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  • 1965 Shelby 427 Cobra: The V8 Roadster That Redefined 1960s Performance

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    1965 Shelby 427 Cobra: The V8 Roadster That Redefined 1960s Performance The 1965 Shelby 427 Cobra paired a British roadster body with Ford's 427 FE V8, delivering 0–60 in 4.3 seconds and 165 mph. In the 1960s, American muscle cars were built for straight-line violence. Big V8s, two-door coupes, and quarter-mile bragging rights were the order of the day. Yet one machine refused to follow the usual script. The 1965 Shelby 427 Cobra took the delicate shape of a British roadster and dropped in Ford's thundering 427 FE big-block V8. It was an odd marriage, but it worked like a charm. The result was a car that could go toe-to-toe with almost anything on asphalt in the 1960s, apart from a handful of dedicated race specials. A British Body with an American Heart The story begins with Carroll Shelby, a racing driver who admired fast, expensive, and complex machines from Ferrari, Maserati, Aston Martin, and Jaguar. He wondered whether a cheaper car could be just as fast. In the early 1960s, AC Cars had lost its engine supplier, and Shelby saw an opening. He contacted AC, then called Ford to arrange a supply of V8 engines. The fact that the new car would challenge the Chevrolet Corvette helped sweeten the deal. In 1962, Shelby created Shelby American, built the car in California, and called it Cobra—a name that reportedly came to him in a dream. Early cars used Ford 260 and later 289 cubic-inch V8s. They won on track, but the later 427 iteration became the legend. The 427 arrived in 1965 and was a different beast altogether. Performance That Shook the Establishment When automotive journalists tested the new 427 Cobra in 1965, they found something extraordinary. The car cost about $7,000 and weighed only 2,529 pounds. Under the hood, the 427 big-block produced 485 horsepower and 480 lb-ft of torque in competition form, with 425 horsepower in standard tune. A four-speed manual transmission sent all that fury to the rear wheels. The numbers were staggering for the era: Metric 1965 Shelby 427 Cobra 0–60 mph 4.3 seconds 0–100 mph–0 14.5 seconds 0–100 mph–0, Ken Miles 13.8 seconds Quarter mile 12.2 seconds at 118 mph Top speed 165 mph Price when new $7,000 Weight 2,529 pounds Engine Ford 427 FE V8 Power 425 hp standard, 485 hp competition Torque 480 lb-ft Transmission 4-speed manual That 0–60 mph time would have been respectable for supercars well into the 2000s. The quarter-mile run made the Cobra one of the quickest street-legal machines of its day. And 165 mph was genuinely frightening in a lightweight roadster with minimal aerodynamics. Chassis and Suspension Changes The 427 was not simply an engine swap. Shelby's team made the frame tubing thicker. They replaced the transverse leaf springs—which some magazines criticized for making the car difficult to control on bumpy roads—with coil springs at all four corners. The 427 came in both street and competition versions. It was raw, loud, and demanding, but it worked. ️ The Rivals: Corvette L88, Hemi Dart, and More The Cobra did not exist in a vacuum. In the 1960s, the Chevrolet Corvette was evolving quickly. The L88 option, available across the C2 and C3 generations, brought a 7.0-liter 427 race V8, competition parts, and a distinct lack of luxuries such as air conditioning and a radio. One respected magazine quoted its quarter-mile time in the mid-to-high 11-second range. A silver L88-spec 1969 Corvette ran 11.44 seconds at the Pure Stock Drags event in 2011. Yet the L88 was a thinly veiled competition car. It was hard to start when cold and notorious for overheating in traffic. The National Corvette Museum did not recommend it for street use. Standard Corvette 427s, by contrast, could complete the quarter mile in around 13 seconds. Dodge also built 80 versions of the Hurst Hemi Dart LO23 Super Stock. It was street-legal and recorded a low-ten-second quarter-mile at roughly 130 mph, but it came with a disclaimer that it was only for drag racing or supervised acceleration trials. There was also the Hemi Barracuda Special Order with a race engine, estimated at a low ten-second quarter mile. On the street-legal side, the 440 Six-Pack 1969 Plymouth Road Runner A12 famously cleared the quarter mile in 12.91 seconds. Modern Context: 2026 and Beyond By 2026, supercars have rewritten the rules. In 2023, Car and Driver called the Ferrari 296 GTB the quickest rear-drive car it had ever tested. It hit 60 mph in 2.4 seconds and covered the quarter mile in 9.7 seconds at 150 mph. In 2022, a McMurtry Spéirling fan car reached 60 mph in 1.40 seconds and demolished the quarter mile in 7.97 seconds during filming. Those figures make the 427 Cobra look almost tame. But context matters. The Cobra did its work with a manual transmission, skinny tires by modern standards, no traction control, no anti-lock brakes, and no electronic safety net. It asked the driver to be brave, precise, and perhaps a little reckless. That is why it still captures the imagination. A Legend That Refuses to Fade Decades later, cars like the Dodge Viper were still trying to capture the magic of this legendary American sports car. The 427 Cobra was not the easiest car to live with, and it was not cheap. It was, however, a brilliant blend of British lightness and American muscle. In the 1960s, it could beat almost anything over a quarter mile. In 2026, it remains a benchmark for raw, unfiltered performance. The Cobra's story is a reminder that great cars are not always the product of a single tradition. Sometimes, the best ideas come from a strange combination—a dainty British roadster, a massive Ford V8, and a Texan with a dream. The result was a machine that left rivals in the dust and never really left the spotlight. For most enthusiasts, the closest they will ever come to a 427 Cobra at full throttle is behind the wheel of a racing simulator. Titles like Gran Turismo, Forza, and Assetto Corsa have turned quarter-mile bragging rights into something you can chase from the couch, with tire models, gearing, and weight transfer simulated down to details that would have seemed like science fiction in 1966. The hobby has grown well beyond the screen, too, as rigs, wheels, and pedals have become their own branch of car culture. That kind of setup does not come cheap, though, and prices on titles and peripherals swing constantly. DealNest was built for exactly that problem, gathering discounts on games, hardware, and accessories into one place so you can spot a good price before it disappears. Whether you are rebuilding a library of classic racing sims or hunting for something new to test your reflexes, it is worth checking what is on offer — a quick look at the [game deals today]( can save you enough to put toward that next upgrade. https://dealnesthq.com
  • Silksong Survival Guide: Essential Tips for Hornet's Deadly Pilgrimage

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    Silksong Survival Guide: Essential Tips for Hornet's Deadly Pilgrimage Hollow Knight: Silksong tips: Hornet's Pharloom pilgrimage demands Silk mastery, Bind safety, Flea Caravan shortcuts, and Deep Docks rosary farming. The moment Hornet set foot in the mossy ruins of Pharloom, she knew this pilgrimage would be nothing like her previous adventures. The Knight's steady, soul‑driven journey was a distant memory. Here, speed was everything, and Silk—precious, volatile Silk—was the currency of survival. Enemies struck faster, traps bit harder, and every mistake threatened to undo minutes of progress. For any wanderer brave enough to follow her path, the early hours are a gauntlet of hard lessons. Yet with a handful of well‑kept secrets, the journey transforms from a brutal slog into a thrilling dance. These are the tricks that separate a struggling drifter from a triumphant hunter. ️ The Perils of Binding One of the first hard lessons a new pilgrim learns is that healing is not a safe refuge. Hornet's Bind ability stitches her wounds using Silk, but the animation leaves her utterly exposed. If an enemy lands a hit before the final stitch, she doesn't just lose the heal—she loses every drop of Silk she was carrying. In the original Hollow Knight, a failed heal cost only Soul, which could be gathered again. Here, the penalty is far crueler. That is why seasoned players never attempt Bind in the middle of a chaotic brawl. They wait for a lull, a stagger, or a safe distance. Creating that opening is a skill in itself, and mastering it is the difference between life and a very expensive death. The Flea Caravan Shortcut Not every obstacle must be faced head‑on. The Flea Caravan offers a rare chance to skip one of the game's early walls: the Moorwing boss. Normally, this towering beast blocks the main path to Bellhart, and for underprepared travelers, it is a grueling fight. But by riding the Caravan, Hornet can bypass the beast entirely and arrive directly in the bustling town. Some purists might call it cheating, but for those who value progress over pride, it is a brilliant strategic move. Bellhart is packed with useful NPCs, quests, and upgrades, and reaching it early opens up a wealth of opportunities that would otherwise be locked behind a difficult battle. Deep Docks: The Early Rosary Mint Rosaries, the lifeblood of Pharloom's economy, are always in short supply. Maps, charms, and tools demand payment, and early on, every coin feels like a fortune. Deep Docks holds the solution. Once discovered, this industrial region becomes an unofficial mint. A specific enemy near a bench drops roughly seven rosaries per kill. The setup is perfect: defeat the foe, rest at the bench to respawn it, and repeat. It is mindless, efficient, and far faster than selling relics. Within minutes, a patient farmer can afford the upgrades that make the next stretch of the journey far less punishing. 🪶 Shell Shards from Pond Skippers Shell Shards are another resource that vanishes faster than expected, especially when crafting or repairing tools. The humble Pond Skipper, a small flying creature in Shellwood, is the answer. Each one yields three Shell Shards, and they are harmless to farm. Find a quiet pond, set up a rhythm, and watch the shards pile up. It is not glamorous, but it is reliable. Whenever a crucial repair looms and the inventory is bare, a quick trip to Shellwood solves the problem without risking life or limb. ️ Maps and Quills: The First Purchases Wandering without a map is a recipe for frustration. Pharloom's regions are vast, labyrinthine, and full of dead ends. That is why the first purchase in any new area should always be the map from Shakra. Knowing the layout prevents endless backtracking and reveals the locations of benches and key NPCs. But the map alone is not enough—the Quill is equally vital. Without it, the map remains a static outline, and every step into the unknown must be memorized. With the Quill, resting at a bench automatically updates the map, turning a confusing maze into a clear plan. Relics Are Meant to Be Sold In many games, collectibles hide secret uses. In Silksong, relics are refreshingly straightforward: they exist to be sold. They do not unlock story events, they are not crafting ingredients, and they offer no hidden bonuses. The Relic Seeker in Bellhart buys them for a handsome sum—small ones like the Bone Scroll fetch around fifty rosaries, while grand relics like the Choral Commandment bring in far more. Holding onto them is pointless. Whenever coin is needed, a quick sale is the smartest move. 🧱 Hidden Openings Reward the Curious Like its predecessor, Silksong hides secrets behind seemingly solid walls. A suspicious wall in Hunter's March, for example, crumbles when attacked, revealing a passage to a much‑needed bench. These hidden paths often contain rosaries, relics, charms, or safe havens. Testing every odd corner with a quick strike is a habit worth forming. The time spent is trivial compared to the reward of a new checkpoint or a valuable treasure. Curiosity, in Pharloom, is not a vice—it is a survival trait. 🦵 Pogoing: The Art of the Bounce Finally, there is pogoing. By jumping, aiming down, and striking with the needle, Hornet bounces off enemies and objects. It is a technique that feels awkward at first but soon becomes second nature. Pogoing lets her reach high platforms, cross dangerous floors, and stay mobile during boss fights. Many areas are designed with this skill in mind, placing enemies precisely where a well‑timed bounce opens a new route. Mastering the timing transforms the environment from a series of obstacles into a playground. With these tricks in hand, the pilgrimage through Pharloom becomes less of a trial and more of an adventure. Hornet is fast, fragile, and utterly deadly in the right hands—and now, those hands have a fighting chance. Of course, sharpening your skills only matters once the game is actually in your library. Whether you are still deciding to pick up Silksong, holding out for a discount on the base game, or hunting down deals on other metroidvanias that scratch the same itch, it pays to know where prices are tracked in one place. DealNest gathers game discounts and storefront offers so you can compare before committing your rosaries—real ones, this time. If you would rather spend less and play more, it is worth a look at [check game prices]( on DealNest before your next purchase. A few minutes of browsing can mean the difference between paying full price and starting your pilgrimage through Pharloom with extra coin to spare. https://dealnesthq.com
  • Elden Ring Nightreign Patch Paves the Way for The Forsaken Hollows

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    Elden Ring Nightreign Patch Paves the Way for The Forsaken Hollows Elden Ring Nightreign's December 2025 patch added support for The Forsaken Hollows DLC plus quality-of-life fixes and balance changes. In December 2025, FromSoftware rolled out a new patch for Elden Ring Nightreign, and it landed like a courier carrying both gifts and repairs. The timing was no accident: The Forsaken Hollows, Nightreign's first proper, named DLC, was set to arrive on December 4, bringing new bosses, new shifting earth, and new playable Nightfarers. The patch added support for that expansion, but it also quietly reshaped the entire experience for every player on PS4, PS5, Xbox One, Xbox Series X|S, and Steam. Now, in 2026, that update remains a foundational moment for the game, a turning point that showed FromSoftware was still listening. A Patch That Did More Than Open a Door FromSoftware did not just flip a switch and call it a day. The studio treated the patch as a chance to smooth out rough edges, and the result was a long list of quality-of-life improvements that players had been requesting for months. The most visible changes included: Relic management overhaul: Equipped relics now appear in the Character Selection menu, and players can set names for Relic presets in the Relic Rites menu. Those names can be changed in the All Presets section, and preset order can be rearranged per character. New shop item: The Collector Signboard shop gained the Deep Large Scenic Flatstone. Map and results improvements: The map's layer display can now be toggled in the Results menu, and the relics equipped by each player are displayed there too. Matchmaking flexibility: Players with a Personal Objective requiring a specific target kill while Reliving a Remembrance can now embark with players whose Personal Objective does not require that. Flask count highlighting: The flask count now glows when at maximum capacity or when an enemy-induced effect influences it. Compass rune icon: The vertical position of the compass rune icon appears if dropped runes are significantly above or below the player. Map event highlighting: Specific events on a different map layer can now be highlighted in the map menu. Dormant Power UI: The HP gauge and other UI elements remain visible during Dormant Power selection. Shop adjustments: Weapon lineup in Limveld's shops was adjusted, and Fire Pots were added to the Spirit Shetler shop inventory. Raider fix: Target-lock on enemies behind the tombstone summoned by Raider's Ultimate Art no longer gets released. Balance Changes: The Scales Were Rebalanced The patch also broadened trigger conditions for relic effects, equipment passive effects, and special effects that activate at low HP. In plain terms, more of those effects now actually do something when you need them. And yeah, that mattered. Category Change New Passive Effects Improved Melee Attack Power, Improved Dash Attacks, Improved Rolling Attacks Buffed Passives Improved Attack Power when Two-Handing, Attack Up when Wielding Two Armaments, Improved Chain Attack Finishers, Improved Charge Attacks, Improved Jump Attacks, Improved Guard Counters, Improved Skill Attack Power, Physical Attack Up Adjusted Low HP Effects Improved Damage Negation at Low HP and Blue-Feathered Branchsword had trigger conditions broadened but effectiveness decreased Relic Effects Physical Attack Up, Improved Initial Standard Attack, Improved Critical Hits, Improved Guard Counters, Improved XXX Damage (excluding bows), and Improved Attack Power with 3+ XX Equipped (excluding bows) all increased Other Changes Wrath of Gold Incantation reduced FP consumption and increased power Bug Fixes and Quality-of-Life The bug fix list was hefty enough to make a Tarnished weep with relief. FromSoftware fixed an Augur invasion teleport bug, mitigated an issue where Sites of Grace or Churches would not activate, and repaired a Night's Tide range discrepancy when rejoining a session. Hammer weapons with Prayerful Strike now appear. Healing or enhancing effects now apply to allies who are dodging or performing their Ultimate Art. Ironeye's Marking weak points now show consistently. Raider's Retaliate no longer cancels and flinches from certain no-damage attacks. Recluse's Elemental Defense affinity residues now spawn correctly. Executor parries now apply Stagger damage. Darkness-imbued attack dodge roll ranges were corrected. Depths Relics now show Greenspill Crystal Tear at expedition start. The Deep of Night rating gauge now reflects Reduce Depth properly. Relic Rites placement icons, Dormant Power rarity UI, Sparring Grounds sorting, Results menu attribute reflection, and Victor's Record special effects were all fixed. Session disband messages no longer haunt the title screen, and graphical, audio, text, and performance issues were addressed. Let's be honest, that was a lot of housekeeping. But it was the kind of housekeeping that turns a good co-op game into a great one. The Road to The Forsaken Hollows Nightreign's ultra-hard Deep of Night mode had launched in September, after dataminers discovered it in August. Along with duos mode, that was all players had for a while, and the community had grown agitated at the lack of news. The Forsaken Hollows DLC and this patch arrived like a fresh campfire in the mist. In IGN's 7/10 review, the game was praised as one of the finest three-player co-op experiences around when played as designed, though the lack of crossplay, duo matchmaking, and built-in communication tools made it hard to create those conditions unless you brought two real-life friends on every run. By 2026, Nightreign has continued to evolve, but this patch stands as a clear statement. FromSoftware did not abandon its strange, brutal, cooperative experiment. It patched, polished, and pushed forward. If you know, you know: sometimes the smallest fixes make the biggest difference. If this patch has you eyeing The Forsaken Hollows — or finally convincing a third friend to pick up the base game — the cost of entry stacks up fast, and storefront prices rarely sit still. Hunting down legitimate discounts across platforms, regions, and retailers is its own kind of grind, the sort of thing that eats an evening you'd rather spend in the Depths. That's where a curated aggregator can save you the legwork. DealNest collects current offers and price drops in one place, so instead of tabbing through a dozen store pages hunting for a sale that might already be over, you can [find the best deal]( and get back to chasing Night Lords before the next patch lands. https://dealnesthq.com
  • The Great Hollow Is Beautiful, Brutal, and Breaking Nightreign Players

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    The Great Hollow Is Beautiful, Brutal, and Breaking Nightreign Players Elden Ring Nightreign’s Great Hollow map frustrates players with deadly chasms, confusing vertical routes, and brutal navigation despite its striking design. I've spent the last week doing something I never thought I'd do in Elden Ring: Nightreign—standing at the edge of a cliff, squinting at the minimap, and whispering, 'Please don't be a death pit.' That's the Great Hollow experience, folks. The Forsaken Hollows DLC has been out for a month and a half now, and while the two new Nightfarers and the new bosses are landing pretty well, the new Shifting Earth map is getting dragged through the mud on Steam. And honestly? I get it. It's Not Technically a New Map, But It Sure Feels Like One The Great Hollow is a Shifting Earth event, so it may or may not show up when you're running a DLC boss. You might get the default map or one of four other Shifting Earths instead. But unlike those other events, which usually transform one part of the map, the Great Hollow basically swaps out the entire area. No central castle. No ravine down the middle. No southern lake or northern cliffs. Instead, you get a giant crystal that looks like it crash-landed and split the land into broken cliffs and multiple vertical levels. There are ruins full of enemies, plus churches, forts, and mines scattered around. The in-game map has multiple layers, and you have to use spirit springs carefully to fall down and shoot back up. It's a lot. The center crystal also holds a major party buff that can be clutch for the final boss. To get it, you need to find and break several smaller colored crystals around the map. Their locations change every attempt. So you can't just memorize one route and call it a day. Why Everyone Is So Frustrated Routing in Nightreign is usually a quick mental exercise. You fly in, pop the map open, and plan a path that gets your team a few extra flasks, a mine for a smithing stone, and a steady line of boss fights so you can collect runes and level up. In the Great Hollow, that plan goes out the window. There are too many vertical levels, too many map layers, and too many 'wait, can I jump down here?' moments. Add the crystal hunt on top, and you have a recipe for confusion. But the worst part? The giant, gaping chasm running through the middle of the map. The chasm grins at you. It knows what you're about to do. Nightreign famously has no fall damage. It encourages sprinting, leaping off ledges, and climbing cliffs. That's part of why it feels so different from Elden Ring. Over the last year, a lot of us have trained ourselves to run and jump without hesitation. Usually, that's fine. The Crater Shifting Earth has a lava pit, but it's easy to avoid. The Great Hollow, though, has a death pit that is annoyingly hard to see. You look over a ledge, think you're good, and then—whoops—you're falling to your death. And the death fall behavior makes it worse. If an enemy kills you, you spawn back at the last Grace you tapped, and your runes are either dropped nearby or picked up by an enemy. If you fall, Nightreign seems to randomly drop you somewhere along a ledge near your death point. That could be above, below, or across from where you jumped. But your runes stay back on the ledge where you started. So you can spawn far away, with your runes behind you across a death pit, and no easy route back. It's the kind of thing that makes you put the controller down and stare at the wall for a minute. The Steam Reviews Are Not Happy The numbers tell the story. While Elden Ring: Nightreign itself has mostly positive reviews, Forsaken Hollows is sitting at Mostly Negative for the last 30 days. Only 30% of 1,347 recent reviews are positive. A lot of them are about the map. One review says: 'The new map is poorly designed, overly difficult and boring. Takes forever to traverse... boss battle tower is a damage-sponge time-wasting chore.' Another says: 'The characters and bosses are great but the new map is absolutely horrible and is ruining the experience of the game as a whole.' A third: 'Love the bosses and new classes but the new map is just trash. There was zero NEED to add gaps in the map to kill YOU. You might as well add fall damage to the game.' I also saw a positive review that summed it up perfectly: 'The new map is [expletive] terrible but everything's so good.' Is It a Skill Issue, or a Design Issue? Not everyone hates the Great Hollow. A recent Reddit thread about the Steam reviews said, 'The more I play, the more I feel like it was fantastically designed.' The replies were divided. Some players acknowledge the flaws but love the challenge. Others call it a skill issue. And honestly, I see both sides. The map is beautiful and unique. It demands a different gameplay flow and much better team coordination so you don't all end up separated and confused. But it's also hard to learn, and the only way to learn is to fail a lot. After 100+ hours in Nightreign, I'm not having the best time trying to learn new bosses, two new characters, and a new map all at once. Though, to be fair, that's kind of the FromSoftware experience. What Works What Hurts Gorgeous crystal wasteland aesthetic Multi-level routing chaos Crystal buff is a cool risk-reward idea Random crystal locations Encourages tight team coordination Hidden death pits New bosses and Nightfarers are great Fall death spawn/Rune loss feels unfair What Could Fix It? I don't think FromSoftware needs to delete the map. But a few changes would go a long way. First, fix where the game places you after a fall. If I die in a chasm, don't strand me on a random ledge with my runes across the void. Second, add a little more clarity to the minimap so I can see levels and death pits before I leap. Third, maybe make the colored crystals show up on the map after day one, so the crystal hunt feels less like a YouTube memory test. That's not dumbing it down; that's respecting my time. The Great Hollow is a beautiful bully. It's thematically cool, visually striking, and genuinely rewarding when a team clicks. But right now, it's also a freaking chore, and the Steam reviews are trying to send a message. I'm hoping a 2026 patch smooths out the rough edges. Until then, I'll be over here, practicing, falling, and muttering, 'Please don't be a death pit.' If the current state of the Great Hollow has you holding off on picking up Nightreign, or waiting to see whether a future patch makes the DLC worth the asking price, it helps to know when that price actually moves. FromSoftware releases and their expansions go on sale at fairly predictable intervals, but the discounts themselves are rarely advertised in advance, and bundle pricing between the base game and expansions can shift overnight without any fanfare. Rather than refreshing storefront pages every few days on the off chance, [this price tracking tool]( does the watching for you. DealNest monitors listings across major retailers and notifies you the moment something you're eyeing drops to a price you'd actually pay — which means you can spend your evenings practicing the new Nightfarers instead of babysitting a checkout page. https://dealnesthq.com
  • Royals-Dodgers get started year:

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    The Dodgers deal with off in opposition to the Kansas Town Royals upon Sunday, and the sport among the Global Collection favorites and a wannabe contender incorporates been delayed owing in the direction of though the Los Angeles Dodgers are utilised in the direction of predominantly pristine illnesses inside of southern California, their highway vacation discounts a exceptional dilemma temperature delays. The Dodgers confront off from the Kansas Town Royals upon Sunday, and the recreation concerning the Globe Collection favorites and a wannabe contender incorporates been delayed owing in the direction of likely pitchers for this sport Lou Trivino and Kris Bubic will contain in direction of be reluctant https://www.laballparkshop.com/collections/dusty-baker-jersey , and based upon the period of explained hold off could possibly be changed entirely. For that reason considerably, the Royals comprise stored their personalized versus the 2024 Entire world Collection winner Dodgers, splitting the to start with 2 online games. The two groups will be eyeing a collection victory upon opportunity pitchers for this sport Lou Trivino and Kris Bubic will comprise towards hesitate, and dependent upon the duration of mentioned hold off may well be changed completely. Hence much, the Royals incorporate kept their individual versus the 2024 World-wide Sequence winner Dodgers, splitting the very first 2 game titles. Both of those groups will be eyeing a collection victory upon far more information and rumors, examine out MLB Insider Robert Murray's energy onThe Baseball Insiders podcast, subscribe toThe Moonshot, our weekly MLB e-newsletter, and be a part of the discord towards acquire the in just scoop for the duration of the MLB further information and rumors, monitor out MLB Insider Robert Murray's operate onThe Baseball Insiders podcast, subscribe toThe Moonshot, our weekly MLB publication https://www.laballparkshop.com/collections/charlie-barnes-jersey ,which should really go away a lot of season for the match towards be performed former in the direction of a holiday vacation working day. Provided the Royals and Dodgers put on 39;t participate in back again this period, LA would quite not fly inside of for a random make-up activity at a later on for possibly groups, the rain is intended in the direction of reduce afterwards in just the afternoon, which should really depart lots of season for the recreation in the direction of be performed earlier towards a holiday vacation working day. Offered the Royals and Dodgers have on 39;t participate in once again this year, LA would fairly not fly within just for a random make-up match at a later on 39;s the predict at Kauffman Stadium upon Sunday, June 29?The predict in just Kansas Metropolis, Missouri phone calls for mild rain into the late afternoon hrs, nonetheless should really obvious up by way of 4pm ET at the most recent. Dodgers admirers within specific ended up unhappy with the hold off as they are likely in direction of be specified their house contests not often get in touch with for the retain the services of of a tarp. The predict within Kansas Metropolis, Missouri phone calls for mild rain into the late afternoon several hours https://www.laballparkshop.com/collections/claude-osteen-jersey , nonetheless need to very clear up by means of 4pm ET at the most current. Dodgers admirers inside of special were being unhappy with the hold off as they are inclined towards be provided their house contests seldom get hold of for the retain the services of of a tarp. The Dodgers entered enjoy upon Sunday with a sixgame add higher than the San Diego Padres in just the NL West. Any prospect towards insert in direction of that convenience from the Royals which are however obtaining their footing inside the AL Central at the conclude of June is an crucial likelihood for Dodgers entered engage in upon Sunday with a sixgame guide earlier mentioned the San Diego Padres in just the NL West. Any possibility toward insert in direction of that ease from the Royals which are nonetheless obtaining their footing in just the AL Central at the conclude of June is an major chance for LA.
  • Activity Dialogue: Milwaukee Brewers 59-35) Pittsburgh Pirates 48-47)

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    As soon as shedding the initial 50 percent of nowadays's doubleheader 76 inside of disappointing design just after Esmerlyn Valdez strike a goahead grand slam inside of the 7th, the Brewers will overall look in direction of soar again inside of the moment activity this Shane Drohan results in being the ball for the Brewers, with righthander Bubba Chandler contrary him. Drohan consists of a 2.97 Generation and 3.20 FIP around 18 appearances 8 begins this period, spanning 63 23 innings with 61 strikeouts. He's authorized merely 4 gained operates about his past 4 begins, spanning 21 innings 1.71 Generation and placing out 17. Chandler, in addition a starter, includes developed 18 appearances 17 starts off this year, with a 4.82 Generation, 4.70 FIP, 79 strikeouts, and a leagueworst 52 walks previously mentioned 89 23 innings. He's been roughed up within just his past 2 visits, making it possible for 9 operates above specifically 10 13 innings from the Phillies and Stallings, who was optioned towards TripleA prior this 7 days for Logan Henderson's return https://www.brewersjerseyhub.com/collections/bj-surhoff-jersey , contains been picked out as Milwaukee's 27th person for the doubleheader. He's chaotic and in just the bullpen for this just of the lineup, Christian Yelich qualified prospects off, with Jackson Chourio and Brice Turang in the direction of stick to. Jake Bauers bats cleanup, with Gary Snchez batting 5th and commencing at the rear of the plate. Garrett Mitchell, Luis Lara, Cooper Pratt, and Joey Ortiz spherical factors 's a hectic working day currently, if by yourself couldn't inform. The MLB Draft is developing at the same time with the doubleheader, and your self can abide by alongside with the Brewers' choices right here. ICYMI, they took shortstop Trey Ebel out of Corona HS California with the No. 25 over-all opt for. If that track record seems common https://www.brewersjerseyhub.com/collections/luis-lara-jersey , that's simply because Ebel is the more youthful brother of closing 12 months's No. 32 total pick out, Brady Ebel, furthermore picked through the Brewers and at present with the LowA Wilson Warbirds. Corona Superior College is way too the university Brice Turang was drafted in opposition to after he was selected No. 21 general by way of the Brewers within just 2018.1st pitch in just this a single is at 3:05 p.m. CT upon Brewers Television and the Brewers Radio Community.
  • The Street Getaway Starts With a Bang! Dbacks 10,

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    Within the Dbacks Cardinals year finale, it was all Dbacks Thursday afternoon! Upon what would've been an off working day for this workers https://www.arizonasportsapparel.com/collections/merrill-kelly-jersey , the Dbacks experienced in direction of move back again in the direction of St. Louis these days toward participate in a make-up video game as they have been rained out prior this thirty day period, and boy this just one arrived at the suitable season as this offense and Brandon Pfaadt are rolling!Pfaadt ran into a minor little bit of problems inside of the initial inning as he obtained papercutted towards loss of life. He was not delivering up tough get in touch with at all, yet balls held discovering holes and in advance of Pfaadt may well even consider fixed within just, the Cardinals experienced a 20 contribute with no one out. This heading would include been a minute that would consist of snowballed for Pfaadt prior this yr https://www.arizonasportsapparel.com/collections/adrian-del-castillo-jersey , nonetheless this edition of Brandon Pfaadt was equipped toward lock it inside and continue to keep the Cardinals towards exactly the 2 operates and purchase out of the initial inning. As soon as the to start with, Pfaadt was within just all round take care of preserving the Cardinals offense scoreless higher than the following 5 innings, and needing only 87 pitches toward order for the duration of 6. Pfaadt is by now 50 considering that becoming recalled in opposition to Reno and he consists of occur up enormous as soon as this employees necessary him the greatest and the period was upon the the offensive facet, Tyler Locklear wasn't even meant in the direction of begin presently as he was a late addition because of in direction of Ketel Marte savoring some small again tightness prior to the recreation, nevertheless boy did he ultimately crack all through at present. Locklear went 35 these days which includes his very first dwelling work of the time and accomplished a triple quick of the cycle. Seriously seem to be Excellent for Locklear in direction of purchase off toward this kind of a warm get started as he consists of been struggling back again and forth versus the minors toward the majors the previous couple of of seasons https://www.arizonasportsapparel.com/collections/jordan-lawlar-jersey , and contains been battling with damage. If he carries on toward acquire at 1st foundation, that would be a significant progress for this employees!Gabi Moreno as well ongoing in the direction of overall look together with the most recent hitter upon globe globe heading 34 still feeding on some best at bats and coming during with gentlemen upon foundation turning into 2 RBI's. Ildemaro Vargas and Adrian Del Castillo moreover possibly further 3 strike performances presently as this offense seems towards inevitably be firing upon all cylinders!
  • Cam Booser will come towards Rays pen

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    The Rays signed Cam Booser this outside of offseason as a nonroster invitee. He carried out properly more than enough for the duration of Spring Exercising towards generate a desired destination upon the Rays' 4 inchesZone selling price46.4%56.8%Hit value61.6%68.5%Previous in direction of the adjustment towards the condition, Booser's basically inzone weapon was his fourseamer. It's a Excellent pitch with robust speed and experience in opposition to his slot specially towards the remaining aspect yet key league hitters are proficient. Hitters may well rather slender their decisionmaking technique. If a pitch was moving toward end within the zone https://www.raysapparelstore.com/collections/slater-de-brun-jersey , it was maximum in all probability Booser's that Booser includes a moment pitch he can reliably land inside the zone, hitters can no for a longer period be expecting every single hit will appear against the fourseamer. Things patterns will in all probability choose his aged cutter form for the reason that the more element gave it even more batmissing upcoming. The tradeoff is that Booser at present throws the pitch for strikes significantly a lot more normally. In direction of mitigate the possibility of the flatter form having strike difficult https://www.raysapparelstore.com/collections/cam-booser-jersey , the Rays consist of transformed his are considerably less probably towards swing early inside of counts; the league swing selling price this period is specifically 38.1% within just the very first 2 pitches of an atbat as opposed in direction of 55.3% right after the to start with 2 pitches. Upon paper, the form variance may well visual appearance together with a phase backward simply because it sacrifices some move. In just train, it appears to be like in direction of be producing the full arsenal perform much better through furnishing Booser a moment pitch he can confidently assault the zone with. If the strikethrowing added benefits preserve, this edition of Booser appears to be a lot extra proficient of controlling significant greatest league innings. https://www.raysapparelstore.com/collections/drew-rasmussen-jersey
  • Hornet vs The Knight: Why Silksong's Hero Outshines the Silent Vessel

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    Hornet vs The Knight: Why Silksong's Hero Outshines the Silent Vessel Hornet's abilities in Hollow Knight: Silksong outshine The Knight: she talks, cocoons, sprints, and glides. In the sprawling, insectoid world of Hollow Knight, a small, silent knight once captured the hearts of millions. But now, in 2026, the spotlight has shifted to a different hero: Hornet, the princess-protector of Hallownest, who takes center stage in Hollow Knight: Silksong. With her taller frame, sharper cloak, and deadly needle, Hornet is undeniably a different beast. But does that make her a better protagonist than The Knight? Not necessarily—yet she possesses a suite of abilities that The Knight could only dream of. From chatting with NPCs to gliding through the air, Hornet proves that being a short king isn't the only way to rule. The Gift of Gab ️ One of the most striking differences between the two protagonists is Hornet's ability to speak. The Knight was a silent vessel, reacting to the world with nothing more than a blank stare and the occasional grunt. Hornet, however, engages in full conversations with the bugs of Pharloom. This narrative shift makes the story more engaging, as players can finally hear their hero's thoughts and respond to the quirky cast of characters. Have you ever wondered what it would be like to actually talk back to a cryptic NPC? Hornet does it with grace and wit, turning every interaction into a memorable exchange. This change echoes other sequels like Dead Space 2 and Jak 2, where a talking protagonist added depth to the narrative. Death Becomes Her When The Knight died in Hollow Knight, they left behind a Shade—a ghostly remnant that players had to defeat to reclaim their Geo. It was a classic corpse run, but a punishing one. Hornet, in contrast, handles death with far more finesse. Instead of leaving a Shade, she seals her valuables in a silk cocoon and retreats to fight another day. This ability, born from her mastery of Silk, demonstrates her grace and cunning. It's a headcanon-friendly explanation for how she survives countless battles: she doesn't die, she simply withdraws. The Knight could never boast such elegance. Run, Hornet, Run! ‍️ Traversal is a staple of the Metroidvania genre, and both games excel at it. The Knight can dash, but he never learns to run. Hornet, however, unlocks the Swift Step skill, and if players hold down the dash button, she breaks into a full sprint. There are even Trinkets to boost her running speed. In a foot race between the two, Hornet would leave The Knight in the dust. It's a small but significant upgrade that makes exploring Pharloom a breeze. Gliding on Air ️ Remember Princess Peach's float in Super Mario Bros. 2? Hornet has a similar trick. In the Far Fields, she can obtain the Drifter's Cloak, which lets her float indefinitely and catch air streams to rocket upward. The Knight's closest equivalent is the Crystal Heart, a jet-like dash that propels him forward. While both are cool, Hornet's gliding feels more graceful and opens up new exploration possibilities. Wouldn't it have been amazing if The Knight could glide through Hallownest? Alas, that was not to be. The Needolin: Music to Your Ears The Knight's Nail is a tool for combat, pure and simple. Hornet's Needle, on the other hand, becomes a musical instrument. With the Needolin upgrade, she can play her Needle like a harp to open song-sealed doors. But that's not all—certain NPCs will sing along, and even corpses can reveal ghosts through melody. The Knight could communicate with dreams, but he could never turn his weapon into a guitar. This creative twist adds a layer of charm and mystery to Silksong's world. Taunt Like You Mean It Here's a secret that many players miss: Hornet can taunt enemies by clicking the right thumbstick (on Switch 2, for example). This uses a bit of Silk, but in return, enemies are drawn toward her. This aggro-drawing ability is perfect for luring foes into traps, a tactic The Knight could never employ. Taunting adds a strategic layer to combat, and it's a technique more games should adopt. Clawline: Grappling with Greatness 🪝 Finally, the Clawline is one of Hornet's most versatile upgrades. It propels her forward like an extra dash and lets her cling to ring-shaped ornaments in the environment. The Knight has no grappling hook of any kind. This ability alone gives Hornet a significant edge in mobility, allowing her to reach areas and escape dangers that would leave The Knight stumped. The Verdict: Who Wins? Even though The Knight emerged victorious in their original encounter (he was the protagonist, after all), the tables might turn if they fought without player input. Hornet's new talents—talking, cocooning, running, gliding, music-making, taunting, and grappling—could finally give her the strength to best The Knight in all his silent glory. But does that mean she's a better character? That's for players to decide. One thing is certain: Hornet has proven that she's more than just a side character. She's a force of nature, and Hollow Knight: Silksong is her time to shine. Here's a quick comparison of their abilities: Ability The Knight Hornet Speech Silent Conversational Death Mechanic Leaves Shade Seals cocoon Running No Yes (Swift Step) Gliding No (Crystal Heart dash) Yes (Drifter's Cloak) Musical Weapon No Yes (Needolin) Taunt No Yes (Silk taunt) Grappling Hook No Yes (Clawline) So, who do you think is the ultimate protagonist? The silent knight who started it all, or the graceful huntress who took up the mantle? In 2026, as players continue to explore Pharloom, Hornet's legend only grows. And perhaps, just perhaps, she has finally earned the title of "short king" in her own right—though she's not so short anymore. Debates like this one have a way of spilling out of the game and into group chats, forums, and late-night Discord threads—which is part of the fun. If you're the type of player who likes to back up your hot takes with first-hand experience, it helps to actually own the games being argued about. The original Hollow Knight and Silksong both go on sale fairly often, and other metroidvanias like Ori, Blasphemous, and Prince of Persia: The Lost Crown regularly see deep discounts too, making it easy to build a library without paying full price. That's where a deal-tracking site comes in handy. Instead of refreshing store pages or hoping a sale notification shows up in your feed, [DealNest]( gathers discounts and price drops across games, tech, and everyday products in one place, so you can spot a bargain the moment it appears. Whether you're hunting for a cheap copy of Silksong or just keeping an eye out for the next big sale, it's a handy bookmark to keep alongside your favorite gaming communities. https://dealnesthq.com
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    Hollow Knight: Silksong's PlayStation Platinum Is Missing Two Brutal Trophies Hollow Knight: Silksong’s PlayStation version omits the brutal Steel Soul and Steel Heart trophies, making its platinum far easier than Steam/Xbox. As someone who has thrown myself against Hollow Knight: Silksong's bosses more times than I care to admit, I almost dropped my controller when I saw the trophy comparisons this week. The PlayStation version is effectively a lighthouse with its two most blinding lamps unscrewed: it is missing both the Steel Soul and Steel Heart trophies, which Steam and Xbox players are forced to earn for 100 percent completion. Let's be honest about Silksong itself. The original Hollow Knight had tough spikes, but Silksong behaves like that from the moment the first screen loads and never really releases the pressure. I have watched friends who breezed through the first game get flattened by Pharloom's early encounters, and the curve barely flattens after that. A normal playthrough already asks for pin-point timing, resource management, and patience that borders on meditation. Steel Soul mode, which returns from the first game as an unlockable extra after clearing the game or by using a recently discovered cheat code, removes the safety net entirely: one death and the run is over. It is like trying to thread a needle while falling through a silk storm, a cruel demand for a game this precise. And then there is Steel Heart, which asks you to 100 percent the entire game under that same no-death rule. I still cannot say that name without flinching. Earlier this week, reports noted that skilled PlayStation players managed the platinum even though the game had not been out for a full week. When I inspected the trophy list for myself, the absence became obvious. Steam and Xbox players need to beat the game in Steel Soul mode for one achievement, then 100 percent the entire game in Steel Soul mode for another. That second one is the kind of request that makes me whisper 'Dear god, no' into an empty room. PlayStation players, however, do not have those two trophies at all. The game mode still exists on Sony's console, but completing it only grants bragging rights, not a shiny digital trophy. The comparison looks like this: Platform Steel Soul trophy Steel Heart trophy Platinum difficulty PlayStation No No Much easier Steam Yes Yes Brutal Xbox Yes Yes Brutal This explains why skilled PlayStation players were able to grab the platinum within days of release, before most of us had even stopped mistiming Hornet's down-slash. On Steam and Xbox, a full achievement completion is still a frozen waterfall being climbed with buttered gloves, but on PlayStation that waterfall conveniently ends before the final ice wall. In 2026, that difference matters even more because trophy hunting has become its own competitive side of the Silksong community, and Sony players now have a considerably shorter route to the top. For me, the situation is bittersweet. I like that more players will experience the platinum without needing to treat Silksong as a second job, but I also know that Steel Soul runs are where the game's knife-edge combat truly sharpens into something unforgettable. The original Hollow Knight had a similar split, with some platform trophy lists feeling like they had their teeth pulled, and history has repeated itself here. If you simply want every trophy in Silksong, the PlayStation version is the clear route. If you want to prove something to yourself, both Steel Soul and Steel Heart are still waiting in the shadows on every platform, even if Sony will not hand you a trophy for surviving them. Whether you pick up Silksong on PlayStation for the friendlier trophy list or on Steam and Xbox for the full Steel Soul gauntlet, the platform decision tends to come down to more than achievements alone. Most people juggle a handful of stores at once, and the same copy of the game can sit at noticeably different prices depending on where and when you look, especially once sales start rotating through the season. That is roughly where DealNest becomes useful. Instead of opening a dozen tabs and jotting numbers down on a scrap of paper, you can [compare prices here]( and see what each storefront is charging before you commit. It is a small step, but it keeps the money side of the hobby as uncomplicated as the PlayStation trophy list, leaving you free to worry about the part that actually hurts: Hornet's down-slash timing. https://dealnesthq.com
  • Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill

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    Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill Hollow Knight: Silksong's Moorwing and Sister Splinter nerfs feel inessential—optional bosses should stay punishing. In 2026, I am still trapped in a love/hate relationship with Hollow Knight: Silksong. I waited seven years for this sequel. I sharpened my needle, practiced my pogo, and convinced myself I would be ready. Then Pharloom looked at me, laughed, and threw a flying bug at my face. I adore Hollow Knight, but I know my skill gap. I never mastered those nightmarish pogo platforming sequences. I was relieved the hardest content was optional. Silksong, however, has me neck-deep in a first playthrough that feels like a gorgeous, punishing dance. The recent patch has nerfed two bosses, Moorwing and Sister Splinter, and I have opinions. I think those nerfs are largely inessential. The Patch Notes Heard Round Pharloom Team Cherry released a lengthy set of patch notes. Most changes are beneficial. They tune the game closer to what Team Cherry initially envisioned. Among them, two bosses received slight nerfs. Cue the community splitting like a Splinterbark under a charged slash. In any difficult game, especially one with Soulslike DNA, everyone has a take. The 112% Hollow Knight veterans say skill issue. The rest of us say please stop throwing three flying enemies into a tiny room. I am somewhere in the middle. I respect the challenge. I also respect my blood pressure. Why Moorwing Did Not Need a Nerf Moorwing is a wholly optional boss. You are not locked into an arena with it. If you do not want to fight it, you can simply walk away. That alone makes a nerf feel strange. Optional bosses are where developers can put the spicy stuff. They are the ghost peppers of game design. You do not have to eat them. If you do, you accept the burn. Here is my evidence, presented with the confidence of someone who has been dive-bombed by a giant moth: You can skip Moorwing. Progressing the Flea Caravan wish or quest can skip the fight. Moorwing does return later near the Greymoor Bellway, but that is a choice, not a cage. You can cheese Moorwing. Ascend to the top of the area and downward-attack from a ledge. The beast cannot circumvent it. It is not elegant. It is effective. In Silksong, effective is a love language. You can summon Garmond and Zaza. You can request aid against Moorwing. In my experience, they did not appear after I requested them when I had transitioned Moorwing to the Bellway-adjacent area and pursued the Flea quest. That was annoying, but it does not change the intent. Help exists. So why nerf an optional boss that can be skipped, cheesed, or tag-teamed? I do not see it. If Moorwing was a mandatory gate, sure, tune it. But it is not. It is a test you can ignore. Nerfing it feels like removing a pepper from a dish nobody was forced to order. Sister Splinter and the Splinterbark Problem Sister Splinter is a different story. I found the only real obstacle in that fight to be the Splinterbarks. That is a pattern for me. I dislike many bosses that revolve around ads. Flying enemies are egregiously grating pests. They hover just outside your reach, they punish your jumps, and they make you feel like you are swatting at a wasp while a larger wasp throws furniture at you. I am dying on the hill that flying enemies are pests. I am also dying on the hill that gank gauntlets lean too heavily on the first game's Colosseums. They are overtuned and excessive. Silksong's rosary economy is brutally impoverishing, though this patch mitigates that somewhat. Thank goodness. I was starting to think I needed a second job in Pharloom. If anything had to be nerfed, I would prefer gauntlets had fewer waves. I would prefer fodder enemies did not take several hits to kill. They take two to three hits to kill me, including insidious contact damage. I despise contact damage in any 2D game. It is the cheapest form of disrespect. You do not even need to be attacked. You just need to exist near a bug. Congratulations, you have lost a mask. What I Would Nerf Instead Problem My Nerf Wish Reason Gauntlet waves Fewer waves Endurance is not the same as difficulty Fodder enemies Die in fewer hits Trash mobs should not feel like bosses Contact damage Reduce or remove It punishes proximity, not mistakes Rosary economy Already touched I like buying things without selling a kidney Flying enemies A stern talking-to They know what they did I do not expect these nerfs to strike Silksong's gameplay. I genuinely respect Team Cherry for having a certain level of challenge in mind. Some design choices, however, feel made to impede or frustrate me beyond anything else. There is a fine line between a hard game and a game that is hard because it keeps kicking you in the shins while you tie your shoes. The Second Patch and the Endless Discourse Interestingly, the patch notes declare that Team Cherry is already working on a second patch. That suggests more nerfs and/or buffs are coming. Each subsequent patch will divide the playerbase again. Some will call it redundant. Some will call it appreciated. Some will call it a betrayal of the vision. Some will call it Tuesday. In 2026, the discourse is still going. Silksong is not ruined. It is polarizing. It is difficult. It is beautiful. It is also occasionally a migraine with a soundtrack. My love/hate relationship with Silksong is not going anywhere. I will keep playing. I will keep dying. I will keep muttering about Splinterbarks under my breath. But if I had to choose, I would leave Moorwing and Sister Splinter alone. Nerf the gauntlets. Nerf the contact damage. Nerf the feeling that every room is a personal insult. Let the optional bosses stay sharp. Let me walk away if I want to. And let me complain about it either way, because that is the true endgame. If you are still on the fence about picking up Silksong, or you are eyeing a few metroidvanias to tide you over while the second patch cooks, it helps to know what you are actually paying before you commit. Prices swing wildly between storefronts, regional eShops, and key resellers, and the difference between a full-price impulse buy and a discounted pickup is often a few clicks. I have started running everything through a [game price comparison]( site like DealNest before checkout, mostly because my backlog is already a monument to good intentions and I would rather spend the savings on a game I will actually finish. It is also a small mercy when a title you were unsure about drops below the threshold where the frustration stops mattering. A hard game at full price feels like a gamble. The same hard game at a discount feels like a challenge you chose. 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  • How I Finally Reached Act 3 in Hollow Knight: Silksong

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    How I Finally Reached Act 3 in Hollow Knight: Silksong Hollow Knight Silksong Act 3 guide: unlock the hidden Silk and Soul quest with every Pharloom task, flea, and Bellhome step. I thought I was finished. I had beaten Grand Mother Silk, watched her power bind, and saw Pharloom wrapped in a nest of tangled threads. Beautiful, poetic, and apparently not the ending. In 2026, Hollow Knight: Silksong still hides a whole third act behind a quest that barely announces itself: Silk and Soul. I spent a week chasing rumors, backtracking, and killing bosses I thought I would never see again. Here is what actually worked for me. Prerequisites for the Quest The first thing I had to accept was that Silksong was not going to hand me Act 3. I needed to go to Bone Bottom, Bellhart, and the Songclave and complete every single quest available. Yes, every restoration quest too. Restoring each area unlocked new quests, and those had to be finished as well. The rewards were worth it, but the real prize was the trigger. I also completed the world quests around Pharloom. That meant The Pollip Quest in Shellwood, Broodfeast in the Putrified Ducts, The Great Taste of Pharloom, and a few others. The Courier Rasher quest line was a particular test of patience. Relocating the Fleas Next, I had to move the fleas to a more suitable location. For that, I needed the Putrified Ducts and the long stretch of flat land to the far east, where the lake sits. I strongly recommend arriving from Bilewater and killing Groal the Great. That route let me collect the Seeker's Soul in a little hut right after the boss, which saved me a later trip. Finding fleas is the tedious part. There are 30 in total, but only 20 need to be discovered to move the caravan. Some fleas only appear in Act 3, so do not panic if you are short. If you are stuck, an NPC in the Putrified Ducts will sell you the missing flea locations. Settle Down In Your Bellhome Once Bone Bottom, Bellhart, and Songclave were clear of quests, I returned to Bellhart and spoke to Pavo. He gave me the Key to my own Home. Before decorating, I went up to the Memorium area in the Citadel, grabbed the Materium, and freed the giant flea there. Installing the Materium in the bellhome felt like a proper milestone. And no, you do not need to buy any refurbishment items from the Bellhart shop. Cleaning Up These were the tasks I completed before the Silk and Soul quest appeared. I recommend doing them whether they are strictly required or not: Grab a Simple Key from Bone Bottom, Songclave, or the Sands of Karak. Use it on the Green Prince's cage in Sinner's Road. Find all three cogheart pieces around the Citadel. Restore the sentinel, then take him down in the High Halls area. Explore Weavenest Atla and speak to Eva. Explore as much of the map as possible, buy all maps from Shakra, and finish the Trail's End quest. After that, I spoke to the Caretaker in Songclave, and the Silk and Soul quest finally appeared. Constructing the Trap The quest asks for 4 important items. Order does not matter, and you may already have one. However, the Maiden and the Hermit will not give you their parts until the quest is active. Item Location Notes Seeker's Soul Putrified Ducts, via Bilewater Beat Groal the Great, then enter the hut Maiden's Soul Far right of Bone Bottom, above Moss Grotto Speak with her Hermit's Soul Bellway Station in Bellhart Hidden wall below platforms, right side Snare Setter Weavenest Atla Through Needolin door, hidden ceiling room The Seeker's Soul If you came up through Bilewater, you already have it. If not, Bilewater is a tricky area that demands your upgrades. I headed up via the Sinner's Road entrance or through the Exhaust Organ. Tall chambers, nasty jumps, and large vomiting bugs later, I reached Groal the Great. The fight is waves of enemies atop an infested lake. Groal spawns after the waves. I hit him from below and switched sides when he used his suction move. A fully upgraded needle plus Cogflies and Sharpdart made the difference. Afterward, the little house held the Seeker's Soul. The Maiden's Soul The maiden is the one you might remember from the beginning. She is far to the right of Bone Bottom, just above the Moss Grotto. I spoke with her, and she offered her soul to help trap Grand Mother Silk. The Hermit's Soul This one was simpler. I went to the Bellway Station in Bellhart. To the far right of the room, below the platforms, there is a hidden entrance through the wall. I delved down into the tunnels and found the Hermit in his pipe. He also offered his soul. The Snare Setter The final piece is in Weavenest Atla. I went back to the Moss Grotto, through the Needolin door, and down the light platform. In the middle chamber, I jumped up the right wall and continued left into the top passageway. In the small room just before the spool fragment, I jumped up through the ceiling and found the room with the Snare Setter. Laying The Trap With all four items, I returned to Songclave and spoke to the Quest Giver. He asked me to meet him in the Cradle, right before the Grand Mother Silk fight. Yes, that means fighting her again. Since I had already beaten her, it was not too bad, but if you struggle, take your time and use your best tools. Finally, I defeated her. Instead of binding her power, I played my Needolin to trigger the trap. A brand-new cutscene played, and Act 3 opened up. I will not spoil the rest. In 2026, this remains one of the best hidden turns in Silksong. Enjoy, and good luck. You are going to need it. Silksong's best moments often come from the quiet thrill of discovery—stumbling into a hidden room, piecing together a questline, or realizing a boss has a second phase you weren't prepared for. That same satisfaction can extend beyond the screen when you find a great deal on a game you've been eyeing, especially in a year as packed as 2026. If you're looking to expand your library without stretching your wallet, it helps to have a reliable resource. I've found that checking [where to buy cheap games]( on DealNest is a straightforward way to compare prices and catch discounts on titles like Silksong and other indies worth your time. https://dealnesthq.com
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    Silksong Guide: How to Get the Scuttlebrace Tool and Use Its Spider-Like Retreat Find Hollow Knight Silksong's Scuttlebrace in the Twelfth Architect's Workshop and unlock Hornet's rapid retreat. In the expansive world of Hollow Knight: Silksong, players must explore every corner to find powerful tools that aid Hornet in her journey. One such tool, the Scuttlebrace, is a unique yellow tool that grants a rapid retreat ability, mimicking the movement of a spider. Available in the second Act, this tool can be a game-changer for those who master its mechanics. As of 2026, this guide remains accurate for players diving into Silksong's second Act. Here is a comprehensive breakdown of how to obtain the Scuttlebrace and what it does. Location and Acquisition The Scuttlebrace is found in the Twelfth Architect's Workshop, located in the Underworks. To reach it, players must first progress through the second Act and obtain the Clawline ability. Here is a step-by-step breakdown: Reach the Citadel: After making your way through the Underworks, you will arrive in the Citadel. Head towards the left side of the map. Find the Elevator: Locate the elevator that requires the White Key. Before using it, make your way to the top right part of the map, called Songclave. Get the White Key: In Songclave, you will find the White Key and can ring the bell inside the First Shrine. This turns Songclave into a hub for NPCs and quest givers. Descend to Whiteward: Return to the elevator and go down to reach Whiteward. Follow the main story path, which leads you to the eastern side of the Underworks to find the Clawline ability. Return to the Underworks Bench: Once you have Clawline, make your way back to the bench in the Underworks. There, you will hear an NPC talking. Reach the Workshop: Jump up and harpoon the grapple point, then dash right to enter the Twelfth Architect's Workshop. Purchase the Tool: Talk to the NPC inside and purchase the Scuttlebrace for 140 Rosaries and 1 Craftmetal. ️ What Does the Scuttlebrace Do? The Scuttlebrace is a yellow tool that enables Hornet to perform a rapid retreat, similar to a spider's scuttle. This maneuver is not just a simple dodge; it offers significant mobility advantages. When activated, Hornet can quickly move backward or in the direction she is facing, covering a considerable distance. Moreover, by holding down the button, Hornet can even walk on walls in this stance, allowing access to otherwise unreachable areas. Controls: Controller: Press RT/R2. Keyboard: Press Down + C. Tips for Using the Scuttlebrace Exploration: Use the Scuttlebrace to reach hidden ledges and secret areas by scuttling up walls. Combat: Quickly retreat from enemy attacks, especially bosses with fast lunges. Platforming: Combine with Clawline and other movement abilities for advanced traversal. Stamina Management: The Scuttlebrace does not consume Silk, so it can be used liberally. Acquisition Summary Detail Information Tool Type Yellow Location Twelfth Architect's Workshop, Underworks Cost 140 Rosaries + 1 Craftmetal Prerequisite Clawline ability, Act 2 Ability Rapid retreat, wall walk Conclusion The Scuttlebrace is an essential tool for any player looking to enhance Hornet's mobility in Hollow Knight: Silksong. Its unique spider-like retreat opens up new avenues for exploration and combat. By following the steps outlined above, you can add this versatile tool to your arsenal and truly master the art of the scuttle. Whether you're dodging attacks or scaling walls, the Scuttlebrace is a worthy investment for your journey through the Citadel and beyond. Once you've mastered the Scuttlebrace and are ready to see what else the genre has to offer, keeping an eye on your gaming budget can be just as useful as nailing a wall-scuttle. Whether you're waiting for a discount on Hollow Knight: Silksong itself or hunting for your next Metroidvania fix, a reliable [steam deal finder]( can help you spot price drops without refreshing store pages manually. DealNest is built for exactly that kind of browsing, gathering current Steam discounts in one place so you can compare and decide when to buy. It won't teach you Hornet's controls, but it can make expanding your library after Pharloom a little easier on the wallet. https://dealnesthq.com
  • Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them

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    Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them Hollow Knight: Silksong map locations and Shakra guide—find all 28 maps, their costs, and how to obtain them for easier exploration. Hey there, fellow wanderer! Have you ever found yourself lost in the twisting corridors of Pharloom, wishing you had a map? I know I have. In Hollow Knight: Silksong, there are 28 maps to collect, and let me tell you, they make all the difference. Whether you're buying from Shakra or hunting down hidden devices, this guide will help you become a master cartographer. So, grab your needle, and let's dive in! First things first: Shakra. She's that fierce warrior you'll hear singing or see leaving a trail of Throwing Rings. You can buy half the maps from her. But from Act 2 onward, you'll also find maps by interacting with strange devices or picking them up in map rooms. If you're short on Rosaries when you first meet her, don't worry—you can always buy the map later when you run into her again. Just be prepared to navigate without one for a while, which can be tricky! Now, let's break down all 28 maps. I've organized them into a handy table so you can quickly find what you need. Remember, the prices are in Rosaries, and the locations are relative to landmarks like benches or Bellways. Map How to Obtain Cost (Rosaries) Location Bone Bottom Buy from Shakra 40 NW part of The Marrow The Marrow Buy from Shakra 50 Near bench in NW part Deep Docks Buy from Shakra 50 East of Deep Docks Bellway Far Fields Buy from Shakra 50 Cave SW of Far Fields Bellway Wormways Buy from Shakra 70 East side, upper path from Moss Grotto Hunter's March Buy from Shakra 70 East side, east of path down to Deep Docks Greymoor Buy from Shakra 70 Eastern part, west of Craw Lake Verdania Find on bug corpse Small camp in SE part Bellhart Buy from Shakra 40 Lower Shellwood, beneath Greyroot's hut Shellwood Buy from Shakra 70 Lower part, beneath Greyroot's hut Blasted Steps Buy from Shakra 70 Eastern part Sinner's Road Buy from Shakra 90 Near bench on NW side of central shaft The Slab Find on bug corpse Cell east of bench in center Mount Fay Buy from Shakra 40 Near bench in lowest part, near path to The Slab Sands of Karak Buy from Shakra 90 Chamber on western side of central shaft Bilewater Buy from Shakra 90 Center, NE of Bilewater Bellway Weavenest Atla Inspect device NE part; head right from Needolin door, break two glowing orbs, inspect device in left chamber Grand Gate Inspect machine 40 Central part Underworks Interact with map Small chamber on western side of central shaft, above first bench Whiteward Inspect machine 70 Area south of only bench Choral Chambers Inspect machine 70 Area east of Grand Bellway High Halls Inspect machine 70 Area east of path up from Choral Chambers Whispering Vaults Inspect machine 70 Hidden chamber at top of central shaft Cogwork Core Step on button Hidden area above foldable bench, beneath NW passageway into Choral Chambers Memorium Inspect machine 70 Map room in SE part Putrified Ducts Inspect table Room on west side of central shaft, SW of Putrified Ducts Bellway The Cradle Inspect machine 70 Alcove on west side The Abyss Inspect device Secret area above bench in lowest part As you can see, Shakra is your go-to for many maps, but you'll also need to keep an eye out for other opportunities. I remember the first time I found a map on a bug corpse—I was so surprised! It just goes to show that exploration always pays off. A few tips from my own journey: Always buy maps when you can, because backtracking without one is a nightmare. Also, keep an eye out for glowing devices and bug corpses—they often hold maps. And don't forget the Cartographer achievement! Collecting all 28 maps will reward you with that shiny trophy. Now, let's talk about the Act 2 shift. In the first act, you rely heavily on Shakra. But once you hit Act 2, you'll start finding maps in map rooms or from strange devices. It's a nice change of pace, and it encourages you to explore every nook and cranny. Have you ever stumbled upon a map machine by accident? I know I have, and it felt like winning the lottery! One thing to keep in mind: some maps, like the Weavenest Atla map, require a bit of puzzle-solving. You'll need to break glowing orbs and inspect devices. Others, like the Cogwork Core map, just need you to step on a hidden button. It's always a good idea to poke around every corner. So, there you have it. With this guide, you'll never be lost in Pharloom again. Happy mapping, and may your journey be filled with discovery! And remember, if you ever feel overwhelmed, just take a deep breath and ask yourself: what would Shakra do? Probably sing and throw rings, but you get the idea. Once you've charted every corner of Pharloom, you might find yourself craving another world to explore. Whether you're eyeing a new Metroidvania or revisiting an old favorite, keeping track of sales across different storefronts can be a chore. That's exactly why I started using a [game price comparison]( tool—it saves me from missing out on good deals. DealNest is one of those sites that makes the hunt almost as satisfying as finding a hidden map. It aggregates prices from multiple retailers, so you can see at a glance where a game is cheapest. If you're planning your next purchase after Silksong, give it a look. https://dealnesthq.com
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    How I Accidentally Locked Myself Out of Silksong's Best Co-Op Boss Fight Hollow Knight: Silksong's Moorwing fight can be locked out by moving the flea caravan in Greymoor, robbing Hornet of Garmond and Zaza's co-op battle. I've been playing Hollow Knight: Silksong since it launched, and like many of you, I tried to go in as blind as possible. No guides, no spoilers—just me, Hornet, and the vast, bug-filled world of Pharloom. But you know what? That approach bit me in the rear. I made a couple of innocent choices early on, and they ended up robbing me of what was shaping up to be one of my favorite boss fights in the entire game. Mild spoilers for Silksong ahead, so if you're still exploring, maybe bookmark this and come back later. The Moorwing Fight: A Co-Op Dream Come True I love Metroidvanias because they let me jump from one thing to another. Silksong is such a large game that I could easily pause trying to defeat a tricky boss and go explore somewhere else for a bit. That's exactly what I did when I came across the Moorwing in Greymoor. The fight itself is fairly standard but challenging, with a wide-open arena and plenty of breathing room. The best part, though, was that I wasn't doing it alone. I had come across a mighty warrior named Garmond in Greymoor, riding atop his faithful steed, Zaza. To my surprise, the two offered to assist me in battle and did, in fact, dive into the fray headfirst. It was such a delight to have a companion to fight with, and Garmond made such a great foil to Hornet's stoic nature. I wandered off to explore some more, planning to return to the battle after a while. I mean, who wouldn't want to savor that? But that was my first mistake. Two Decisions, One Locked Door What I didn't realize is that when I gave the flea caravan the go-ahead to relocate, they would be putting up shop right on Moorwing's battlefield, rendering me incapable of completing the fight. This means that you can completely skip the fight if you relocate the caravan before you explore Greymoor. Talk about a buzzkill. I didn't even know I'd missed it at first—I just thought the boss had vanished. Nope, my own actions had sealed that door. So, if you're like me and you missed out on the battle against Moorwing, all is not lost. According to multiple reports from players, the giant still shows up in a different location in a future act, so you still get a chance to fight it. Unfortunately, I'm not sure yet if Garmond and Zaza will be joining me for this second battle. Garmond and Zaza are still hanging out in Greymoor, offering to help me fight the nonexistent battle. While it seems that they'll still join in even if the moth moves its location, some players report being unable to get the duo to appear in the fight again, while others report never getting to continue the fight at all. A Bittersweet Metroidvania Experience On one hand, I still love the experience of discovering Hollow Knight: Silksong at my own pace and in my own way. On the other hand, I hope I still get to finish the fight with Moorwing, with Zaza and Garmond at my side. It's a reminder that Metroidvanias can be wonderfully cruel. The game doesn't hold your hand, and sometimes your choices have consequences you never see coming. Here's a quick summary of what happened, in case you want to avoid my fate: Decision Consequence Left the Moorwing fight to explore Boss remained available until... Relocated the flea caravan Caravan parked on the battlefield, locking me out Result Missed the co-op fight, may have to fight solo later And a few tips for fellow travelers: If you want to fight Moorwing with Garmond and Zaza, do it before relocating the flea caravan. ️ Explore Greymoor thoroughly before making any caravan decisions. Co-op fights are rare and precious—don't walk away from them lightly. As of 2026, Silksong has been out for a while, but this particular design quirk still catches new players off guard. I've seen forum posts from people who did exactly what I did, and they're just as bummed. So take it from me: if you see a giant moth and a warrior on a steed, finish the job. Don't be like me. I'm still holding out hope for a rematch. Maybe in a future act, Garmond and Zaza will ride again. Until then, I'll keep exploring Pharloom, one mistake at a time. You know how it goes. Mistakes like this one are exactly what push a lot of us back to the drawing board — or back into Hallownest. I've known plenty of players who, after fumbling a fight in Silksong, decide to revisit the original Hollow Knight to scratch that Metroidvania itch while waiting for a patch or a fresh playthrough. Others go hunting for something new in the same genre entirely, whether that's another moody map to get lost in or a co-op title to share with a friend instead of an NPC. If you land in that second camp, it's worth checking whether the games on your wishlist are actually cheapest where you think they are — storefronts, regions, and sales shift constantly, and the difference is often bigger than expected. Sites like [game price comparison]( aggregators make that quick to check before you commit, so a bad decision costs you a few clicks instead of a full-price regret. Given how unforgiving these games can be, it's nice to at least control the damage outside of Pharloom. https://dealnesthq.com
  • My Abyss Survival Guide in Silksong: Map, Entry, and Escape

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    My Abyss Survival Guide in Silksong: Map, Entry, and Escape Silksong Abyss map and Act 3 guide: conquer the dark depths for rewards and essential skills in Hollow Knight's challenging new area. As a die-hard Hollow Knight fan, I dove headfirst into Silksong's Act 3 the moment I unlocked it. And let me tell you, the Abyss is no joke. This pitch-black nightmare will test your patience, but the rewards are worth it. Here's my personal account of finding the Abyss map, reaching the depths, and clawing my way back out. Finding the Abyss Map So you've made it to the Abyss. Congrats, but you're probably blind as a bat down there. The Abyss map is located right on top of the southern bench. After you reach that checkpoint, look for an opening above you and jump up there. Then head a little to the left, and you'll claim the map. Once you grab it, all the areas Hornet has already discovered on the way to the bench will instantly appear on your map. ️ But here's the catch: the Abyss map only opens after you've gone through the pitch-black depths. So there's no way to use it before that. Trust me, I tried. You just have to stumble around in the dark for a bit. How to Reach the Abyss Reaching the Abyss in Silksong is no easy task. After entering Act 3, Hornet is determined to fix the disaster that's fallen upon Pharloom. To do that, she needs to reach the cause of it all in the depths, which means volunteering for a journey to the Abyss. To get there, she needs help from someone who knows how to forge a vessel that can withstand the trip. So you'll need to journey to the Deep Docks and find the Forge Daughter, who's marked by the vendor icon on your map. But when you speak to her, she'll tell you that the one you actually need is Ballow, the worker next to her. Talk to Ballow, and he'll agree to help Hornet. Next, head to the old diving bell and speak to Ballow again to begin your ascent to the Abyss. If you've never explored this part of the Deep Docks, you'll have to take a long detour before you reach Ballow's next location. Once you enter the diving bell and travel down, you'll finally arrive in the Abyss. From there, Hornet must find her way to the southern bench, where she'll meet a familiar figure shortly after. How to Escape the Abyss Okay, so you're stuck in the Abyss. Now what? To escape, you need to get the Silk Soar skill first. Find a way up, and on the top-right, there will be a door that can be opened using the Needolin skill. Head through that door and keep descending to get the Super Jump ability, which is required to get out of the Abyss. After obtaining the Super Jump, backtrack to the route you took previously. But this time, additional routes will be available to the left, with a bench at the end. Make sure you rest on this bench, because the next part of the exit is unforgiving and may take a few tries. Believe me, I died more times than I care to admit. Final Thoughts Silksong not only gives you a world that's satisfying to explore, but also a cryptic story that hides a lot more than you'd expect. There's even more than one ending to discover, which means plenty of replayability on top of the Steel Soul (permadeath) mode. Once you unlock the secret Act 3, the Abyss is just one of many challenges waiting for you. So there you have it: my personal guide to the Abyss map location, how to reach it, and how to escape. It's a tough journey, but that's what makes it so rewarding. Now go out there and show the Abyss who's boss. ️️ If you've made it this far, chances are you're either deep into your own run through Pharloom or seriously considering picking up Silksong — or its predecessor — for yourself. Between multiple storefronts, regional pricing, and sales that seem to vanish as quickly as a Shade, keeping track of what's actually a good deal can be almost as tedious as navigating the Abyss without a map. That's where something like a [game price tracker]( comes in handy, letting you monitor price drops across platforms instead of refreshing store pages every few days. Whether you're hunting for a discount before starting your own Steel Soul attempt or just want to grab the original Hollow Knight while you're at it, DealNest makes that side of the hobby a lot less painful — leaving you more time for the parts that actually matter, like finally nailing that Super Jump sequence on the first try. https://dealnesthq.com
  • Sinner's Road Survival Guide: I Got Bullied by Bugs and Found Styx

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    Sinner's Road Survival Guide: I Got Bullied by Bugs and Found Styx Hollow Knight: Silksong Sinner's Road guide details essential tools and strategies for surviving this perilous Greymoor route. Ah, Sinner's Road. In 2026, I still wake up in a cold sweat thinking about its water. This optional slice of upper Greymoor is Hollow Knight: Silksong's way of asking, 'Do you enjoy being miserable, or do you just tolerate it?' It is also an alternate route to Act Two, which means you can absolutely skip it. But where is the fun in that? Come with me, and let us get you from Greymoor to Bilewater without feeding every leech in the neighborhood. What You Need Before You Suffer Sinner's Road does not want you to be happy. It wants you to fall into leech water, lose your silk, and rethink your life choices. So pack like you mean it. Tool Why I Bring It Cling Grip Wall jumps and clinging are non-negotiable. Sinner's Road laughs at heroes who cannot hold on. Faydown Cloak The crucial tool for full exploration. Without it, you are just a tourist with a needle. Clawline Helpful for traversal, especially when the floor is lava, except the lava is leeches. Drifter's Cloak Shows up later for one very specific glide into a spike pit. Bring it if you have it. Between you and me, if you are missing the Faydown Cloak, turn around. This area will still be here when you are stronger, and your controller does not deserve that kind of abuse. Reaching Sinner's Road First, hitch a ride to Greymoor on the Bellway. Once you arrive, exit the station and head into Greymoor. Scale the wall to your right, then exit at the top floor. Keep heading right until you reach a switch for an elevator. Jump on it, then ride it to the top. Exit the elevator, then jump on top and head to the platforms on the right. Pogo off the floating balloon or use the Faydown Cloak, making your way to a series of platforms that go up. Follow the path up to the right, wall jumping until you find an entrance. Step inside, and welcome to the worst spa day of your life. ️ Exploring The Depths Inside the first room of Sinner's Road, you will meet the area's most fearsome enemies: Muckroaches. They are aggressive, fast, and have a nasty grab attack. My best advice is to jump over them when they do their grapple, telegraphed by a roar, then slice them up. The Muckroaches have the emotional intelligence of a slammed door, so do not try to reason with them. Before you leave, take note of the Green Prince locked in the cage. More on him later. Make your way to the next room on the right, where you have a few options. I advise heading up first, so make your way up using wall jumps. Mind the floating enemy who chucks throwing stars at you. It is possible to swipe these right back at him, but otherwise dodging and jumping up to attack from below works great. Make your way to the left, then jump up into the alcove. Inside, you will find a gap with a swinging spike ball. Double jump or pogo over, where you will find a bench and Shakra. Buy the map from her, then follow a good bench-fixing guide. Take a rest, then return outside. Shakra is the only reasonable adult in this nightmare, so appreciate her. Return to where you fought the throwing star enemy, then head to the open door on the right. Try not to fall into the water here, as it is full of leeches that will consume your silk, making it impossible to use skills or heal. The leeches are tiny pickpockets with a grudge. Make your way across, which is easier if you have come equipped with the proper traversal tools. Note the locked door at the far end, then proceed up, using the cages and spiked balls to pogo up. Once you reach the top left platform, take a running leap to the right, then double jump and glide over. Enter the tent, where you can accept a quest to obtain ten Muckroach guts. The reward is a new offensive tool known as Tacks, which are quite handy. Return outside, then head back to the farthest left platform. Drop into the pathway, then unlock the door by hitting the switch underneath. This leads you back out to the main shaft. Find Styx Head all the way up, using the pogo and your double jump, then head into the top area. Open the path on the right, then head up. Make your way across the platforms, avoiding the big chain-wielding enemies and Muckroaches below. Enter into the next area on the far right, which is a large vertical room that has rooms at the top and bottom. Let us go up first. Kill the buzzing swordsman, then maneuver your way through a cramped corridor of spikes. Wall-jump along the safe locations, then duck into the path on your left. Follow that up, then engage with the mini-boss. He is strong but slow, so simply jumping over him and slicing him from behind works wonders. He will drop a small key, which you should hang on to for a moment. Make your way back down, then all the way to the door on the bottom right. Leap across the gaps, finding your way to one that descends into a spike pit. Glide down with the Drifter's Cloak, taking note of two Muckroaches guarding an intriguing area. Take them out, then speak to the entity that appears. This is Styx, and he will grant you rewards over the course of the game as you come back. Finally, someone in this place who does not want to eat me. Escape Into Bilewater Now, it is time to make your way back to the area where the Green Prince was locked in a cage. Open the cage, then head directly to the right on the bottom path. This is a perilous room, so be careful of both Muckroaches and flying swordsmen. Once you reach the end of the room, take the path down, then drop into the chamber below. At the bottom, you will find the Barbed Bracelet. This item will increase your damage output, but also increase damage taken. Once you have gotten that, you are ready to escape. Return to the large vertical room, then find the middle exit. You will have to drop through a broken cage, but once you reach this, you will be able to exit into Bilewater and escape Sinner's Road. Congratulations, you survived. I am not saying I cried, but the bench and I had a moment. Final Sinner's Road Tips Do not panic in leech water. Panic costs silk. Silk costs healing. Healing costs dignity. Pogo everything. Cages, spike balls, floating balloons, your own bad decisions. If it exists, bounce off it. Buy the map from Shakra. Getting lost here is like being lost in a haunted filing cabinet. Save the Green Prince for later. He is not going anywhere, and neither are the Muckroaches. Grab Tacks and Barbed Bracelet. One makes you throw sharp things. The other makes everything sharper, including your own incoming damage. And that is Sinner's Road in 2026: still rude, still damp, still full of bugs that want to wear your shell as a hat. Pack your Cling Grip, bring your Faydown Cloak, and remember: if you can survive this, you can survive anything Silksong throws at you next. Probably. Maybe. ...Okay, definitely not, but at least you will have Styx. Surviving a place like Sinner's Road is as much about patience as it is about reflexes, and the same mindset applies when you are hunting for a good bargain. Whether you are stockpiling gaming gear, accessories, or just looking for something to soften the sting of a long session, it helps to have a spot that cuts through the clutter instead of wasting your time. That is exactly the approach [DealNest]( takes, gathering worthwhile offers in one place so you can spend less time scrolling and more time actually playing. https://dealnesthq.com
  • Silksong: How I Opened That Ornate Clamp (And Why You Can Chill)

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    Silksong: How I Opened That Ornate Clamp (And Why You Can Chill) Silksong's ornate clamp in Deep Docks unlocks only with the Diving Bell Key from Act 3, serving as a transit stop, not a puzzle. Hello, fellow bug with a needle and a questionable sense of direction. I am here to tell you about the time I found an old diving bell in Deep Docks, read the words 'Its door is shut tight by an ornate clamp,' and proceeded to lose my mind for a solid hour. If you are searching for how to open the ornate clamp in Silksong, congratulations: you are not alone, and the answer is way less dramatic than the creepy bell suggests. In 2026, with the game fully out and Act 3 no longer a rumor whispered in taverns, I can confirm the truth. The ornate clamp does not open because you hit it harder, shoot it, or stare at it with Hornet's intimidating mask. It opens only when you have the Diving Bell Key, and that key is tied to the secret Act 3. So if you are still poking around Deep Docks in the early acts, put the clamp on your 'later' list and go explore something else. The bell is not a boss room. It is a transit stop. Wait, What Is This Weird Clamp? You find the old diving bell in the deeper part of the Deep Docks. When Hornet inspects it, the game tells you: 'An old diving bell. Its door is shut tight by an ornate clamp.' That is it. No prompt, no lever, no nearby switch, no cryptic mural. Just a sealed bell and a clamp that looks important enough to make you think you missed a whole dungeon. I know the feeling. I circled the room. I checked the ceiling. I hit the clamp with my needle like it owed me geo. Nothing. The reason is simple: the ornate clamp in Silksong is not a local puzzle. It is a progression lock. The only thing that opens it is the Diving Bell Key, and the only place to get that key is the secret Act 3. If you are not in Act 3 yet, the bell is a fancy metal door with trust issues. The Diving Bell Key Is an Act 3 Thing Here is the short version: the Diving Bell Key is obtainable only in the secret Act 3. Opening the bell is part of the natural progression of that secret chapter, so you will eventually reach this moment if you choose to experience Act 3. You do not need to solve a riddle. You do not need to find a hidden wall in Deep Docks. You do not need to sacrifice a Grub to a lamp. You just need to get to the right chapter. And what is inside? Brace yourself. It is a bench and a speaker. That is it. No boss. No item. No secret boss holding a secret item. The old diving bell is used as a method to travel to the Act 3 area. It is basically public transportation with extra steps and a creepy door. So if you are in Act 1 or Act 2 and the clamp is mocking you, you can safely ignore it. Hornet will not miss out on much, and you will go there anyway if you obtain the quest to do so. Ballow: The Deep Docks Employee of the Year So how do you actually get the key? The Diving Bell Key is given by Ballow, the non-hostile Deep Docks worker who is working right next to the Forge Daughter. The Forge Daughter is a vendor in Deep Docks, and she is the one who points you toward him. After you speak to the Forge Daughter about how to descend below the Deep Docks, she will inform Hornet that she is not the one to ask. Instead, you should be asking Ballow. Go right to the worker and speak to him. He will say that he will wait for Hornet by the bell. I love Ballow. He has the energy of a guy who has been on break for three years but still clocks in. He does not fight you. He does not judge your build. He just waits by an ancient diving bell and presumably drinks terrible coffee. Once you have done your part, venture to the old diving bell. If you have been there before, you can use the shortcut. If you have never been there, prepare for a long detour. Then climb up the small room on the right to find Ballow. He will operate the descent of the old diving bell. Once ready, Hornet can open the ornate clamp to enter the bell. Inside, sit on the bench, and speak to Ballow to begin the dive. Should You Bother? A Very Serious Table Question Answer What opens the ornate clamp? The Diving Bell Key Where is the key? Secret Act 3 Can I get it early? No, unless you enjoy disappointment Who gives it? Ballow, next to the Forge Daughter What is inside the bell? A bench and a speaker Is there a boss? No Is there an item? No Is it missable? Not if you play Act 3 Can I ignore it? Yes, safely Did I ignore it? No, and I regret the hour I spent My Step-by-Step Clamp Opening Routine Reach the deeper part of Deep Docks. Find the Forge Daughter, the vendor. Ask her about descending below the Deep Docks. Learn that she is not the one to ask. Rude, but fair. Go right and speak to Ballow, the non-hostile worker. Hear him say he will wait by the bell. Travel to the old diving bell. Use the shortcut if you have it. Take the long detour if you do not. Climb up the small room on the right to find Ballow. Let Ballow operate the descent of the old diving bell. Once ready, open the ornate clamp as Hornet. Enter the bell. Sit on the bench. Speak to Ballow. Begin the dive. That is the whole secret. No boss fight. No complex platforming gauntlet. No lore dump that requires a PhD in bug theology. Just a key, a worker, a clamp, and a bench. The Final Bell If you are reading this in 2026 and wondering whether some patch changed the old diving bell, the answer is no. The ornate clamp still wants the Diving Bell Key. The key still belongs to secret Act 3. Ballow still waits by the bell. The inside still gives you a bench and a speaker instead of a treasure chest. And I still feel silly for treating a transit stop like a locked vault. So do not be like me. If you find the old diving bell before Act 3, give the ornate clamp a little wave and walk away. It is not a puzzle. It is a future appointment. When Act 3 comes, Ballow will be there, the clamp will open, and you will ride the bell like the stylish, slightly confused Hornet you are. After all that bell-ringing and clamp-waving, you might be in the mood to expand your gaming horizons—or at least to make sure you're not overpaying for them. Whether you're waiting for a sale on Silksong or hunting for your next metroidvania fix, keeping an eye on prices is a habit worth forming. That's where a site like DealNest comes in. It gathers deals and discounts from various storefronts, so you can [check game prices]( without opening a dozen tabs. Think of it as a bench for your wallet—a place to rest before you decide whether to take the plunge. No ornate clamp required. https://dealnesthq.com
  • Mister Mushroom Returns: All 7 Locations In Hollow Knight: Silksong

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    Mister Mushroom Returns: All 7 Locations In Hollow Knight: Silksong Find all seven Mister Mushroom locations in Hollow Knight: Silksong and unlock the Passing Of The Age achievement—without decoding his cryptic poem. Somewhere out there, in the damp and the dark, a fungus is waiting to deliver cryptic nonsense to anyone curious enough to listen. Yes, the Mushroom Man is back in Hollow Knight: Silksong, and veteran players who once tore their hair out chasing the Passing Of The Age achievement in the original game know exactly what that means. Was it fun the first time? Absolutely not. Is it fun now? Well… define fun. In 2026, with the game's community still trading tips, this particular hunt remains one of the strangest side quests Team Cherry ever cooked up. The good news is that the hunt itself is a little gentler than before. The bad news? The final stop will absolutely test a player's platforming skills to their breaking point. Not quite Path Of Pain territory, perhaps, but close enough to make grown adults whisper apologies to their controllers. So, for anyone who would rather not decode the rambling poem themselves, here is the full rundown of all seven locations where the mysterious mushroom shows up. The Poem Unravelled Before the hunt can begin, there is one small problem: the quest has to be started. Head to the Putrified Ducts, past Fleatopia and across the lake. Just before entering the little cave at the back — the one containing Craftmetal — jump up the wall to a small platform where light streams down. Soar to the top of the cave, and there sits a hidden chamber stuffed with mushrooms that will look awfully familiar to anyone who played the first game. Read the tablet, and the quest begins. Simple, right? Moss Grotto From the Bone Bottom Bellway Station, run to the far left where the Ruined Chapel sits, then drop down and head a little to the right. Mushrooms from the Fungal Wastes are sprouting on the ground. Play the Needolin, and Mister Mushroom bursts dramatically from the earth. He does not speak plainly, of course. He never does. Exhaust his dialogue, and he burrows away. Bone Bottom Fortunately, he does not travel far this time. He appears on the little platform above Bone Bottom itself, the exact spot where Shakra once peddled her maps. Chat, listen, and wave goodbye. Far Fields The poem mentions a "Scorched Field", which can only mean one place. From the Far Fields Bellway Station, head down and east to the area where the spine quest was completed. Mister Mushroom is perched on a platform just right of that horrendous volcano climb. Memories of that particular ascent are best left buried. Greymoor "Towers spinning" points squarely at Greymoor's windmills. From the Greymoor Bellway Station, ascend the tower directly above, then head west at the top. A small tunnel winds upward through the caves. Speak with the mushroom, receive more divine wisdom, and then — since the player is already there — soar up into the Wisp Thicket, a small optional area with a boss that will make people question their life choices. The Slab Cages mean The Slab. Specifically, the poem refers to the First Sinner. Head to the Slab Bellway Station and into the lower area unlocked with the third Slab Key — obtainable in the Putrified Ducts near the Broodfeast quest giver's house if it has somehow been missed. Beating the First Sinner rewards the Rune Rage silk skill. Mister Mushroom waits just left of the cage, delivers his usual cryptic farewell, and vanishes. Mount Fay "Fell heart of frost" means the enormous bird atop Mount Fay. At this point, climbing this blasted mountain for the hundredth time feels routine. With the Faydown Cloak, the journey is far easier than the first visit. For the impatient, there is a cheeky shortcut: climb the wall on the far right bordering The Slab to skip the first half of the ascent entirely. At the summit, Mister Mushroom is deep in conversation with the bug-bird. The Cradle & The Ultimate Ascent Here comes the harsh part. From Songclave, run along the long western corridor until spotting a pile of rubble fallen from the ceiling. Soar up and begin the climb toward the Cradle — the same route taken at the start of Act 3. Head up through Lace's arena and keep rising until reaching Grand Mother Silk's boss arena, where the Pale Nails silk skill awaits. One step to the right, head upward again into a small entrance, then keep climbing past light platforming and wall spiders until a bench appears. Savour that bench. The real challenge starts after it. The final ascent is mostly airborne. Grip walls, Clawline the little nut objects, bounce off flying enemies, and use every trick learned so far. Burrowing worms target anyone standing still on the ground, so lingering is not an option. Falling? Pogo off an enemy below or grab a wall with the Ascendant's Grip and hang there indefinitely to catch a breath. It is tough, but the flow arrives quickly enough — the second attempt is always easier. At the very top, play the Needolin and speak to Mister Mushroom one last time. The achievement itself requires reaching the game's true ending first, and no spoilers will be found here. So sharpen that needle, pack some patience, and good luck — the fungus is counting on failure. Location Hint From The Poem Difficulty Putrified Ducts Hidden tablet Easy Moss Grotto Fungal ground Easy Bone Bottom Above town Easy Far Fields Scorched Field Medium Greymoor Towers spinning Medium The Slab Cages Hard Mount Fay Fell heart of frost Medium The Cradle The final climb Brutal After all seven encounters, the wandering mushroom finally settles down, and players are left with an achievement, a story, and a lingering suspicion that none of his wisdom ever meant anything at all. Would anyone really expect otherwise from a talking fungus? Finishing a hunt like this tends to leave a strange restlessness behind — the map goes quiet, the achievements stop popping, and the itch to start something new creeps in almost immediately. The only real obstacle is timing: wishlisted titles sit at full price for months, and refreshing store pages by hand in the hope of a discount is nobody's idea of a good evening. That is the gap a [game price tracker]( is built to fill, and DealNest handles it without the clutter — price histories, sale alerts, and cross-store comparisons gathered in one place, so a drop never slips past unnoticed. Worth keeping open in a spare tab for anyone whose next purchase is already sitting patiently on a wishlist. https://dealnesthq.com
  • My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong

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    My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong Unlock Silk Soar in Hollow Knight: Silksong with this Super Jump guide: Act 3, Abyss route, controls, and tips. I still remember the first time I stared up at a seemingly unreachable ledge in Hollow Knight: Silksong. The Abyss loomed above me, its dark tendrils mocking my feeble jumps. I had no idea that the key to breaking free lay in an Ancestral Art called Silk Soar—the Super Jump that would change everything. After hours of exploration, countless deaths, and a few choice words at my screen, I finally claimed it. Let me walk you through exactly how I unlocked Silk Soar in Silksong, so you don't have to suffer as much as I did. The Long Road to Act 3 Before you even think about getting Silk Soar, you need to unlock Act 3 and reach the Abyss. And let me tell you, that's no small feat. The game doesn't just hand you the keys. You have to earn it. Here's what I had to do: Complete quests in Bone Bottom, Bellhart, and the Songclave Wishwall. These aren't just busywork; they weave into the story and open the path forward. Collect at least 25 Fleas. Yes, 25! Those little critters are scattered everywhere, and you'll need to bring them to the Flea Caravan. Get the Flea Caravan to move three times until it reaches the Putrified Ducts. That's right—three times. Each move unlocks new areas and eventually the Abyss. I spent a good chunk of my playthrough hunting fleas. It felt like a game of hide-and-seek with a bunch of hyperactive insects. But trust me, it's worth it. Descending into the Abyss Once Act 3 is active, head to the Abyss. This place is no joke—it's dark, filled with void monsters, and the platforming is brutal. But the Silk Soar is impossible to miss because you literally need it to escape. If you find yourself stuck down there (like I did for an embarrassing amount of time), here's the route: From the southern bench, head right into the void monster-infested area. Jump, glide, hook, and sprint your way to the right. Keep going until you hit a wall that you can climb up. Hook onto that wall, then go left a little to find some ground and gain height. Keep pushing upward until the right wall blocks you. Then cross to the left and hang onto the left wall. Now, hook onto the black bubbles—they'll boost you up. Aim right, and soon you'll see a door that requires the Needolin song. Use the Needolin to open the gate, then continue descending until you finally reach the Silk Soar skill. I can't tell you how many times I fell into the void. The Abyss is like that one friend who keeps pranking you—relentless but ultimately teaching you something. How to Use Silk Soar (Super Jump) Once you grab Silk Soar, you'll wonder how you ever lived without it. Here's the control scheme: Platform Input PC Hold Down Arrow + S Xbox Hold LT PlayStation Hold L2 The skill needs a short charge time, so you can't just spam it while enemies are chasing you. You have to find a safe moment, hold the buttons, and then release. Hornet will soar far up, reaching heights and distances that were previously impossible. It's an absolute game-changer for exploration. The first time I used it, I felt like I'd been given wings. The charge-up adds a bit of tension, but when you release and Hornet launches skyward, it's pure satisfaction. Escaping the Cave and Beyond After you obtain Silk Soar, the game immediately forces you to use it to escape the cave. It's a brilliant design choice—you get to experience your new power in a high-stakes situation. I barely made it out, but the rush was incredible. Since unlocking Silk Soar, I've been able to access hidden areas, reach new benches, and even find some secret bosses. It's not just a mobility upgrade; it's a key that unlocks the rest of the map. As of 2026, this skill remains one of the most essential abilities in Silksong. If you're struggling to get it, take a deep breath, follow the steps, and don't give up. The Abyss may be dark, but Silk Soar is your light. Happy soaring! ️ While you're still riding the high of Silk Soar, it's tempting to dive straight into another metroidvania—or finally pick up a title you've had your eye on. If you're planning your next purchase, DealNest is worth a look: it's a handy [game price tracker]( that collects discounts from different storefronts so you don't have to hop between tabs. I've started using it to keep an eye on sales for games I'm curious about, and it's been a quiet little time-saver. Whether you're waiting for a price drop or just want to know when a deal pops up, DealNest keeps things simple—so you can spend less time hunting prices and more time actually playing. https://dealnesthq.com