toward undamaged platforms.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f525.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--fire" style="height:23px;width:auto;vertical-align:middle" title="🔥" alt="🔥" /> <strong>Watch the lava:</strong> Since lava covers the sides, never dodge blindly toward the edges. Try to keep the fight near the centre until a platform breaks.</p>
</li>
<li>
<p dir="auto"><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4a5.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--boom" style="height:23px;width:auto;vertical-align:middle" title="💥" alt="💥" /> <strong>Punish the slam:</strong> When the boss goes for the slam-down attack, it can destroy a platform. Wait for the animation to end, then counterattack quickly before it returns to the air.</p>
</li>
<li>
<p dir="auto">🧹 <strong>Clear the adds:</strong> The boss summons three enemies at once. Kill them quickly with Curveclaw so you do not get surrounded while trying to avoid lava.</p>
</li>
</ul>
<p dir="auto">After the Beastfly dies, pick up the Horn Fragment. Then return to the Bellhart quest board. Completing the Wish will reward you with a Mask Shard, which is required to increase your maximum health.</p>
<p dir="auto">This is one of those Silksong quests that feels unfair at first, but the right tools completely change the fight. I have not found a faster or safer method than the venom-backed Sting Shard opening. Even if you miss a trap or two, the Curveclaw gives you enough range to finish the job without standing in the lava. Good luck with the rematch, and keep moving.</p>
<p dir="auto">That same preparation mindset carries over beyond the game itself. Just as you scout the arena and place your tools before the Beastfly fight begins, it pays to plan your purchases before you commit. Silksong's DLC, a better controller, or even a Steam gift card can show up at a much lower price if you are willing to wait for the right moment.</p>
<p dir="auto">Instead of refreshing store pages every day, you can let [this price tracking tool]( watch the price for you. Set an alert, keep playing, and you will get notified when the price drops—so your wallet lasts as long as your determination.</p>
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]]></description><link>https://forum.gunclan.org/topic/103/hollow-knight-silksong-savage-beastfly-quest-guide</link><guid isPermaLink="true">https://forum.gunclan.org/topic/103/hollow-knight-silksong-savage-beastfly-quest-guide</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Silksong Courier&#x27;s Rasher Guide: Delivering Tipp and Pill&#x27;s Greasy Nightmare]]></title><description><![CDATA[<p dir="auto">Silksong Courier's Rasher Guide: Delivering Tipp and Pill's Greasy Nightmare</p>
<p dir="auto">Hollow Knight: Silksong’s Courier's Rasher delivery quest is a notoriously difficult, timed challenge in Pharloom.</p>
<p dir="auto">Let me tell you about the run that nearly made me throw my controller into Pharloom's nearest bottomless pit: delivering the Courier's Rasher from Bellhart to Choral Chambers. As of 2026, this remains one of the most gloriously awful errands in Hollow Knight: Silksong. On paper, it sounds like a charming leg of the Great Taste of Pharloom quest. In practice, it is a timed, no-fast-travel, fragility-filled escort mission for a piece of cooked meat. Hornet can leap over acid pools and duel gods, but apparently one hot breakfast is enough to humble her.</p>
<p dir="auto">Before I started sprinting, I had to actually pick up the rasher. Head to Bellhart and speak with Tipp and Pill on top of Frey's shop. If those two are not there, do not panic; it just means Hornet has not rescued them yet. Finish 'My Missing Courier' and 'My Missing Brother Wayfarer' from Bellhart's Wishwall, then return. Easy enough, right? Well, the moment they hand over that greasy slab, reality sets in.</p>
<h2>Why This Delivery Is So Cruel</h2>
<p dir="auto">Unlike Tipp and Pill's other deliveries, Courier's Rasher comes with a timer. You also cannot use fast travel, and taking heavy damage can ruin the attempt. That combination turns a simple hike into a precision parkour marathon through some of Silksong's angriest real estate. Planning matters more than reflexes here, though reflexes definitely help.</p>
<p dir="auto">The safest route I found runs from Bellhart through Shellwood, up the punishing climbs of Blasted Steps, and finally into Choral Chambers to reach Loyal Mergwin. Even saying 'safest' feels generous. Every road in this region wants to introduce Hornet to a pit or a pointy enemy.</p>
<h2>Tools and Skills That Saved My Sanity</h2>
<p dir="auto">I strongly recommend equipping three tools before leaving:</p>
<ul>
<li>
<p dir="auto"><strong>Ascendant's Grip</strong> for wall-sticking, because slipping is death.</p>
</li>
<li>
<p dir="auto"><strong>Silkspeed Anklets</strong> to boost running speed.</p>
</li>
<li>
<p dir="auto"><strong>Weavelight</strong>, because this run burns Silk like a campfire.</p>
</li>
</ul>
<p dir="auto">Also grab the Clawline Skill for quick hook dashes and the Faydown Cloak for double jumps. Opening every shortcut ahead of time is non-negotiable. My sneaky pro tip: open the menu map instead of using the mini-map during the run. The menu map pauses the game, giving you unlimited time to plan your next jump without the timer laughing at you. If you want to clear enemies beforehand, go for it, but do not rest at a bench after doing so unless you enjoy re-clearing everything.</p>
<h2>The Actual Run, Step By Step</h2>
<p dir="auto">From Tipp and Pill, move right to the elevator leading to Bellhart's second floor. Exit toward Shellwood through the first exit on the second floor. In Shellwood, watch for the Gahlia flower enemy above and slash the blocking vines as you climb upward. Then it is mostly leftward running until Blasted Steps.</p>
<p dir="auto">Blasted Steps is where the difficulty spikes harder than a nail bounce on a bell. You cannot simply avoid all threats; Hornet has to push through enemies and cage-jumping puzzles. Climb the first hole, reach the bench area, then use the shortcut platform on the right to skip the lower parkour. Leap from ledge to ledge, use the hanging bell, and when two shielded Judge enemies block the path, either jump-attack the shielded one or leap over them toward the rock on the left for a safer bell route.</p>
<p dir="auto">Keep hopping through cages, targeting bells, and bouncing onto walls. The farther you climb, the closer you get to Grand Gate. Inside Grand Gate, parkour straight up into a shortcut that dumps you directly into Choral Chambers, completely avoiding the Underworks detour. In Choral Chambers, aim for the Ventrica chamber above, but do not enter from the right side. That route is enemy soup with a side of awful platforming. Go left instead, where a hidden shortcut makes life much less miserable.</p>
<p dir="auto">After the Ventrica chamber, push through the exit that leads toward the Slab, keep moving right, and finally reach Loyal Mergwin's chamber. Hand over the rasher, let out the breath you have been holding since Bellhart, and collect your reward before any stray enemy dares interrupt.</p>
<h2>Final Verdict</h2>
<p dir="auto">Courier's Rasher is not the hardest boss in Silksong, but it might be the most nerve-wracking errand. With the right tools, shortcuts opened, and a route that avoids the most hostile detours, the run changes from impossible to merely sweat-inducing. Just remember: the menu map is your best friend, and patience beats panic every time.</p>
<p dir="auto">Much like scouting a route through Bellhart before committing to the run, a little homework goes a long way before you even boot up a new adventure. Hornet's quest tests your reflexes, but the real takeaway is that forethought turns chaos into a manageable path—both in Silksong and in choosing your next gaming investment. Players who appreciate that level of meticulous preparation often find themselves hunting for the next intricate Metroidvania or precision platformer before the credits even finish rolling.</p>
<p dir="auto">When that itch strikes, stretching your coin pouch further lets you take more chances on hidden gems that deliver the same nail-biting payoff. Checking the [DealNest game deals]( is a smart stop along that route, giving you access to solid discounts across a range of titles so your next challenge is ready to go the moment Hornet's journey wraps up.</p>
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]]></description><link>https://forum.gunclan.org/topic/102/silksong-courier-s-rasher-guide-delivering-tipp-and-pill-s-greasy-nightmare</link><guid isPermaLink="true">https://forum.gunclan.org/topic/102/silksong-courier-s-rasher-guide-delivering-tipp-and-pill-s-greasy-nightmare</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Hollow Knight vs Silksong: My Honest Verdict After Finishing Both]]></title><description><![CDATA[<p dir="auto">Hollow Knight vs Silksong: My Honest Verdict After Finishing Both</p>
<p dir="auto">Hollow Knight: Silksong vs Hollow Knight comparison: both excel in art and soundtrack, Hollow Knight has more content, and Silksong is harder.</p>
<p dir="auto">I won’t pretend I was calm when Hollow Knight: Silksong finally landed on my PC. After waiting what felt like an eternity, I dove in, and yeah, it rocketed up the Steam charts for a reason. But the question I kept hearing from friends, and the one I kept asking myself, was simple: is it better than Hollow Knight? Now that enough of us have clawed our way through the brutal late-game areas, I can give you my honest, slightly sleep-deprived comparison.</p>
<h2>Artwork And Soundtrack: Both</h2>
<p dir="auto">Let’s get this out of the way. Both games are ridiculously pretty. Hollow Knight’s Hallownest is this melancholic, hand-drawn dreamscape that somehow makes a dying kingdom feel cozy and terrifying at the same time. Silksong’s Pharloom flips that energy upward, with silk-covered verticality, brighter highlights, and Hornet’s red cloak slicing through it all.</p>
<p dir="auto">The animations match the art. Every critter, every massive beast, every little particle feels alive. And the soundtracks? I have lost count of how many times a boss wiped the floor with me while I sat there thinking, 'Well, at least this music is incredible.' In terms of presentation, neither game loses. I’m calling this category a tie.</p>
<h2>Content: Hollow Knight</h2>
<p dir="auto">Silksong has a lot going on. It’s a huge climb through Pharloom, and the map does fill in nicely as you progress. But even after I unlocked every area in Hollow Knight, I felt small. The map screen alone was overwhelming, with all those twisting routes, hidden nooks, and mini-dungeons I hadn’t fully cleared.</p>
<p dir="auto">Then there’s the post-game. I finished the main adventure and thought I was done. I was not done. The free DLCs piled on: Grimm Troupe gave me two brutal new boss fights, Godmaster turned the game into a gauntlet of boss rushes, and Lifeblood and Hidden Dreams added new areas and dream-like opponents. Silksong might get that kind of support later, but right now, Hollow Knight simply has more meat on the bone.</p>
<h2>Difficulty: Silksong</h2>
<p dir="auto">Look, Hollow Knight is hard. I know. But Silksong is a different kind of monster, and I say that with love and a stress ball nearby.</p>
<p dir="auto">The biggest adjustment is Hornet herself. Team Cherry made sure you are not just playing a reskinned Knight. Her hitbox, movement speed, jump, attack range, healing, and skills all feel different. I had to unlearn years of Knight muscle memory, and that alone was a challenge.</p>
<p dir="auto">Then the enemies got involved. Many of Silksong’s enemies retreat while attacking, which drags you into danger. Others have awkward movement patterns and can deflect Hornet’s blows. The platforming sections? Let me just say the red flowers caused me to question whether I had ever played a platformer before. And the bosses? Fast, aggressive, and way too fond of area-of-effect attacks that punish you for feeling confident.</p>
<p dir="auto">Hollow Knight is a tough cookie, but biting into Silksong will guarantee you an appointment with the dentist. 🦷</p>
<h2>Controls: Hollow Knight</h2>
<p dir="auto">On a technical level, both games are sharp. But feel matters, especially in a soulslike, and Hollow Knight still takes this one for me.</p>
<p dir="auto">The Knight moves like a precise little machine. Every button press gives an immediate response. His short, precise movements are perfect for split-second decisions. When a new encounter pushes me between fight and flight, the Knight accommodates instantly.</p>
<p dir="auto">That precision is balanced by your strongest attacks, which force you to slow down and pick the right moment. It’s a rhythm I grew to love. Silksong’s controls are smooth and suit Hornet’s more organic movement, but the Knight’s almost robotic responsiveness remains my preferred way to play.</p>
<h2>Story: Silksong</h2>
<p dir="auto">I’ll be honest: after the credits rolled in Hollow Knight, I wasn’t entirely sure what had happened. That vagueness is part of the charm, but Silksong pulled me in harder.</p>
<p dir="auto">Hornet is the main reason. I wasn’t playing a nameless, voiceless husk anymore. I was a warrior with personality, history, a code of honor, and a clear goal. That alone makes the story feel fuller.</p>
<p dir="auto">Other characters also have more to say, which enriches Pharloom. This isn’t Hallownest’s dying world; it’s a world under siege by a mysterious force, and Hornet is tied directly to it. The Wishes system—requests from Pharloom’s denizens—adds another layer, revealing bits of lore and clues with every favor.</p>
<p dir="auto">Hollow Knight tells a compelling story through atmosphere and context, but Silksong’s more direct narrative won me over.</p>
<h2>The Winner: A Draw</h2>
<p dir="auto">So, is Silksong better than Hollow Knight? After all that, I honestly can’t pick one. They balance each other out.</p>
<p dir="auto">Category<br />
Winner</p>
<p dir="auto">Artwork &amp; Soundtrack<br />
Both <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3a8.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--art" style="height:23px;width:auto;vertical-align:middle" title="🎨" alt="🎨" /><img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3b5.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--musical_note" style="height:23px;width:auto;vertical-align:middle" title="🎵" alt="🎵" /></p>
<p dir="auto">Content<br />
Hollow Knight <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f5fa.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--world_map" style="height:23px;width:auto;vertical-align:middle" title="🗺" alt="🗺" />️</p>
<p dir="auto">Difficulty<br />
Silksong <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f480.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--skull" style="height:23px;width:auto;vertical-align:middle" title="💀" alt="💀" /></p>
<p dir="auto">Controls<br />
Hollow Knight <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f3ae.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--video_game" style="height:23px;width:auto;vertical-align:middle" title="🎮" alt="🎮" /></p>
<p dir="auto">Story<br />
Silksong <img src="https://forum.gunclan.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4d6.png?v=0eb6a5fb653" class="not-responsive emoji emoji-android emoji--book" style="height:23px;width:auto;vertical-align:middle" title="📖" alt="📖" /></p>
<p dir="auto">Both games are worth playing, and because they’re only loosely connected, you can play them in whichever order you like. They’re both gorgeous, engaging, and satisfying in their own ways. For now, it’s a draw. But if Silksong follows Hollow Knight’s path and gets strong DLC support, I could easily see it overtaking its predecessor.</p>
<p dir="auto">Since both titles offer dozens of hours of unforgettable gameplay, the practical question often shifts to cost—especially if you plan to explore both Hallownest and Pharloom. Retailers run frequent sales, and prices vary widely across platforms, so a little comparison can go a long way. Before you commit, you can [check game prices]( at DealNest to make sure you're getting the strongest deal for your next adventure.</p>
<p dir="auto"><a href="https://dealnesthq.com" rel="nofollow ugc">https://dealnesthq.com</a></p>
]]></description><link>https://forum.gunclan.org/topic/101/hollow-knight-vs-silksong-my-honest-verdict-after-finishing-both</link><guid isPermaLink="true">https://forum.gunclan.org/topic/101/hollow-knight-vs-silksong-my-honest-verdict-after-finishing-both</guid><dc:creator><![CDATA[xtnbforumgun432]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>