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Darkscribes Community

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World

Topics from outside of this forum. Views and opinions represented here may not reflect those of this forum and its members.

  • Fediverse memes

    Memes about the Fediverse.

    Rules

    General
    1. Be respectful
    2. Post on topic
    3. No bigotry or hate speech
    4. Memes should not be personal attacks towards other users
    5. We are not YPTB. If you have a problem with the way an instance or community is run, then take it up over at [email protected].
      • Addendum: Yes we know that you think ml/hexbear/grad are tankies and or .world are a bunch of liberals but it gets old quickly. Try and come up with new material.
    6. This is not the place to start flamewars between Lemmy, Mbin and Piefed.
    7. No generative AI content (instance rule)

    Elsewhere in the Fediverse

    Other relevant communities:

    • [email protected]
    • [email protected]
    • [email protected]
    • [email protected]
    • [email protected]
  • Fediverse

    A community to talk about the Fediverse and all it’s related services using ActivityPub (Mastodon, Lemmy, Mbin, etc).

    If you wanted to get help with moderating your own community then head over to [email protected]!

    Rules

    • Posts must be on topic.
    • Be respectful of others.
    • Cite the sources used for graphs and other statistics.
    • Follow the general Lemmy.world rules.

    Learn more at these websites: Join The Fediverse Wiki, Fediverse.info, Wikipedia Page, The Federation Info (Stats), FediDB (Stats), Sub Rehab (Reddit Migration)

  • Meta

    Not that Meta, but meta-discussions about this site, its contents, moderation concerns, governance, etc. all go here.

  • Fediverse

    Welcome!

    Can you imagine, years ago how the internet was before? We know Facebook, Twitter, Tiktok, Youtube. We knew blogger, Tumblr, Skyrock… and long before, it was the forum era as phpBB..and mail-lists.

    And now with ActivityPub, we are reshaping the web, and achieving much more with lots of freedom. So thank you all, and welcome 🤟😁

    Our threads

    • [Monthly thread] What fediverse feature/UI do you enjoy the most?
    • [Weekly thread] Let’s explore the fediverse ! 🤓

    Wiki

    • How to present the threadiverse to redditors (rewritting)
    • PieFed overview
    • [Mbin overview]

    Resources

    • Wiki join the fediverse
    • ActivityPub
    • What is the Fediverse?

    Related communities

    • [email protected] Are you new on the threadiverse ? Come and say hello :3
    • [email protected] for discovering the latest communities :)
    • [email protected] (for testing on lemmy)
    • [email protected] (for testing on PieFed)
    • [email protected]
    • [email protected]

    If you want to donate, double check on the official website and report any problem to mod team

    Social network

    Threadiverse

    • Flarum | git | donation

    • Friendica | git

    • Lemmy | git | donate
    • Mbin | git
    • NodeBB | git
    • PieFed | git | donate

    Selfhosting on Mobile
    Holos | git | donate

    FediBlog

    • Wafrn | git | donation
    • Wordpress
    • WriteFreely | git | donate

    Microblog

    • GoToSocial | git | donation

    • IceShrimp | git

    • Mastodon | git | donate

    Event

    • Mobilizon | git

    Mediaverse

    Audio

    • Funkwhale | git | donate

    Streaming/live

    • Owncast | git | donate

    Book

    • Bookwyrm | git | donate

    Culture review

    • NeoDB | git | donation

    Picture

    • Pixelfed | git
    • Vernissage | git

    Podcast

    • Castopod | git | donation

    Short-video

    • Loops | git

    Video

    • Peertube | git | donate

    FediMarket

    • FlohMarkt | git | donation

    Image Credits :
    Avatar : Wikipedia Eukombos
    Banner : David Revoy licence : CC-BY-4.0

    Rules

    Moderation process
    We all make mistakes,

    If your comment is reported, and brings up a complex issue, we will reach out to you and ask you to rephrase it.

    Our goal, is to create a serene space for discussion. Nothing more.

    If the post isn’t edited to remove hurtful language element, we will have to remove it. It would be a shame because your comment was interesting and you took some time to write it.

    In case of xenophobia, racism, transphobia, homophobia or harassment, it will be a permanent ban.

    • Remember the human: no insults, no aggression, no harassment between users. 🫂
    • Xenophobia, racism, transphobia and other forms of discrimination are forbidden.🌈
    • No duplication. No spam. Avoid paywalls if possible or do a little summary.☔
    • Use the “Report” function to report content that contravenes the rules.🏴
    • Content must be related to Fediverse.
    • This is not a place to re-litigate and perpetuate fedi-conflict. Take it to dedicated communities.
  • FediCon

    Topics and dispatches about the annual FediCon conference in Vancouver, BC

  • General Discussion

    General non-specific discussion about ActivityPub-related topics.

  • Social Web Foundation

    Towards a bigger, better fediverse

  • Moderation & Server Administration

    Topics about installing, maintaining, moderating a fediverse instance, and more.

  • Technical Support

    Need help with installing or configuring NodeBB? Look here.


    This is a forum category containing topical discussion. You can start new discussions by mentioning this category.

  • Forums and Threaded Discussions Task Force

    Discussion and announcements related to the SWICG Forums and Threaded Discussions Task Force.

    This profile is a discussion forum category and shares content from users who post in its discussions.

  • Online Persona's Blog

    ⚠️ Admin Note: This is a personal blog community, only the blog author may post in this community.

    Random thoughts related to programming

    Credits

    Icon created on Craiyon

  • ActivityPub

    Focused discussion related to ActivityPub integration in NodeBB

  • Bug Reports
    Found a bug? Why not make a bug report here?

    This is a forum category containing topical discussion. You can start new discussions by mentioning this category.

  • Developer FAQ
  • NodeBB Plugins

    Discussion regarding NodeBB Plugin development.

  • ActivityPub Protocol
  • Discourse (SocialHub)
  • NodeBB Development

    Stay tuned here to hear more about new releases and features of NodeBB!


    This is a forum category containing topical discussion. You can start new discussions by mentioning this category.

  • Fediverse memes

    Memes about the Fediverse.

    Rules

    General
    1. Be respectful
    2. Post on topic
    3. No bigotry or hate speech
    4. Memes should not be personal attacks towards other users
    5. We are not YPTB. If you have a problem with the way an instance or community is run, then take it up over at [email protected].
      • Addendum: Yes we know that you think ml/hexbear/grad are tankies and or .world are a bunch of liberals but it gets old quickly. Try and come up with new material.
    6. This is not the place to start flamewars between Lemmy, Mbin and Piefed.
    7. No generative AI content (instance rule)

    Elsewhere in the Fediverse

    Other relevant communities:

    • [email protected]
    • [email protected]
    • [email protected]
    • [email protected]
    • [email protected]

  • Fediverse

    A community to talk about the Fediverse and all it’s related services using ActivityPub (Mastodon, Lemmy, Mbin, etc).

    If you wanted to get help with moderating your own community then head over to [email protected]!

    Rules

    • Posts must be on topic.
    • Be respectful of others.
    • Cite the sources used for graphs and other statistics.
    • Follow the general Lemmy.world rules.

    Learn more at these websites: Join The Fediverse Wiki, Fediverse.info, Wikipedia Page, The Federation Info (Stats), FediDB (Stats), Sub Rehab (Reddit Migration)


  • Meta

    Not that Meta, but meta-discussions about this site, its contents, moderation concerns, governance, etc. all go here.


  • Fediverse

    Welcome!

    Can you imagine, years ago how the internet was before? We know Facebook, Twitter, Tiktok, Youtube. We knew blogger, Tumblr, Skyrock… and long before, it was the forum era as phpBB..and mail-lists.

    And now with ActivityPub, we are reshaping the web, and achieving much more with lots of freedom. So thank you all, and welcome 🤟😁

    Our threads

    • [Monthly thread] What fediverse feature/UI do you enjoy the most?
    • [Weekly thread] Let’s explore the fediverse ! 🤓

    Wiki

    • How to present the threadiverse to redditors (rewritting)
    • PieFed overview
    • [Mbin overview]

    Resources

    • Wiki join the fediverse
    • ActivityPub
    • What is the Fediverse?

    Related communities

    • [email protected] Are you new on the threadiverse ? Come and say hello :3
    • [email protected] for discovering the latest communities :)
    • [email protected] (for testing on lemmy)
    • [email protected] (for testing on PieFed)
    • [email protected]
    • [email protected]

    If you want to donate, double check on the official website and report any problem to mod team

    Social network

    Threadiverse

    • Flarum | git | donation

    • Friendica | git

    • Lemmy | git | donate
    • Mbin | git
    • NodeBB | git
    • PieFed | git | donate

    Selfhosting on Mobile
    Holos | git | donate

    FediBlog

    • Wafrn | git | donation
    • Wordpress
    • WriteFreely | git | donate

    Microblog

    • GoToSocial | git | donation

    • IceShrimp | git

    • Mastodon | git | donate

    Event

    • Mobilizon | git

    Mediaverse

    Audio

    • Funkwhale | git | donate

    Streaming/live

    • Owncast | git | donate

    Book

    • Bookwyrm | git | donate

    Culture review

    • NeoDB | git | donation

    Picture

    • Pixelfed | git
    • Vernissage | git

    Podcast

    • Castopod | git | donation

    Short-video

    • Loops | git

    Video

    • Peertube | git | donate

    FediMarket

    • FlohMarkt | git | donation

    Image Credits :
    Avatar : Wikipedia Eukombos
    Banner : David Revoy licence : CC-BY-4.0

    Rules

    Moderation process
    We all make mistakes,

    If your comment is reported, and brings up a complex issue, we will reach out to you and ask you to rephrase it.

    Our goal, is to create a serene space for discussion. Nothing more.

    If the post isn’t edited to remove hurtful language element, we will have to remove it. It would be a shame because your comment was interesting and you took some time to write it.

    In case of xenophobia, racism, transphobia, homophobia or harassment, it will be a permanent ban.

    • Remember the human: no insults, no aggression, no harassment between users. 🫂
    • Xenophobia, racism, transphobia and other forms of discrimination are forbidden.🌈
    • No duplication. No spam. Avoid paywalls if possible or do a little summary.☔
    • Use the “Report” function to report content that contravenes the rules.🏴
    • Content must be related to Fediverse.
    • This is not a place to re-litigate and perpetuate fedi-conflict. Take it to dedicated communities.

  • FediCon

    Topics and dispatches about the annual FediCon conference in Vancouver, BC


  • General Discussion

    General non-specific discussion about ActivityPub-related topics.


  • Social Web Foundation

    Towards a bigger, better fediverse


  • Moderation & Server Administration

    Topics about installing, maintaining, moderating a fediverse instance, and more.


  • Technical Support

    Need help with installing or configuring NodeBB? Look here.


    This is a forum category containing topical discussion. You can start new discussions by mentioning this category.


  • Forums and Threaded Discussions Task Force

    Discussion and announcements related to the SWICG Forums and Threaded Discussions Task Force.

    This profile is a discussion forum category and shares content from users who post in its discussions.


  • Online Persona's Blog

    ⚠️ Admin Note: This is a personal blog community, only the blog author may post in this community.

    Random thoughts related to programming

    Credits

    Icon created on Craiyon


  • ActivityPub

    Focused discussion related to ActivityPub integration in NodeBB


  • Bug Reports
    Found a bug? Why not make a bug report here?

    This is a forum category containing topical discussion. You can start new discussions by mentioning this category.


  • Developer FAQ

  • NodeBB Plugins

    Discussion regarding NodeBB Plugin development.


  • ActivityPub Protocol

  • Discourse (SocialHub)

  • NodeBB Development

    Stay tuned here to hear more about new releases and features of NodeBB!


    This is a forum category containing topical discussion. You can start new discussions by mentioning this category.


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  • X
    X xtnbcommunit241
    Announcements
    Mastering Lace: The Ultimate Guide to Silksong's Cradle Boss

    Mastering Lace: The Ultimate Guide to Silksong's Cradle Boss

    Hollow Knight: Silksong Lace boss guide: find Lace in The Cradle and master her blistering attacks to claim victory.

    The world of Hollow Knight: Silksong is filled with relentless foes, but few inspire as much dread and respect as Lace. Ever since her first appearance in Deep Docks, she has served as Hornet's recurring rival, growing stronger with each encounter. Just when you think you've seen the last of her, she returns in The Cradle—the final stretch of the main story—with a ferocity that will test every ounce of your skill. This guide will walk you through locating this elusive boss and, more importantly, surviving her blistering assault.

    Where to Find Lace in The Cradle

    After defeating Lace in Deep Docks, many players assume her story is over. They couldn't be more wrong. To face her again, Hornet must push deep into the Citadel, navigating the treacherous Choral Chambers and overcoming the Cogwork Dancers at the very top. This victory opens three new objectives, each requiring you to retrieve a melody from a different corner of the Citadel. Once all three melodies are in hand, return to the arena where you fought the Cogwork Dancers and play them to activate the surrounding statues. This ancient mechanism awakens a giant elevator. Ride it to the top, and you'll step directly into Lace's waiting blade.

    How to Beat Lace in The Cradle

    Most boss fights in Silksong reward patience—wait for an opening, strike, retreat. Lace shatters that rhythm. She is a whirlwind of needles and motion, and if you try to wait out her combos, you'll be dead before you can blink. Her attacks chain together with barely a second between them, and she has a nasty parry mechanic that punishes idle aggression. The key is to learn her tells, stay mobile, and weave your own attacks into the narrow gaps of her offense.

    Here's a breakdown of every attack in her arsenal:

    Attack
    Wind-Up Tells & Description
    Suggested Counters

    Slash Attack
    Lace charges her needle, barely visible in her hand. She then swings it three times while advancing.
    Move backwards if you have space, or jump and land a downward strike on her.

    Jump Attack
    She bends down with her needle near the ground, then leaps diagonally and dashes toward your position.
    Wait for her to jump, then walk toward her. If far, dash to her. She may dash backwards if near a boundary.

    Dash Attack
    Lace holds her needle horizontally straight before dashing through the arena, dealing double damage.
    Jump over her, and time a downward strike for extra damage.

    Parry Counter
    When idle, she may parry your attack, triggering an AoE from the ground or after a jump.
    Avoid attacking an idle Lace. If you trigger a parry, jump immediately to dodge both AoE variants.

    AoE Attack
    Only in the final phase, she takes the Jump Attack stance while laughing, then creates a giant circle at your location, slams the ground, and stays briefly.
    Exit the circle and wait. Since it happens twice, move far from the first circle to avoid the second.

    The fight unfolds across three distinct phases, each marked by a roar. Sometimes a stun can overlap with the roar, so always expect new attacks whenever she is stunned. Here's what to anticipate:

    Phase
    Approximate Health Left
    Changes From Last Phase

    1
    100%
    Starts with the first four attacks.

    2
    60%
    Jump and Dash attacks are buffed; gaps between attacks shrink.

    3
    20%
    Unlocks the AoE Attack.

    In phase two, her Jump Attack now spawns three rings that explode simultaneously with her dash, severely limiting your movement. Her Dash Attack can also chain up to three back-and-forth dashes instead of one. These buffs make the arena feel even more claustrophobic, especially since the field has gaps on each side—no wall clinging, no free movement.

    Despite her relatively low HP compared to other late-game bosses, Lace remains the toughest battle due to the sheer agility required. Every action—attacking, healing—must happen mid-combo. The Jump Attack offers one of the best windows for a couple of hits. For healing, wait for the Dash Attack, jump as soon as she readies up, and immediately bind. This gives you enough time to finish the heal before her next move. You can also bait her parry: when she enters the stance after an attack, wait for it to end, then land a few hits before she recovers.

    With practice, Lace's dance becomes predictable. Stay aggressive, respect her parry, and never stop moving. The Cradle may be the final challenge, but Hornet has faced worse. Victory awaits those who can match Lace's pace—and surpass it. 🎯⚔️

    That same mindset—learning a moveset, dying a few times, and coming back sharper—is what keeps this genre so rewarding, and it's also why players tend to build up a long wishlist of similar titles. If you find yourself wanting to chase that next difficult boss without paying full price, knowing [where to buy cheap games]( makes it far easier to keep the backlog stocked.

    DealNest gathers current discounts and key offers in one place, so instead of bouncing between storefronts you can compare prices and pick up the games that match the kind of challenge you just conquered. When the next patch or DLC drops, having a reliable source for deals means you can jump back in without waiting for a major sale.

    https://dealnesthq.com


    0 0 0 Reply
  • X
    X xtnbwwwwande887
    Announcements
    The Great Hollow Is Beautiful, Brutal, and Breaking Nightreign Players

    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


    0 0 0 Reply
  • X
    X xtnbwwwwande887
    Announcements
    My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong

    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


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    Elden Ring Nightreign Patch Paves the Way for The Forsaken Hollows

    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


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    Silksong Guide: How to Get the Scuttlebrace Tool and Use Its Spider-Like Retreat

    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


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    Announcements
    Mister Mushroom Returns: All 7 Locations In Hollow Knight: Silksong

    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


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    Announcements
    Elden Ring Nightreign Patch 1.03.1 Expands Deep of Night and Fixes Hundreds of Bugs

    Elden Ring Nightreign Patch 1.03.1 Expands Deep of Night and Fixes Hundreds of Bugs

    Elden Ring: Nightreign patch 1.03.1 enriches The Forsaken Hollows' Deep of Night with new DLC content, balance tweaks, and fixes.

    As a longtime Nightfarer, I booted up Elden Ring: Nightreign the moment I saw FromSoftware had deployed patch 1.03.1 across all platforms. The update is not just a routine maintenance drop. For anyone who owns The Forsaken Hollows DLC, it pours fresh content into the ultra-hard Deep of Night mode. For everyone else, it delivers a massive list of balance changes, quality-of-life features, and bug fixes that touch nearly every corner of the game. In 2026, with the DLC now boasting an impressive 2 million players, this patch feels like a clear signal that FromSoftware is still actively shaping the Nightreign experience.

    Deep of Night Gets More Dangerous for DLC Owners 🌙

    If you own The Forsaken Hollows, the headline is simple: Deep of Night now has new targets, Landmarks, raid events, and Shifting Earth encounters. I love that these additions only appear when I am matched with other players who also own the DLC. It keeps the expansion content feeling special and avoids confusing newer players who have not bought in yet. The Great Hollow Shifting Earth also received focused adjustments. Curse effects related to Fire, Magic, Lightning, and Holy are now stronger when they appear on weapons and items in the temples. FromSoftware also tweaked the Continuous HP Loss and Continuous HP Recovery curses.

    The Night Aspect fight can now feature additional attack types if every Nightfarer in the party owns The Forsaken Hollows. That change alone makes me want to assemble a full DLC squad. I also noticed that when the Night's Tide engulfs you in the Great Hollow, your character's feet now appear to be burning. It is a small visual touch, but it sells the danger.

    Feature
    What Changed

    New DLC content
    New targets, Landmarks, raid events, and Shifting Earth in Deep of Night

    Matchmaking
    DLC additions only appear with other DLC owners

    Great Hollow curses
    Increased elemental curse effects and adjusted HP loss/recovery curses

    Night Aspect
    Extra attack types when all Nightfarers own the DLC

    Balance Tweaks and Quality-of-Life Wins 🛠️

    The wolves summoned during the Tricephalos raid event have had their attack power decreased. As someone who has been ambushed by those wolves more than once, I say thank you. Scholar players will appreciate the new stack count display for the damage negation reduction icon that appears when hitting enemies with level 3 Dart-type items via the Bagcraft skill.

    Scholar's Ultimate Art Communion no longer breaks when transforming with the Executor's Ultimate Art Aspects of the Crucible: Beast. There is also a new near-death animation when reviving with the Power to Balance the World special effect. Identical consumables now combine according to their stack limit when swapped in the Equipment Menu. The status menu now shows icons and explanations for active effects, pinned items display rarity color in the You indicated equipment message, and map clues in the Great Hollow Shifting Earth have an expanded discovery range. I can also remap the Map Display key in the keyboard/mouse settings. These are the kinds of changes that make long expeditions feel smoother.

    A Mountain of Bug Fixes 🐛

    The patch notes are enormous, and I cannot list every single fix without turning this into a novel. But several categories stand out. Scholar received a long list of repairs: Communion no longer applies when no other targets are affected, linked damage and healing now propagate correctly during Near Death, Analyze gauge gain is fixed at maximum charge, analyzed target counts no longer reset when someone opens the Spirit Tree shelter door, Bagcraft duration and Fan Dagger hit application are corrected, level 3 Holy Water Pot now damages the Royal Revenant, Crystal Tear counts display properly, and Frozen Needle attack motions are fixed.

    Revenant players will be glad that Immortal March's immortality is no longer overwritten by other visual effects. Bows got attention too: Black Flame Blade and Bloodflame Blade now remove frostbite from enemies, Improved Rolling Attacks applies to Bows, and Partial HP Restoration upon Post-Damage Attacks triggers on critical hits. The Chilling Mist and Holy Ground interaction no longer causes self-frostbite. Black Flame Blade also now works correctly with Frenzyflame Thrust, and no longer incorrectly applies to Wave of Gold and Thundercloud Form hitboxes. Golden Retaliation and Carian Retaliation can now rescue allies from near-death states more reliably. Regal Beastclaw and Wave of Gold receive attack power enhancements. Ancient Death Rancor and Beast Claw can be charged properly, and Beast Claw's post-cast delay can be canceled by chaining.

    Other notable fixes include Cold Mirage applying to Executor's Aspects of the Crucible: Beast, solo expedition revival with Power to Balance the World, Totem Stela kills counting for relic effects, Evergaol prisoner attack power stacking, relic stack loss after death, rune acquisition sharing after revival, Great Bow of the Erdtree appearing as intended, near-death gauge carryover from day two bosses, and lock-on for near-death allies.

    Boss and Raid Event Repairs ⚔️

    Boss fights received extensive attention. Gaping Jaw ground attacks have better hit detection and effect positions. Everdark Sovereign Equilibrious Beast no longer spawns enemy Raiders because of a specific Revenant costume. The Dancer of the Boreal Valley can now be damaged by other players during critical hits. The Dreglord fight fixes incorrect spell aiming, enemy attacks targeting the wrong players, players getting stuck inside objects, and music timing in multiplayer. The Balancers grab attack sound effect now plays. Demon in Pain and Demon from Below now have defeat animations when killed simultaneously, and arrows to their heads deal increased damage. Several Night bosses, Curseblade timings, Great Hollows summoned enemies, Tree Guard, Omenkillers in Blacksmith Village, and DLC enemy drops have all been corrected.

    Raid events also got cleaned up. Augur water bombs no longer turn invisible for rejoining players. Tricephalos wolves disappear immediately after clearing, have intended HP in 2-3 player expeditions, and correct damage reduction. Fissure in the Fog blizzard and fog display issues are fixed, multiple bosses no longer appear for rejoining players, and runes are awarded properly. Balancer raid event spawn issues are addressed.

    Great Hollow Shifting Earth, Menus, and More 🗺️

    The Great Hollow Shifting Earth received dozens of fixes: full HP restoration after Crystal Curse death, site of grace and blacksmithing table consistency, Crystal Curse immunity exploits, temple progression blockers, extra enemies during boss fights, treasure chest stuck spots, Spiritstream usability after rejoin, Totem Stela spawning underground, rune acquisition, map icons, and more. Blacksmith Village Cataclysm Nightfarer enemies now appear, Combat Art workbench skill assignment is fixed, and Sparring Grounds effects no longer persist after character changes. Undertaker's Loathsome Hex can no longer reach unintended locations. Relic Rite menus display effects correctly, item help works in the Visual Codex, and map menu depth icons behave.

    FromSoftware also addressed the Unity Technologies security vulnerability announced on October 3, though the developer insists the main game was not impacted. Pre-order bonuses like artwork and soundtrack were updated. The version numbers are App Ver. 1.03.1 and Regulation Ver. 1.03.2. On PS4, PS5, Xbox One, and Xbox Series X|S, I need to log in to download the regulation file. If the lower right corner does not show 1.03.2, I must select LOGIN and apply the latest regulation. Online play requires this update, so I cannot play at all online until it is applied. After downloading, I need to restart the game.

    As a player, I am impressed by the scope. Patch 1.03.1 is not just a fix list. It is a statement that Nightreign's hardest mode will keep evolving. With 2 million DLC players and a mountain of repairs, now is a good time to return to the Night. I know I will. 🌌

    With so much of Nightreign's toughest content finally behaving as intended, plenty of players who drifted away are probably weighing a return — and that usually means checking whether the base game or the DLC has dipped in price before committing. If you fall into that camp, keeping an eye on a [steam sale tracker]( like DealNest saves you from refreshing store pages endlessly or missing a brief discount window between major seasonal events.

    DealNest collects current and historical pricing so you can see whether a title is genuinely at its lowest point or just dressed up as a bargain, which matters when a purchase decision hinges on a single DLC drop. Whether you are grabbing the expansion for the first time or finally convincing a friend to join your expedition, a quick price check before checkout is rarely wasted effort.

    https://dealnesthq.com


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    Announcements
    Elden Ring Nightreign Patch 1.03.1 Expands Deep of Night and Fixes Hundreds of Bugs

    Elden Ring Nightreign Patch 1.03.1 Expands Deep of Night and Fixes Hundreds of Bugs

    Elden Ring: Nightreign patch 1.03.1 enriches The Forsaken Hollows' Deep of Night with new DLC content, balance tweaks, and fixes.

    As a longtime Nightfarer, I booted up Elden Ring: Nightreign the moment I saw FromSoftware had deployed patch 1.03.1 across all platforms. The update is not just a routine maintenance drop. For anyone who owns The Forsaken Hollows DLC, it pours fresh content into the ultra-hard Deep of Night mode. For everyone else, it delivers a massive list of balance changes, quality-of-life features, and bug fixes that touch nearly every corner of the game. In 2026, with the DLC now boasting an impressive 2 million players, this patch feels like a clear signal that FromSoftware is still actively shaping the Nightreign experience.

    Deep of Night Gets More Dangerous for DLC Owners 🌙

    If you own The Forsaken Hollows, the headline is simple: Deep of Night now has new targets, Landmarks, raid events, and Shifting Earth encounters. I love that these additions only appear when I am matched with other players who also own the DLC. It keeps the expansion content feeling special and avoids confusing newer players who have not bought in yet. The Great Hollow Shifting Earth also received focused adjustments. Curse effects related to Fire, Magic, Lightning, and Holy are now stronger when they appear on weapons and items in the temples. FromSoftware also tweaked the Continuous HP Loss and Continuous HP Recovery curses.

    The Night Aspect fight can now feature additional attack types if every Nightfarer in the party owns The Forsaken Hollows. That change alone makes me want to assemble a full DLC squad. I also noticed that when the Night's Tide engulfs you in the Great Hollow, your character's feet now appear to be burning. It is a small visual touch, but it sells the danger.

    Feature
    What Changed

    New DLC content
    New targets, Landmarks, raid events, and Shifting Earth in Deep of Night

    Matchmaking
    DLC additions only appear with other DLC owners

    Great Hollow curses
    Increased elemental curse effects and adjusted HP loss/recovery curses

    Night Aspect
    Extra attack types when all Nightfarers own the DLC

    Balance Tweaks and Quality-of-Life Wins 🛠️

    The wolves summoned during the Tricephalos raid event have had their attack power decreased. As someone who has been ambushed by those wolves more than once, I say thank you. Scholar players will appreciate the new stack count display for the damage negation reduction icon that appears when hitting enemies with level 3 Dart-type items via the Bagcraft skill.

    Scholar's Ultimate Art Communion no longer breaks when transforming with the Executor's Ultimate Art Aspects of the Crucible: Beast. There is also a new near-death animation when reviving with the Power to Balance the World special effect. Identical consumables now combine according to their stack limit when swapped in the Equipment Menu. The status menu now shows icons and explanations for active effects, pinned items display rarity color in the You indicated equipment message, and map clues in the Great Hollow Shifting Earth have an expanded discovery range. I can also remap the Map Display key in the keyboard/mouse settings. These are the kinds of changes that make long expeditions feel smoother.

    A Mountain of Bug Fixes 🐛

    The patch notes are enormous, and I cannot list every single fix without turning this into a novel. But several categories stand out. Scholar received a long list of repairs: Communion no longer applies when no other targets are affected, linked damage and healing now propagate correctly during Near Death, Analyze gauge gain is fixed at maximum charge, analyzed target counts no longer reset when someone opens the Spirit Tree shelter door, Bagcraft duration and Fan Dagger hit application are corrected, level 3 Holy Water Pot now damages the Royal Revenant, Crystal Tear counts display properly, and Frozen Needle attack motions are fixed.

    Revenant players will be glad that Immortal March's immortality is no longer overwritten by other visual effects. Bows got attention too: Black Flame Blade and Bloodflame Blade now remove frostbite from enemies, Improved Rolling Attacks applies to Bows, and Partial HP Restoration upon Post-Damage Attacks triggers on critical hits. The Chilling Mist and Holy Ground interaction no longer causes self-frostbite. Black Flame Blade also now works correctly with Frenzyflame Thrust, and no longer incorrectly applies to Wave of Gold and Thundercloud Form hitboxes. Golden Retaliation and Carian Retaliation can now rescue allies from near-death states more reliably. Regal Beastclaw and Wave of Gold receive attack power enhancements. Ancient Death Rancor and Beast Claw can be charged properly, and Beast Claw's post-cast delay can be canceled by chaining.

    Other notable fixes include Cold Mirage applying to Executor's Aspects of the Crucible: Beast, solo expedition revival with Power to Balance the World, Totem Stela kills counting for relic effects, Evergaol prisoner attack power stacking, relic stack loss after death, rune acquisition sharing after revival, Great Bow of the Erdtree appearing as intended, near-death gauge carryover from day two bosses, and lock-on for near-death allies.

    Boss and Raid Event Repairs ⚔️

    Boss fights received extensive attention. Gaping Jaw ground attacks have better hit detection and effect positions. Everdark Sovereign Equilibrious Beast no longer spawns enemy Raiders because of a specific Revenant costume. The Dancer of the Boreal Valley can now be damaged by other players during critical hits. The Dreglord fight fixes incorrect spell aiming, enemy attacks targeting the wrong players, players getting stuck inside objects, and music timing in multiplayer. The Balancers grab attack sound effect now plays. Demon in Pain and Demon from Below now have defeat animations when killed simultaneously, and arrows to their heads deal increased damage. Several Night bosses, Curseblade timings, Great Hollows summoned enemies, Tree Guard, Omenkillers in Blacksmith Village, and DLC enemy drops have all been corrected.

    Raid events also got cleaned up. Augur water bombs no longer turn invisible for rejoining players. Tricephalos wolves disappear immediately after clearing, have intended HP in 2-3 player expeditions, and correct damage reduction. Fissure in the Fog blizzard and fog display issues are fixed, multiple bosses no longer appear for rejoining players, and runes are awarded properly. Balancer raid event spawn issues are addressed.

    Great Hollow Shifting Earth, Menus, and More 🗺️

    The Great Hollow Shifting Earth received dozens of fixes: full HP restoration after Crystal Curse death, site of grace and blacksmithing table consistency, Crystal Curse immunity exploits, temple progression blockers, extra enemies during boss fights, treasure chest stuck spots, Spiritstream usability after rejoin, Totem Stela spawning underground, rune acquisition, map icons, and more. Blacksmith Village Cataclysm Nightfarer enemies now appear, Combat Art workbench skill assignment is fixed, and Sparring Grounds effects no longer persist after character changes. Undertaker's Loathsome Hex can no longer reach unintended locations. Relic Rite menus display effects correctly, item help works in the Visual Codex, and map menu depth icons behave.

    FromSoftware also addressed the Unity Technologies security vulnerability announced on October 3, though the developer insists the main game was not impacted. Pre-order bonuses like artwork and soundtrack were updated. The version numbers are App Ver. 1.03.1 and Regulation Ver. 1.03.2. On PS4, PS5, Xbox One, and Xbox Series X|S, I need to log in to download the regulation file. If the lower right corner does not show 1.03.2, I must select LOGIN and apply the latest regulation. Online play requires this update, so I cannot play at all online until it is applied. After downloading, I need to restart the game.

    As a player, I am impressed by the scope. Patch 1.03.1 is not just a fix list. It is a statement that Nightreign's hardest mode will keep evolving. With 2 million DLC players and a mountain of repairs, now is a good time to return to the Night. I know I will. 🌌

    With so much of Nightreign's toughest content finally behaving as intended, plenty of players who drifted away are probably weighing a return — and that usually means checking whether the base game or the DLC has dipped in price before committing. If you fall into that camp, keeping an eye on a [steam sale tracker]( like DealNest saves you from refreshing store pages endlessly or missing a brief discount window between major seasonal events.

    DealNest collects current and historical pricing so you can see whether a title is genuinely at its lowest point or just dressed up as a bargain, which matters when a purchase decision hinges on a single DLC drop. Whether you are grabbing the expansion for the first time or finally convincing a friend to join your expedition, a quick price check before checkout is rarely wasted effort.

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    Silksong Guide: How to Get the Scuttlebrace Tool and Use Its Spider-Like Retreat

    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


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    Hollow Knight: Silksong's PlayStation Platinum Is Missing Two Brutal Trophies

    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


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    Hornet vs The Knight: Why Silksong's Hero Outshines the Silent Vessel

    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 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


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    Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill

    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. Either way, check the numbers before you hand over your rosaries.

    https://dealnesthq.com


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    How I Finally Reached Act 3 in Hollow Knight: Silksong

    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.

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    Silksong's Nerfs: I'm Dying on the Moorwing and Sister Splinter Hill

    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. Either way, check the numbers before you hand over your rosaries.

    https://dealnesthq.com


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

    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


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    My Abyss Survival Guide in Silksong: Map, Entry, and Escape

    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


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    My Abyss Survival Guide in Silksong: Map, Entry, and Escape

    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


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    Sinner's Road Survival Guide: I Got Bullied by Bugs and Found Styx

    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.

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    My Epic Quest for Silk Soar: Unlocking the Super Jump in Silksong

    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. 🎮

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