1943
I’m just a regular Silksong player, and when I heard the Vaultkeeper’s Melody was hiding under Choral Chambers, I did what any sensible bug did: grabbed my needle, ignored my backlog, and went spelunking. 😅 This one is a proper little treasure hunt... more I’m just a regular Silksong player, and when I heard the Vaultkeeper’s Melody was hiding under Choral Chambers, I did what any sensible bug did: grabbed my needle, ignored my backlog, and went spelunking. 😅 This one is a proper little treasure hunt — Whispering Vaults, a shy Vaultkeeper, a Psalm Cylinder, and a Sacred Cylinder that sent me on a detour through Underworks. As of 2026, this is the route that worked for me, so here’s the no-nonsense, slightly bruised version.
First stop: Cogwork Core and the rotating wheel bridge
To reach Whispering Vaults, I entered Cogwork Core from the central room in Choral Chambers. Aim for the right side of the area, because there’s only one door that takes Hornet to the Choral Chambers’ rotating wheel bridge. Rotate that bridge, and boom — the path into Whispering Vaults opens up.
Now, fair warning: the platforming here is a bit of a doozy. You’ll be hooking onto cogwheels like a caffeinated acrobat, and one sloppy input can send you back to square one. I got absolutely clowned by the timing more than once, but the trick is to stay patient and treat each cogwheel as a tiny checkpoint. Eventually, you reach the eastern chamber and go through the rotating wheel bridge into Whispering Vaults. No sweat — okay, some sweat. 😅
Finding the Vaultkeeper and the Psalm Cylinder
Inside Whispering Vaults, the Vaultkeeper is in the second room on the right side — the one with a gramophone. But here’s the kicker: the Vaultkeeper won’t show itself until you bring a music cylinder. Specifically, you need the Psalm Cylinder, which is sitting in the top right corner of that same chamber.
Grab the Psalm Cylinder, go back to the gramophone, and the Vaultkeeper appears. It asks Hornet to hand over the Psalm Cylinder, and you get to choose between accepting or denying. Do yourself a solid and accept. The Vaultkeeper gives you more info about the Sacred Cylinder, which is exactly what you need to learn the Vaultkeeper’s Melody. Denying is just a flex with zero payoff, and I’m not too proud to admit I tested that out of pure curiosity. Learn from my dumb self. 🙃
The bottom half: a cheeky Underworks detour
The Sacred Cylinder is in the bottom part of Whispering Vaults, and the top route is blocked. So yes, you have to go through a whole section of Underworks. Before entering Underworks, you’ll need to fight Trobbio and open a shortcut to Choral Chambers, which indirectly connects Choral Chambers to Underworks. After defeating Trobbio, head to the elevator on the right that descends to Underworks.
After reaching the bottom, activate the elevator again — but don’t go into it. Let it go up without you. This reveals an area underneath the elevator that you can follow until you reach the bottom of Whispering Vaults. From there, it’s a pretty straightforward run: one path, multiple platforming challenges, and plenty of hooking and wall jumping. My advice? Don’t be a hero. Slow is smooth, smooth is fast.
Sacred Cylinder and the sweet payoff
The first chamber you enter when you reach the bottom part of Whispering Vaults has the Sacred Cylinder. Keep moving left, take it, and head outside. Now you can remove the obstacle that was blocking the way, travel into the top parts of Whispering Vaults, and reunite with the Vaultkeeper. Give them the Sacred Cylinder, and you’ll learn the Vaultkeeper’s Melody. Cue the triumphant music. 🎵
Here’s the quick-and-dirty route I wish I’d had taped to my monitor:
Step
What I did
Why it matters
1️⃣
Enter Cogwork Core from central Choral Chambers
Start of the Whispering Vaults route
2️⃣
Take the right-side door to the rotating wheel bridge
Opens the path into Whispering Vaults
3️⃣
Hook across cogwheels to the eastern chamber
Platforming section, so stay sharp
4️⃣
Find the Psalm Cylinder in the top right of the gramophone room
Makes the Vaultkeeper appear
5️⃣
Accept the Vaultkeeper’s request
Unlocks info about the Sacred Cylinder
6️⃣
Beat Trobbio, use the Underworks elevator, let it go up
Reveals the hidden path under the elevator
7️⃣
Follow the single path to the bottom of Whispering Vaults
Leads to the Sacred Cylinder
8️⃣
Grab the Sacred Cylinder and return to the Vaultkeeper
Learns the Vaultkeeper’s Melody
So there you have it: one part cogwheel chaos, one part elevator trick, and one very polite Vaultkeeper who just wants their cylinders back. If you get lost, breathe, check your map, and remember that the bottom half of Whispering Vaults is the real goal. And if you fall into the same pit three times like I did, congratulations — you’re officially part of the club. 🐛
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1 hour ago
1942
In 2026, Hollow Knight: Silksong’s Wormways remains a dangerous detour for even seasoned players, but the Alchemist’s Assistant quest gives the brave a chance to turn a strange blue substance into a lifesaving advantage. The optional assignment from A... more In 2026, Hollow Knight: Silksong’s Wormways remains a dangerous detour for even seasoned players, but the Alchemist’s Assistant quest gives the brave a chance to turn a strange blue substance into a lifesaving advantage. The optional assignment from Alchemist Zylotol sends the Knight through cramped tunnels, falling worms, spike pits, and false walls in search of three plasmium deposits. The payoff is the Plasmium Vial, a trap item that grants temporary blue health and can pull a run back from the brink. The quest is not especially long, yet its hidden route and unusual reward make it one of the Wormways’ most memorable secrets.
Quest Start and Requirements 🗝️
The Alchemist’s Assistant quest begins only after the Knight has unlocked the Wormways. Access requires the Simple Key, which can be obtained in one of two ways at this stage: it can be bought from Pebb for 500 Rosary, or it can drop from a strong enemy at the top of Sinner’s Road. The first option is the more likely path for most adventurers, but either method works. Once the key is in hand, it must be used on the Wormways’ door in the top left portion of the Mosslands.
Requirement
Detail
Simple Key
Purchased from Pebb for 500 Rosary or dropped by a strong enemy at the top of Sinner’s Road
Wormways access
Use the Simple Key on the door in the top left portion of the Mosslands
Cling Grip
Obtained in Shellwood after defeating Sister Splinter and claiming it from the Herrah statue
Reaching Alchemist Zylotol 🧪
Inside the Wormways, Alchemist Zylotol is located at the topmost portion of the map in the center. His chamber sits in an opening above a long wall, which means Cling Grip is required to reach him. Players who do not already have Cling Grip must venture into Shellwood, defeat Sister Splinter, and claim the ability from the Herrah statue at the top of the area. With wall-climbing available, the Knight can mount the walls and speak with Zylotol.
After accepting the quest to gather plasmium, players should not leave immediately. The special equipment from Zylotol must be equipped first. The Knight should sit on the bench to the Alchemist’s left and equip the Needle Phial to the trap slot. This step is easy to overlook, but it is essential for harvesting the blue deposits scattered through the area.
Plasmium Harvesting Basics 💙
Each plasmium deposit appears as a bright blue liquid-filled flower, making it difficult to miss once it comes into view. When the Knight reaches a deposit, the trap button must be held down until the phial is charged. Releasing the button then injects and absorbs the plasmium contents. The process is simple, but the journey between deposits is where the Wormways tests patience and precision.
First Plasmium Location
The first plasmium is the closest and most misleading of the group. Although the Alchemist’s instructions point toward the bowels of the Wormways, this deposit is actually near the Alchemist. After leaving Zylotol’s room and descending into the main Wormways chamber, the route takes a slight left and drops past falling worms. The Knight then continues left, climbs a small hill, and floats down toward a blue light and an alcove on the right. The plasmium sits nestled within that alcove, ready for harvesting.
Second Plasmium Location
From the Alchemist’s room, the Knight must head for the bottom of the Wormways. The path goes down two rooms from Zylotol, into a dark portion of the map where visibility is limited. From the entrance into this area, players should stay right and navigate the corridors downward. When moss begins to appear, the route shifts to the right. As with the first deposit, the Knight should head toward the blue light as soon as it appears, which leads directly to the second plasmium location.
Third Plasmium Location
The third plasmium demands a more careful route toward the bottom left corner of the Wormways. From the second deposit, the Knight must head up and left against the falling worms. A small enemy spawns on the wall to the left above a pit of spikes. The Knight continues past this enemy, moving up and left through an entrance into the next area. In the following room, a dash across the gap is required while avoiding falling worms. The route then goes left as far as possible until a wall is reached and a drop becomes available. The Knight slides down the wall on the left side, landing on a platform to avoid the spikes below. A false wall to the left must be broken to open the final path. The route then requires platforming along the path, jumping over spikes at the top of a wall, and sliding down the far left wall as before. From there, the plasmium’s light becomes visible, and the Knight can jump across the spikes to the alcove where the vial is tucked away.
Hidden Previous Assistant 🕯️
From the third plasmium location, the Knight can jump across the spikes to a nearby ledge. Hidden in the sh less
1 hour ago
1941
Hollow Knight: Silksong remains a demanding follow-up in 2026, and one of its most discussed early obstacles is not a named boss but a nameless mini-boss in The Marrow. The enemy, later identified by IGN as Skarrgard, has become a shared frustration for p... more Hollow Knight: Silksong remains a demanding follow-up in 2026, and one of its most discussed early obstacles is not a named boss but a nameless mini-boss in The Marrow. The enemy, later identified by IGN as Skarrgard, has become a shared frustration for players exploring Silksong’s second area. Team Cherry did not introduce the fight with a formal boss title card, so many players did not realize they had wandered into a tougher encounter than the opening hours had prepared them for.
A Difficulty Spike Hidden in Plain Sight
Skarrgard is not part of the promised roster of more than 40 bosses, yet the hardy bug has left countless players at a loss. The encounter sits in The Marrow, and it is easy to stumble into before Hornet has the tools needed to handle it. Skarrgard’s sweeping attacks hit hard, but the jump is the move that causes the most trouble. Without dash, dodging that jump feels unfairly tight. With dash, the fight changes dramatically.
That detail has become the central revelation in early-game discussions: most players are not failing because Skarrgard is impossible. They are failing because they found the mini-boss before unlocking Silksong’s dash ability. The encounter is less a pure skill check and more an ability check, one that punishes players for exploring too boldly without first securing a key movement upgrade.
🐛 No formal boss name card appears at the start of the fight.
🗺️ Skarrgard is tucked away in The Marrow, an area players can explore early.
⚔️ Sweeping attacks punish slow movement and tight spacing.
🦘 The jump attack is especially difficult to avoid without dash.
🔁 Returning after unlocking dash makes the encounter far more manageable.
Dash Changes the Fight
Once Hornet knows how to dash, Skarrgard’s hardest-hitting attacks become much easier to dodge. The mini-boss still demands attention, but the fight no longer feels like a wall. For players who have already been squashed repeatedly, the practical advice is simple: leave, explore, unlock dash, and come back. The encounter is a reminder that Silksong’s difficulty is often tied to sequence and preparation rather than raw reaction speed alone.
Frustration point
Why it happens
Practical response
Skarrgard’s jump
Dash may not be unlocked
Return after securing dash
Sweeping attacks
Spacing is tight for early Hornet
Keep distance and wait for openings
Red plants
Diagonal strike timing feels awkward
Practice the pogo-like rhythm
Early difficulty spike
Ability gating is easy to miss
Explore, upgrade, then retry
The Wider Early-Game Debate
Skarrgard is not the only early obstacle fueling the difficulty debate. Hornet’s diagonal strike, which is needed to bounce on Silksong’s red plants, has also proven to be a sticking point. The move is essential for progression in some early sections, but its timing can feel less intuitive than the original game’s pogo ability. Community guides and tips have shown that the skill can be made to feel closer to the first game’s rhythm, though the adjustment still takes practice.
The broader conversation has been heated. Some players expected Silksong to be difficult, but they were not prepared for how challenging it would be from the opening hours. Negative reviews have argued that the game crosses from challenge into what some call unnecessary punishment. Others counter that Silksong is doing what a sequel from Team Cherry was always likely to do: asking players to learn, adapt, and respect its systems.
A Mod Offers a Softer Path
For players who want a less punishing route, a community mod has already appeared that adds a kind of easy mode to the sequel. That option does not erase the design of the base game, but it gives struggling players a way to keep moving. In 2026, the existence of such mods highlights a familiar split in the Silksong audience: some want the uncompromising challenge preserved, while others want accessibility tools that let them experience the world without hitting the same wall repeatedly.
Skarrgard’s story is a useful case study. A tiny, unnamed enemy became a major talking point because it arrived at the wrong moment for many players. The fight is not one of the game’s marquee bosses, and it does not need to be. Its role is to test whether players are prepared to explore, retreat, and return with new abilities. For those who found Skarrgard too soon, the answer is not always to push harder. Sometimes it is to leave The Marrow, unlock dash, and let Hornet come back ready. 🎮
For players weighing whether to stick with Silksong’s demands or take a break with something different, the decision often comes down to timing and budget. Trying another genre or revisiting a favorite can offer a fresh perspective without abandoning the challenge entirely, and it helps to know where those options are available at a reasonable cost.
That’s where a resource like DealNest can be useful. If you’re c less
8 hours ago
1940
Bellhart is the kind of town that greets visitors with a chorus of creaking silk and a collective nap that would make a sloth jealous. In
Hollow Knight: Silksong
, every resident of Pharloom's central burg has been strung up like a row of particularly unf... more Bellhart is the kind of town that greets visitors with a chorus of creaking silk and a collective nap that would make a sloth jealous. In
Hollow Knight: Silksong
, every resident of Pharloom's central burg has been strung up like a row of particularly unfortunate marionettes, and as of 2026, freeing them remains one of the game's most satisfying detours. The solution is not written on a welcome mat; it requires a westward trek, a map-buying spree, and a boss fight against a spider who treats tempo like a weapon. Think of it as a municipal rescue operation conducted by a very determined insect with a needle.
How to Reach the Bellhart Crown
If the townsfolk are hanging from silk, logic suggests something above them is holding the strings. The goal, therefore, is to reach the top of Bellhart. Before any climbing begins, players should pick up two maps from Shakra: Bellhart for 40 Rosaries and Shellwood for 70 Rosaries. They are sold together, but the seller's location depends on how Hornet first entered Shellwood. Coming from Greymoor puts Shakra far westward, past the first Shellwood bench and a descending elevator, at the bottom-left exit of the elevator room. Coming from the Wormways places her east of the Greymoor–Far Fields connection. Finding her can feel like a cartographer mapping a city that keeps rearranging its streets, but the purchase is non-negotiable.
With maps in hand, the main business of Shellwood awaits: defeat Sister Splinter and obtain Cling Grip. Once Cling Grip is acquired, the path above Bellhart opens by exiting Shellwood from the top-right corner of the map area. The cleanest route is to return to Sister Splinter's arena and head right.
How to Break the Silken Curse
Inside the crown, the only sensible direction is downward. Bell enemies, including small respawning ones, populate the tunnels. Eventually, an exit points further down. Players should ignore it temporarily and open a shortcut to the left of this exit, which shortens future runs from the east Shellwood bench considerably. At the bottom, Widow waits in her chamber. She has several phases, including a false ending in the tradition of the old Soul Tyrant. Defeating her requires patience and a few habits that are easier to describe than to execute.
Float over the ground boulder attack; do not dash over it.
Watch for falling debris and projectiles before committing to an attack.
Bring Silkstorm to punish Widow when a player would normally strike from above.
When Widow plays music, dash to her and attack.
Glide and take time landing after a jump; panic is not a strategy.
Fighting Widow can resemble a clockmaker reassembling a cuckoo clock while the cuckoo files a grievance, but the reward is worth the noise. After Widow falls, Hornet must Bind multiple times to absorb the power within, unlocking Needolin. The scene brightens, silk strands appear beside her, and the next steps are simple: cut the strands, then ring the bell by hitting the lever.
What Do I Unlock by Freeing Bellhart?
Once the bell rings, Bellhart's citizens begin to move again. The town becomes a proper hub. Players can shop at the ground-floor store, peruse the shops on the platforms above via the ladder on the left, and eventually own and decorate a home. Some stores require quests, or Wishes, to unlock or expand. Home ownership likewise requires upgrading Bellhart until Pavo hands over the key.
Shop
Service
Notes
Frey's Shop
General store
Sells general wares and furniture; requires 'My Missing Courier' to expand stock and the key from Pavo after Bellhart is fully upgraded.
Pibb & Tipp's Couriers
Courier service
Requires 'My Missing Courier' and 'My Missing Brother' to set up shop.
Relic Seeker Scrounge
Relic services
Give relics to Scrounge to read their lore.
Pinmaster Plinney
Nail upgrade
Upgrades nail damage; requires 'Pinmaster's Oil' for further upgrades.
Shakra's Maps
Map services
Ring the bell to summon Shakra and buy missing map pieces.
Freeing Bellhart is not a simple errand. It is a westward expedition, a map hunt, a descent through respawning bells, and a duel with a spider who conducts violence like a sommelier evaluating a vintage in a burning cellar. Yet the payoff is a town that finally exhales, a home to decorate, and a hub that makes the rest of Pharloom feel a little less hostile. In 2026, that remains a bargain worth every Rosary.
If the expedition through Bellhart leaves you eager for another hand-drawn world to explore—or simply looking to stretch a gaming budget further before the next release—it helps to know where where to buy cheap games(https://dealnesthq.com/ ) . DealNest gathers bargain-friendly game offers in one place, making it easier to compare options without turning a quick browse into another boss fight. less
8 hours ago
1939
I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactl... more I have a confession: for most of my early Silksong run, I kept staring at ceilings and thinking about the Monarch Wings. In the original Hollow Knight, that double jump opens up so much of the map, and Silksong withholds it for a long time. That is exactly why the Faydown Cloak feels like such a huge prize. It gives you a double jump and cold immunity, and you can grab it fairly soon after getting the Clawline. Sound too good to be true? It is not, but the climb is a real test.
Before you start, make sure you have the Clawline. Without it, you will be stranded on Mount Fay with no way up. You also need enough progress in The Slab to have free access to the Bellway station there, because that is the route to Mount Fay. I highly recommend running Weavelight for this entire segment. The improved grapple feel is not a luxury here; it is almost a necessity. And yes, I promise this is not a Celeste guide in disguise, even if the platforming gets spicy.
Quick Prep Checklist
Check
Why It Matters
✅ Clawline unlocked
You cannot climb Mount Fay without grappling
✅ The Slab Bellway access
The only practical way to reach the mountain
✅ Weavelight equipped
Better grapple and silk regeneration
✅ Rosaries for Shakra
The map is worth buying if you can spare them
✅ Patience
The cold timer will punish panic
Mount Fay simulates a very bad winter. Once you step outside, you have roughly 30 seconds before the cold kills you. The key rule is simple: keep moving toward warmth. Metal lamps, benches, and warm rooms reset the pressure. If you make a mistake near a room transition, duck inside and step back out to refresh the timer. Why not use every trick? The mountain will not show you mercy.
The Foothill
Leave the station and jump off the first ledge to grapple the rings. Keep fast, constant momentum going left. Cross the gap and run into the cave where you meet Shakra. The map here is not complicated, but it is still nice to have, so buy it if you can afford it. Sit at the bench, breathe, and prepare for the run.
Jump across the freezing lake, because even touching the water hurts. Get onto the floating platforms and climb right. Watch for the metal lamps in the ceiling. Those warm spots are your lifeline, so start treating them like checkpoints.
100 Meters
Run right, grapple the floating platform, climb up, and jump across the crumbling block platforms as quickly as you can. Grapple to the platform on your left, jump and grapple the enemy, then grab the ring and jump onto the wall. Climb fast, grapple, wall jump, and hook onto the wall that leads to another safe zone.
Time your wall jumps so you do not hit the spikes. Grapple through the spike tunnel and slide down the left wall to safety. Grapple over, tap dash to climb up the wall without jumping off, then grapple the enemies ahead. Use them to reach the left wall, climb up, and dash quickly to the next safe zone. The next room is full of silk and warmth, so take a real breather there.
Crystalline Drop
Counter-intuitively, you need to drop down here. Before you do, camp on the ledge and keep hitting the metallic bug for infinite silk. If you took damage earlier, this is your chance to heal. When you are ready, begin the descent. Drop your glide a little to speed up the fall, stay on the left side of the crystal, and enter the first hole on the left that you can slide into.
The tunnel inside is warm and full of silk, though there is a strange little guy you need to smack. Head to the end and break the wall on your left to reach another frozen lake. This time, grapple across the enemies that shatter into needles. With the extra silk, you can constantly grapple and glide while barely losing height. If you cannot do that, grapple any enemy you can find and look for a wall, ring, or piece of ground to stall on. The second and third enemies in this sequence can lead to a wall and a warm spot.
At the end, there is a warm room with a bench. Head left, then down and right, and break a wall to find the hidden passage. Before going up, you can farm the enemy outside to the left for more silk. There is also a mask shard here, but you cannot get it yet, so remember that for later.
Rebound Up
Keep this pocket of warmth in mind and start bounding up the walls. Once you are on top of the lift, jump and grapple the enemy, then hold backwards to land on the upper lift. You need to get used to that maneuver. This is where Weavelight shines, because you can almost always regenerate a bar of silk before you need to grapple again.
Hit each enemy, keep climbing the lifts, and you will reach a wall with a warm light. Dash up the walls to avoid spikes. At the top wall, jump off, glide, and hit the grapple just in time to reach the other wall and glide down. Hit a couple more enemies, then rest on the ledge to your right.
Slip into the cave and prepare to fall again. This drop is faster and riskier, but d less
Fri at 4:15 PM
1938
Players pushing through
Hollow Knight: Silksong
know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a el... more Players pushing through
Hollow Knight: Silksong
know that the Citadel is a gauntlet of hostile creatures, but the Cogwork Dancers stand out as the first major boss you'll face after entering its gilded halls. These mechanical performers may look like a elegant duo, but let's be real — they'll stomp you flat if you rush in without a plan. The good news? Their attack pattern is surprisingly simple once you learn to read the dance. The bad news? Patience is the name of the game, and the arena itself seems to hold its breath before every charge.
Where To Find The Cogwork Dancers
To reach the Cogwork Dancers, you first need to defeat the Last Judge in Blasted Steps and enter the Citadel. That's no small feat, and the game won't give you a breather — you're immediately forced into the Underworks, where a swarm of enemies wants to ruin your day. Once you claw your way through and reach Coral Chambers again, head to the top right edge until you hit Songclave. Activate the dormant shrine there, then take the top-left exit from Songclave's bench. A corridor filled with elite guards awaits; defeat three of them, and the boss room is yours. It's a bit of a trek, but the bench is close enough that you won't be walking back from the middle of nowhere.
Cogwork Dancers Phase One Guide
These two are not your typical boss. Instead of a dozen different attacks, each dancer shines a ray of light in a direction and then charges along it. If the charge happens in the air, they simply stop at the destination. If it hits the ground, they add a small stomp AoE. There are four phases, and each one starts with the dancers returning to their slots — like they're taking a bow before the next act.
In phase one, both dancers charge at the same time, and their directions depend on their starting positions. Here are the main combinations:
Dancer Positions
Target Locations
One in top middle, other in top right or top left
Middle dancer moves down, then right/left, then up. Corner dancer moves top middle, down, left/right. The second dancer's final move is always opposite the first dancer's second move.
Diagonally opposite
They complement each other: first both go to upper and lower middle, then they reach each other's original spots. Sometimes they move horizontally or vertically across the field — jump and glide for horizontal, stand in the middle for vertical edge charges.
Both in the air
Criss-cross downward attacks. If in upper corners, beams don't meet in the middle; they charge to the center. If both upper middle, beams cross and they fall to the ground corners. Sometimes one follows the other for three attacks and then reverses the last move.
Both on one side on the ground
Rare. Corner dancer charges horizontally while the other bows at its partner. Usually followed by both going to upper middle.
Both beside each other midair
Rare. If neither is on a corner, they dash on the ground beside each other and then go opposite ways. If one is in a corner, they dash slightly slanted but still side by side.
Apart from those patterns, the dancers sometimes meet in the middle for a big AoE slash that covers the center, or they leave the screen and spawn lasers that deal double damage after a second. There's plenty of free space to dodge the lasers, so don't panic. Phase one attacks are slow — you can usually land two or three hits after each charge. Position yourself near the dancer who will land on the ground, but keep a little distance because of the stomp AoE. The cogwork duo seems to sulk every time you punish their landing, which is a small victory in itself.
Cogwork Dancers Phase Two Guide
After enough damage, the dancers retreat into their slots, and the cogs behind them start turning. Phase two is identical in attack variety but nearly twice as fast. The charge time is almost halved, so you'll need quicker reactions. Knowing what's coming based on their positions becomes even more important. You'll only get one or two hits between charges, so greed will get you stomped. Keep your cool and treat it like a faster waltz — the steps are the same, just with a tighter tempo.
Cogwork Dancers Phase Three Guide
Phase three changes the rhythm: the dancers attack separately. The right dancer charges first, and the left one follows a second later. The overall frequency stays similar to phase two, but the alternation makes it feel less oppressive. There's no fancy positioning trick here — just avoid putting yourself in a tight spot. If you corner yourself, the other dancer's charge might leave you nowhere to go. It's a simpler phase, and many players find it easier than the previous two.
Cogwork Dancers Phase Four Guide
Phase four isn't really a fight — it's a sad encore. After you defeat one partner, the remaining dancer tries to continue alone, but its attacks become far less frequent. These attacks are the complete opposite of the rest of the battl less
Fri at 8:46 AM
1937
midiamax bacarrak wrote a new listing entry:
Fri at 5:18 AM
1936
In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he perform... more In 2026, one of Hollow Knight: Silksong’s most endearing Easter eggs is still unresolved. Eric Barone, the creator of Stardew Valley, appears in the game’s credits as a voice actor, but the credits do not identify which resident of Pharloom he performed. The omission has turned a small credit line into a long-running fan investigation, and the mystery has lost none of its charm.
The credit is especially intriguing because Silksong’s cast has become one of its most celebrated strengths. Pharloom is dense with strange travelers, merchants, and small figures whose conversations add warmth to an otherwise hostile underground world. Fans have spent months comparing voice clips, interview footage, and in-game cadence in an effort to match Barone’s voice to a specific character. No definitive answer has emerged, but the search itself has become part of the community experience.
The Most Likely Candidates for a Fully Voiced NPC
Barone, who is widely known online as ConcernedApe, is not the only indie developer with a connection to Team Cherry. The link between Stardew Valley and Silksong is easier to understand when considering Matthew Griffin, who has worked with both projects and serves as head of marketing and publishing for Team Cherry. Barone was also credited in the special thanks section of the Hollow Knight Wanderer’s Journal, which shows that his relationship with the studio predates Silksong.
Even so, Silksong’s use of bug language and stylized accents makes identification difficult. The credits describe the role simply as additional voices, leaving open the possibility that Barone voiced more than one character. Among the most frequently discussed candidates are two early-game figures whose performances carry a recognizably human cadence.
Candidate
Location
Why fans suspect the performance
Fleamaster Mooshka
Early-game flea questline
The character’s delivery has a warm, conversational rhythm that fans associate with Barone’s public interviews.
Pavo
Bellhart
Pavo’s voice carries a playful, slightly weary tone that seems close to the developer’s natural speaking style.
Neither candidate has been confirmed. That uncertainty has not stopped players from revisiting both characters and sharing new comparisons. Some argue that the credit could refer to a minor enemy or a merchant with only a few lines. Others believe Barone may have recorded several small roles, which would make the search even more complicated. 🎭
Silksong’s NPCs Are One of Its Greatest Strengths
The voice-acting mystery matters because Silksong’s characters matter. In the original Hollow Knight, figures such as Cornifer and Quill offered rare glimpses of hope in a dark world. Silksong takes a different approach. Its travelers are more energetic, more expressive, and more willing to share the road toward the Citadel. The adorable Sherma has become a fan favorite, while characters such as Mooshka and Pavo give Pharloom a sense of community rather than isolation.
These NPCs also serve a practical purpose. Pharloom is considerably more dangerous than the early areas of Hollow Knight, and the items sold by friendly characters can change the course of a run. A useful tool, a rare upgrade, or a well-timed conversation can make Hornet’s journey feel less lonely and more manageable. That combination of personality and utility is why players keep returning to the cast long after the main path is complete. 🐛
Whether Team Cherry or Barone ever confirms the exact role, the cameo has already become a small legend within the Silksong community. It reflects the warmth that connects two very different indie successes, and it adds another layer of curiosity to a world already full of secrets. In 2026, the answer remains hidden, but the affection for Silksong’s characters is not. ✨
That same spirit of discovery often sends players looking beyond a single release, whether to revisit favorite indie worlds or try something new while waiting for the next update. For anyone keeping an eye on discounted titles between major releases, DealNest makes it easy to browse game deals today(https://dealnesthq.com/ ) without digging through scattered storefront pages.
It is a practical stop for players who want to stay curious about the wider indie landscape while still getting value from each purchase, especially when a small hidden gem can end up feeling as memorable as the games that inspired the search in the first place. less
Fri at 3:53 AM
1935
I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable per... more I have a confession: I am exactly the kind of player who sees a boss arena and immediately checks whether my will is up to date. So when Hollow Knight: Silksong finally arrived and promptly began folding me like a lawn chair, I did what any reasonable person would do in 2026: I opened the mod page and whispered, hello, accessibility.
The Wait Was Worth It, But My Reflexes Are Not
Let me be clear: Silksong is, for the most part, well worth the wait. Reviews were slowly but surely pouring in, and every early review I saw was full of praise. Guide writers were hard at work on complete walkthroughs, and I was hard at work pretending that my fourth death in a row was tactical reconnaissance. The game is gorgeous, sharp, and confident. It is also about as forgiving as a cat that has just been told no.
That is why the modding conversation around Silksong has been so fascinating. Within days of launch, players were already asking for ways to soften the opening portion, and modders answered with the enthusiasm of people who heard a doorbell and decided to install a whole new door.
The Mods Are Already Here, and They Are Practical
Browsing the Silksong mod page is a bit like visiting a support group where everyone also has a soldering iron. The headline act is
No Double Damage
, a mod that removes double damage from enemies and normal bosses. It does not turn Hornet into a steamroller; it just stops every stray elbow from deleting a health bar. The first time I used it, I felt like I had slipped a folded napkin under a wobbly table: the furniture was still rickety, but dinner suddenly became possible.
There are other helpful mods too:
🛠️ A respawn mod that lets you respawn at a scene's entrance instead of backtracking from a bench that is apparently in a different time zone.
📍 The same mod lets you customize respawn points in scenes, which is the gaming equivalent of leaving a spare key under a ceramic frog: a small mercy, wildly practical.
🧰 Several additional quality-of-life mods that make the experience easier and more accessible without rewriting the whole game.
🧀 Old-fashioned boss cheesing, because sometimes the smartest tactic is to let a terrifying boss walk into a wall while you take notes.
Here is my highly scientific breakdown:
Approach
What it does
My reaction
No Double Damage
Removes double damage from enemies and normal bosses
Less screaming, more learning
Scene entrance respawn
Skips the long bench pilgrimage
My patience returns from war
Custom respawn points
Lets me choose where to reappear
Power without responsibility
Boss cheese
Uses clever tactics against intimidating fights
🧀 Delicious
The Difficulty Debate Has Teeth
Of course, this opens up the usual dialogue about sacrificing intent and vision. Many people argue that Soulslikes such as Hollow Knight and Dark Souls should have one static difficulty. I understand that position. A game's difficulty is part of its voice, and modding it can feel like putting a funny hat on a statue. But in the case of Silksong, people are also pushing back at some of the game's design choices, and I think that pushback deserves a hearing.
One commentator put it well: the game is honestly incredibly difficult. Enemies deal a lot of damage and are often very nimble, and with very few upgrades, the game feels at least three times as difficult as Hollow Knight. That concern has been a common thread. The base difficulty is less a curve and more a corkscrew designed by a caffeinated architect. When players feel like the game is being difficult for the sake of being difficult, and when it fails to give them the tools to properly deal with the challenge, modders step in to fill that void.
I do not think that is a crime against art. A mod is not a review score, and it is not a demand that everyone play the same way. It is a knob on the radio. Some of us want the music louder; some of us want to hear our own thoughts. The
No Double Damage
mod is not a victory over the game. It is a tiny adjustment that lets a player stay in the conversation long enough to actually learn the dance.
Where Does That Leave Us in 2026?
Looking back from 2026, the whole episode feels like a useful snapshot of how players negotiate difficulty now. Reviews praised Silksong, walkthroughs flourished, and modders built a little side door for anyone who needed it. Whether Team Cherry ultimately addressed those concerns in a future update or not, the void was already filled by people who love the game enough to tinker with it.
So yes, I use mods. I use them because I want to see the rest of the game, not because I want to win an argument. Silksong can keep its fangs. I just prefer to bring a slightly thicker glove. 😅
All this tinkering has a way of expanding the backlog, though. Once I started poking around mod folders and load orders again, I found myself browsing for other soulslikes and metroidvanias to t less
Fri at 3:47 AM
1934
Annie Tiernan wrote a new listing entry:
Fri at 3:11 AM
1933
midiamax sportsk wrote a new listing entry:
Fri at 2:21 AM
1932
Hollow Knight: Silksong arrived on September 4, 2025, after roughly seven years of development, and promptly became the kind of cultural event that makes storefronts sweat. More than half a million simultaneous players piled onto Steam during its first we... more Hollow Knight: Silksong arrived on September 4, 2025, after roughly seven years of development, and promptly became the kind of cultural event that makes storefronts sweat. More than half a million simultaneous players piled onto Steam during its first weekend, while the Xbox Store and Nintendo eShop reportedly wobbled under the traffic. By 2026, the launch hubbub has cooled into the familiar hum of fandom maintenance, but one small, spiky grievance refuses to be swept under the rug: Rosary Beads, those precious little currency morsels, can be destroyed when they touch spikes. Not lost. Not delayed. Destroyed. Deleted from existence with the quiet cruelty of a spreadsheet macro.
The complaint, amplified by a community post that gathered over 3,700 upvotes, is refreshingly specific. Players do not mind earning currency. They do not even mind losing it to a dignified death. What grinds their gears is watching a Rosary Bead drift into a spike and vanish, especially when the player has equipped the item meant to attract beads. In some cases, the auto-collect tool apparently nudges a bead’s trajectory straight into the hazard, turning a helpful accessory into a tiny, enthusiastic accomplice. The whole affair has the emotional texture of dropping a single fry into a car’s footwell and watching it achieve sentience just in time to roll under the seat.
This is not the grandest controversy in Silksong, but it is the kind of detail that sticks in a player’s shoe like a very expensive pebble. The game’s broader difficulty debate has already covered Hornet’s hitboxes feeling too large, double damage showing up often enough to feel like a tax on optimism, and boss runbacks that are as welcome as a mosquito at a meditation retreat. Defenders of the game have fired back with a fair point: Hornet moves like a caffeinated calligrapher, fast and precise, and her responsiveness makes the challenge feel less like cruelty and more like a very sharp dance lesson.
Grievance
Community Mood
Practical Effect
Rosary Beads destroyed by spikes
😤 Quietly furious
Currency vanishes even with collection help
Hornet’s hitboxes feel too big
😬 Suspicious
Players swear they were nowhere near that claw
Double damage
💀 Ouch
Small mistakes become expensive lessons
Boss runbacks
🚶♂️ Weary
The walk back becomes its own mini-boss
No difficulty options
🤔 Divided
Mods become the unofficial accessibility menu
Fortunately for PC players, modders have already begun acting like a pit crew staffed entirely by nocturnal tinkerers. Popular Silksong mods remove annoyances such as bosses dealing double damage, while others add more benches so that runbacks sting a little less. This matters because Team Cherry did not include difficulty options in Hollow Knight: Silksong, leaving mods as a pressure-release valve for players who love the world but would prefer fewer spike-flavored surprises. It is a very 2026 arrangement: the developers build the mountain, and the community quietly installs a chairlift.
None of this has stopped Silksong from being a major hit, and none of it needs to. The Rosary Bead issue is less a grand design flaw and more a paper cut on the fingertip of an otherwise gripping adventure. Still, in a game where every bead can feel hard-won, watching one get deleted by a floor spike is enough to make even the most stoic bug warrior mutter something unkind. The community’s message is simple: keep the challenge, keep the speed, keep the glorious insect chaos, but perhaps let the currency survive a pointy floor. In 2026, that remains a small request with a very sharp edge. 🪙🕷️
PC players who enjoy fine-tuning a difficult game with mods tend to be the same crowd that keeps an eye on a good bargain. After all, the ideal time to try a demanding new title is often when it costs a little less, and DealNest is a straightforward place to browse PC game discounts(https://dealnesthq.com/ ) before adding another game to the backlog.
That small bit of price-checking won’t make a boss fight any easier, but it does make the decision to jump in feel a little lighter—and leaves more room to appreciate the parts of a game that are supposed to be punishing, not the receipt. less
Thu at 9:13 PM
1931
midiamax casinok wrote a new listing entry:
Thu at 7:46 PM
1930
In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original rema... more In 2026, Hollow Knight: Silksong is still a frequent talking point among Metroidvania fans, and much of that discussion circles back to Hornet. The sequel was seven years in the making, so expectations were always going to be steep. The 2017 original remains widely regarded as one of the best games in the genre, which made the idea of a follow-up daunting. Yet Silksong has met that challenge in several visible ways: improved mobility mechanics, a long list of quality-of-life upgrades, and an art design that feels even more vibrant and hand-crafted than before. Those are the obvious upgrades. The more subtle upgrade is the way the game uses animation to make Hornet feel like a genuinely different protagonist.
The biggest change starts with the playable character. Hollow Knight put players in the small shoes of The Knight. Silksong hands the role to Hornet. Visually, the two are immediately distinct: Hornet is a little taller and slimmer, and her head shape is quite different from The Knight's. The contrast goes beyond silhouette. The Knight fights with a wide nail, slashing at enemies in broad arcs. Hornet uses a thin needle, stabbing quickly and striking from range. Fans first encountered that fighting style well before Silksong was announced, because Hornet appeared several times as a boss in the first Hollow Knight. That history gives her a presence that feels earned rather than invented for a sequel.
Element
The Knight
Hornet
Weapon
Wide nail
Thin needle
Combat feel
Broad slashes
Quick stabs at range
Movement identity
Weightier and more grounded
Lighter, agile and acrobatic
Animation language
Straightforward strikes
Spins, twirls and low dashes
Once players actually control Hornet, the core differences become obvious. She feels lighter on her feet almost immediately. Her agility is not a small stat tweak or a cosmetic detail; it shapes the first platforming challenges in Silksong. Hornet reaches ledges, changes direction and recovers from jumps in ways that make The Knight's movement feel more deliberate by comparison. The game's control scheme supports that feeling, but the animations are what sell it. Without the right motion, a fast character can still feel stiff. Silksong avoids that problem by making nearly every input look like part of Hornet's character.
The ledge jump is an early example. Players can grab onto platform edges and leap off them to gain height, and Hornet responds with a series of somersaults in the air. The move is functional, but it is also expressive. It tells players that this character is trained, precise and comfortable in vertical spaces. The same idea appears again in Hunter's March, where bouncing on the red flowers sends Hornet into a graceful twirl. Unlocking Swift Step adds another layer. The dash carries her across environments with her head and body held low, making the movement look streamlined rather than merely fast. Even the shift from a full sprint into a jump is elegant: Hornet leaps in a diagonal arc and adds a few stylish spins along the way.
✅ The details are not limited to flashy traversal. Even a simple backstep, triggered by tapping the back button, sees Hornet perform a quick Castlevania: Symphony of the Night-like retreat before changing direction. It is the kind of animation many players might never think twice about, yet it quietly reinforces the same message. Hornet is not The Knight with a new sprite. She is a separate character with her own rhythm, posture and physical vocabulary.
That sense of identity is one of Silksong's clearest strengths. A sequel can add new enemies, new areas and new abilities, but it is harder to make a new protagonist feel truly new. Silksong does that through a combination of design choices. The needle changes combat. The lighter movement changes exploration. The animations change the way players read every jump, dash and recovery. None of these elements works alone. Together, they make Hornet feel like a character who could not simply be swapped out for The Knight. For a sequel that had to follow one of the genre's most respected games, that is a meaningful step up. 🎮
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Whether you are chasing another stylish action platformer or simply keeping an eye on titles with strong movement design, DealNest is a practical place to browse. It fits naturally alongside the habit of noticing how a game feels in the hands, not just how it looks in a trailer. less
Thu at 6:31 PM
1929
Introduction About Ewa Pajor
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputatio... more Introduction About Ewa Pajor
Ewa Pajor is one of Poland’s most accomplished footballers and a highly regarded striker known for her sharp movement, clinical finishing, and tireless work rate. Representing both club and country, she has built a reputation as a forward who can find space in crowded penalty areas and turn chances into goals with impressive consistency.
Born in Uniejów, Poland, Pajor developed into an elite attacker through her determination and technical ability. Her successful spell with VfL Wolfsburg established her among Europe’s leading forwards, where she contributed goals, assists, and decisive performances in major domestic and international competitions.
Now playing for FC Barcelona, Ewa Pajor continues to demonstrate the qualities of a top-class striker: intelligent positioning, pace, composure, and a strong competitive mentality. As a key figure for the Poland national team, she remains an inspiring example of excellence in women’s football.
Ewa Pajor's card
Ewa Pajor’s 89-rated Striker card is built to be a constant scoring threat, combining explosive 93 pace, elite 91 shooting, and silky 89 dribbling. While her 65 passing, 22 defending, and 72 physicality show that her game is focused firmly on attack rather than defensive work, her standout offensive attributes make her exceptionally dangerous in and around the box. As a striker, Pajor can use her speed to burst beyond the back line, her dribbling to create space in tight areas, and her clinical finishing to punish even the smallest defensive mistake, making her an ideal option for breaking open defenses and sealing crucial goals.
How to Obtain Ewa Pajor's Player Card
To obtain Ewa Pajor’s card in FC 27, you can first try purchasing card packs and testing your luck, though the chances of getting the card are relatively low and uncertain; second, you can complete SBC (Squad Building Challenges) tasks, which may reward you with Ewa Pajor’s card, although this depends on the available challenges and their requirements; finally, you can directly purchase the card from the transfer market for around 0.18 million FC 27 Coins, which is a more direct method but quite expensive.
Fastest Ways to Earn FC 27 Coins
Conventional methods to earn fc27 coins(https://www.lootbar.com/game-coins/fc27?utm_source=blog ) include selling player cards from your club, completing weekly objectives, and participating in various game modes for rewards, but these approaches are limited and depend heavily on player skill or luck; if you are targeting a card such as Ewa Pajor, you may spend a lot of time and still come up short.
Fortunately, LootBar.com offers a faster route with cheap fifa coins(https://www.lootbar.com/game-coins/fc27?utm_source=blog ) , a 10% discount for newly registered users, and regular special offers. The purchased coins arrive quickly through a secure trading method that protects your account and will not lead to a ban, so there is no need to wait to buy fc 27 coins(https://www.lootbar.com/game-coins/fc27?utm_source=blog ) and get the Ewa Pajor player card you want right away.
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Thu at 5:02 PM
1928
The banging behind the metal door in Pilgrim's Rest is one of Far Fields' most provocative pieces of environmental storytelling in Hollow Knight: Silksong. The room sits inside Far Fields, and its sealed door suggests something angry is waiting on the oth... more The banging behind the metal door in Pilgrim's Rest is one of Far Fields' most provocative pieces of environmental storytelling in Hollow Knight: Silksong. The room sits inside Far Fields, and its sealed door suggests something angry is waiting on the other side. In 2026, the puzzle remains a common stumbling block for players who hear the impact but cannot see an obvious latch, lever, or prompt. Is the door merely a decorative tease, or is there a real route hidden nearby? The answer is the latter, and it begins not at the door itself but in the vertical chamber outside it.
Start at the left exit, not the door
Players who want to open the Pilgrim's Rest door should first leave the room through its left entrance. From there, they descend to the midpoint of the vertical room. The critical step is to enter the room on the right that contains a bench and the Bell Beast. This detour is easy to overlook because the sealed door dominates attention, but the Bell Beast room is the true starting point for the hidden route.
Find the hidden path beneath the platform
Inside the Bell Beast room, players should focus on the small platform to the right of the Bell Beast. The solution is not to jump onto it or interact with the creature. Instead, players must get underneath that platform and hold right. A hidden path exists in that position. This is the kind of secret that rewards experimentation: no prompt announces it, and the route only becomes clear when Hornet commits to the movement.
The obstacle course
Beyond the hidden path lies an obstacle course that tests both timing and control. Players must pogo on red orbs, use the Drifter's Cloak to ride air currents, and avoid spikes. The required actions are fairly well telegraphed, but executing them can prove difficult. The sequence is less about guessing and more about precision, especially for players who are still building confidence with pogo inputs and air-current movement. A failed attempt is usually a timing error rather than a missed clue.
Stage
Action
Common mistake
1
Exit Pilgrim's Rest through the left entrance
Trying to force the metal door first
2
Descend to the midpoint of the vertical room
Dropping too far or entering the wrong side room
3
Enter the bench and Bell Beast room on the right
Ignoring the room because it looks optional
4
Get under the small platform right of the Bell Beast and hold right
Jumping onto the platform instead
5
Pogo red orbs, ride air currents with Drifter's Cloak, avoid spikes
Rushing the pogo chain
6
At the end, go left to the Rhinogrund and strike the switch
Heading right too early and missing the switch
The switch and the Rhinogrund
At the end of the course, players who go left will encounter a Rhinogrund. A switch sits just past that foe. Striking the switch with Hornet's needle opens the Pilgrim's Rest door. The enemy is not just flavor; it guards the final interaction and can punish players who try to dash past without a plan. Once the switch is hit, the metal door in Pilgrim's Rest can finally be opened, and the angry creature beyond it becomes part of the game's larger web of secrets rather than an unsolved mystery.
Do not miss the Lost Flea
There is also a Lost Flea very close to the Rhinogrund, and it is easy to skip while focusing on the switch. After completing the obstacle course, players should head right instead of left toward the Rhinogrund. They should pass by some spools of silk and use Cling Grip on the right wall to reach an alcove with the Lost Flea. For completionists, this optional detour is worth the extra few seconds, especially because the main route already puts players in the right area.
Why the door matters
The Pilgrim's Rest door is a good example of Silksong's layered exploration. The banging sound creates curiosity, but the solution is not a single button press. It asks players to read the room, backtrack through the vertical chamber, trust a hidden path, and then prove their movement skills. In 2026, as more players return to Far Fields for missed secrets, the route remains a useful reminder that not every locked door in Silksong is opened from the front. Sometimes the answer is a bench, a Bell Beast, and a switch waiting past a Rhinogrund.
Players who enjoy the detective work behind secrets like this often carry the same checklist mindset into other parts of their hobby, whether that means tracking collectibles, comparing gear, or keeping an eye out for good gaming deals. For that latter habit, DealNest(https://dealnesthq.com/ ) can be a handy place to browse when you want to spot offers without turning a quick break into another full exploration session.
It fits naturally alongside the slower, curiosity-driven approach that makes hidden routes and optional detours worth chasing in the first place: a little patience, a quick check, and a willingness to look beyond the most obvious path. less
Thu at 4:41 PM
1927
In 2026,
Hollow Knight: Silksong
players are still trading notes on Rosaries—the rare, pilgrim-carried currency that can make or break a run. Rosaries are one of two main collectible resources in the game, and while Shell Shards keep consumable tools st... more In 2026,
Hollow Knight: Silksong
players are still trading notes on Rosaries—the rare, pilgrim-carried currency that can make or break a run. Rosaries are one of two main collectible resources in the game, and while Shell Shards keep consumable tools stocked at benches, Rosaries are the coin of the realm for merchants. They are also exceptionally rare, which is why sharp-eyed players keep a mental map of every reliable farming route.
💰 What Makes Rosaries So Valuable?
Rosaries are not dropped by run-of-the-mill bugs. They come from very specific enemy types, often tucked away in secluded areas. The easiest targets are pilgrim-type enemies, recognizable by the frayed, beige-colored shawls they wrap around themselves. These pilgrims come in all shapes, sizes, and abilities, so players should not expect a uniform fight. Red ants in Hunter's March can also leave Rosaries behind, but they are much harder to beat—a classic risk-reward trade-off.
Other sources exist, too. Certain Wishes, the game's sidequests, may reward Rosaries. Players can sometimes find them dangling from ropes or other environmental features and attack the rope to release the currency. Selling Relics to Scrounge in Bellhart is another option, as is selling Mossberries to the Moss Druid after completing the associated quest. In a pinch, these alternatives can keep a cash-strapped player from grinding the same loop for too long.
🏃 The Early-Game Pilgrim Loop
For early-game farming, community guides point to the bench at Hornet's location. From there, players head immediately west into a moss-covered chamber full of pilgrims. The route is simple: travel west across the area until hitting a wall, defeating every enemy and collecting their Rosaries along the way. Then jump down to the lower part of the area and head right, doing the same until exiting. Finally, jump back up to the bench, rest to respawn the enemies, and repeat.
This is a fairly low-yield route, but it is quick. With practice, a run can be shaved down to about 30 seconds. It is also conveniently situated next to Shakra's starting location, so players can earn enough Rosaries to afford her vital early-game items and spend them immediately. The upper areas of Mosshome can be cleared for additional Rosaries, though that is more of a slog than a quick cash-in.
Farming Spot
Yield per Run
Speed
Best For
Mosshome pilgrim loop near Hornet's bench
Low but steady
Very fast (~30 seconds with practice)
Early-game purchases and Shakra's stock
Greymoor, east of Halfway Home
About 50 Rosaries
Moderate
Mid-to-late game upgrades
⚔️ Mid-to-Late Game: Greymoor's Halfway Home
When the early-game purchases are out of the way, players may have more luck farming just east of Halfway Home in Greymoor. This run yields 50 Rosaries per attempt, a much better return than the Mosshome loop. It is not a breeze—Greymoor's enemies can punish sloppy movement—but the ballooning costs of late-game accessories make the extra yield worth the effort. Players who want to break the bank on upgrades should keep this route in rotation.
🛒 Spending Smart—and Not Losing Your Shirt
Rosaries are essentially the currency of
Hollow Knight: Silksong
. That is why corrupted pilgrims carry them instead of the less sapient, more bug-like enemies. Most merchants accept only Rosaries, although some quest-specific NPCs accept other unusual items. Players can buy area maps, mapping tools, Mask Shards, accessories, and more. The smart play is to check back with merchants regularly, especially when they appear in new places, to see if their inventories have updated.
Merchants such as Shakra are worth visiting early and often. Her maps and mapping tools are not cheap, but they pay for themselves by making exploration less of a headache. Mask Shards and accessories can also swing a tough fight, so Rosaries are rarely wasted on permanent upgrades. The key is to avoid spending every last Rosary right before a dangerous boss attempt—players who do that often learn the hard way why a cushion matters.
💀 Death, Cocoons, and Rosary Strings
Crucially, whenever a player dies in
Silksong
, they drop all their Rosaries on the spot. The currency can be retrieved by returning to the location of the last death and attacking the silk cocoon, which appears on the map if the player is unsure where it was. If they die again before reaching the cocoon, those Rosaries are lost permanently. That is a harsh penalty, and it is why experienced players treat every death as a potential financial disaster.
There is a safety net. Players can pay certain merchants to create Rosary Strings 🧵, which stay in the inventory when they die. The exchange rate is not generous—80 Rosaries buy a string worth just 60 once broken—but the cost is worth it when carrying a ton of Rosaries through risky areas. In 2026, the advice remains the same: players should not sleep on Rosary String less
Thu at 4:22 AM
1926
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Thu at 1:07 AM
1925
Creige's Halfway House has a problem with feathers, and Hornet is the one who can solve it. In Act 1 of Hollow Knight: Silksong, the Crawbug Clearing side quest asks players to collect 25 Ragpelts so that Creige can build a scarecrow. The task sounds simp... more Creige's Halfway House has a problem with feathers, and Hornet is the one who can solve it. In Act 1 of Hollow Knight: Silksong, the Crawbug Clearing side quest asks players to collect 25 Ragpelts so that Creige can build a scarecrow. The task sounds simple enough—until the local birds start treating the roof like a personal playground. 🐦
Starting the Crawbug Clearing Quest
The quest does not appear at the very beginning of the journey. Players first need to defeat the Widow boss in Bellhart and free the town's citizens from their web captivity. That fight becomes available after defeating Sister Splinter in Shellwood and acquiring the Cling Grip. Once the Widow falls, the Wish Board beside the shopkeeper in Bellhart quietly offers its requests. Crawbug Clearing sits among them, alongside My Missing Courier and Rite of the Pollip.
Accepting the wish is only the first step. The quest truly begins when Hornet speaks with Creige at the Halfway House in Greymoor. Behind the counter, Creige explains the situation: he needs 25 Ragpelts to build a scarecrow. Without it, the birds will keep swarming his building. Plain and simple, the man needs a feathered deterrent, and Hornet needs to supply the materials.
Finding Ragpelts in Greymoor
Ragpelts come from the green bird enemies in Greymoor. The small green birds above the Halfway House do drop them, but each tiny bird yields only one Ragpelt. Grinding those little ones and resting at the nearby bench works, yet it is not the fastest route. Truth be told, the better farming spot lies farther east of the Halfway House.
The larger green birds are the real prize. Two types stand out: the fat bird that throws projectiles and the sword-wielding bird. Each of these larger enemies drops up to four Ragpelts when defeated. They also respawn whenever Hornet rests at a save bench, which makes repeated farming comfortable. The birds do not exactly line up politely for harvest, but a steady loop of combat and rest gets the job done.
A practical route is to clear the larger birds east of the Halfway House, rest at the bench, and repeat. With up to four Ragpelts per kill, 25 pieces arrive much faster than nibbling away at the tiny birds. Players should keep an eye on their health and thread supply, especially when the projectile thrower and the sword bird appear together. Fighting them one at a time is safer, and using Tools to soften them up makes the loop smoother.
Enemy Type
Location
Ragpelts per Kill
Notes
Tiny green bird
Above the Halfway House
1
Easy but slow for farming
Fat projectile bird
East of the Halfway House
Up to 4
Keep moving to dodge projectiles
Sword-wielding bird
East of the Halfway House
Up to 4
Watch for quick lunges
Turning In the Quest and Claiming the Reward
Once the counter reaches 25 Ragpelts, Hornet can return to Creige at the Halfway House. Handing over the bundle concludes the Crawbug Clearing quest, and Creige is visibly pleased. His reward is the Crafting Kit Expanded item, a pouch for holding traps and tools along with fine crafting implements that increase their lethality.
In practical terms, the Crafting Kit Expanded boosts Tool damage. The inventory's Tool Pouch and Crafting Kit screen shows a Tool Damage meter with four circles; this reward raises the meter to two white circles out of four. For players who lean on Tools during boss fights and crowded rooms, that extra damage is no small feat. It helps Hornet kill enemies faster and makes future Act 1 encounters a little less punishing.
Crawbug Clearing is a short side quest with a clear loop: accept the wish, speak with Creige, farm the larger green birds east of the Halfway House, and return with 25 Ragpelts. The scarecrow may be Creige's victory, but the Crafting Kit Expanded is Hornet's prize. 🛠️
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Thu at 1:02 AM
1924
Gianna Kelly wrote a new Blog entry:
Thu at 12:23 AM