In the sprawling, treacherous region of Shellwood in Hollow Knight: Silksong, players will inevitably cross paths with a formidable foe: Sister Splinter. This boss guards the path to the invaluable Cling Grip ability, which allows Hornet to climb walls and traverse the world with greater ease. As of 2026, with the game fully released and players exploring every corner of Pharloom, Sister Splinter remains a significant early challenge. Without proper preparation, her relentless slams, spiked vines, and summoned minions can quickly overwhelm even the most seasoned adventurer. This guide breaks down the optimal loadout, phase-by-phase tactics, and the ultimate reward for defeating this arachnid menace.
Recommended Abilities and Tools
Before entering the arena, players should ensure they have unlocked the Reaper Crest and Thread Storm ability from Greymoor. These two tools are game-changers for this fight. Additionally, the Sting Shard tool provides valuable area-of-effect damage. While any familiar setup can work, this trio offers a balanced mix of defense and aggression.
Tool/Ability
Purpose
?️ Reaper Crest
Generates more silk after healing, enabling frequent Thread Storm usage.
?️ Thread Storm
Parries and kills Splinterbark enemies, and destroys multiple Spiked Vines at once.
? Sting Shard
Deals AoE damage, pressuring the boss and mobs while gathering silk.
The Reaper Crest ensures a steady silk supply, which is crucial for maintaining offensive pressure. Thread Storm not only clears mobs but also helps break the vines that clutter the arena. Sting Shard adds extra chip damage when players need to keep their distance. Together, they form a solid, aggressive loadout that mitigates the boss's resource-denial tactics.
Phase 1: Slams and Spiked Vines
Sister Splinter's first phase is deceptively simple. She clings to the ceiling and performs three consecutive slams on the ground where the player stands. Each slam has a deceptively large hitbox—roughly the size of her head upon landing—so players must position themselves further away than they might expect. After each slam, her hands remain vulnerable for a brief moment; attacking them immediately deals extra damage to the boss. This is the primary way to chip away at her health.
After the triple slam, Sister Splinter retreats into the ceiling and summons Spiked Vines that erupt downward. These vines deal contact damage and can trap players in dangerous positions. Each vine requires three hits to destroy, and players can typically take down one before Sister Splinter returns. It is wise to focus on the vine that blocks the largest portion of the arena, as opening up space is critical for dodging the next barrage of slams. By consistently jumping to hit her body and striking her hands after each attack, players can stun her quickly, opening a window for massive damage.
Phase 2: Splinterbark Reinforcements
Once enough damage is dealt, Sister Splinter enters her second phase. She screeches from the ceiling, summoning Splinterbark enemies to aid her. These minions approach with a devastating spinning attack; if both hit simultaneously, they can shred Hornet's health. This is where Thread Storm shines. A single use of the ability parries their spin and instantly kills them, while also damaging Sister Splinter if she is nearby.
After the initial two Splinterbarks are dealt with, Sister Splinter rejoins the fight and will frequently summon one more minion. Players should kite the Splinterbark toward the boss and unleash Thread Storm to eliminate it while dealing heavy damage to Sister Splinter herself. The key to this phase is relentless aggression: hitting the boss as much as possible generates silk for more Thread Storms, which in turn clear minions and damage the boss. This loop can quickly stun her again or push her into the final phase.
Phase 3: The Arena Closes In
The final phase is a test of spatial awareness and resource management. Sister Splinter locks off major sections of the arena with seven Spiked Vines. Players cannot destroy all of them in time, but a single Thread Storm breaks four at once—the ideal opening move. Alternatively, basic attacks can break at least two to create dodging room. After the initial lockdown, Sister Splinter may immediately summon three more vines to replace the broken ones, or she may launch an attack right away. If she summons more, it is best to save Thread Storm for when she calls another Splinterbark, killing the mob and clearing vines simultaneously. If she queues an attack, destroy the closest vine first to gain breathing room.
This cycle repeats until she is defeated. She will continue to summon mobs and vines while performing ground slams, gradually shrinking the safe zone. With enough pressure and smart ability usage, players can overcome anything she throws at them. While it is possible to win without the recommended loadout, this setup makes the fight significantly more manageable.
Reward: Cling Grip
Defeating Sister Splinter does not immediately grant a visible reward like some other bosses. Instead, players must head to the left of the boss arena and climb to the top of the room. There, they will find the Cling Grip ability. This allows Hornet to climb walls and traverse the world with newfound freedom, opening up previously inaccessible areas in Shellwood and beyond. It is an essential upgrade for any player looking to fully explore Pharloom.
With the right tools and a bit of practice, Sister Splinter becomes a memorable but conquerable foe. Her fight teaches valuable lessons about resource management and arena control that will serve players well throughout the rest of Hollow Knight: Silksong. So sharpen your needle, prepare your crest, and show this spider who is boss.
Once the Cling Grip is in hand and Shellwood's vertical paths open up, many players start thinking about what to tackle next—whether that's another Metroidvania, a punishing action-platformer, or a hidden indie gem with a similar learning curve.
That's where a resource like DealNest can come in handy. Instead of paying full price for every title on your wishlist, you can browse game deals today and spot discounts across PC and console storefronts. It's a simple way to keep your library growing while saving a few coins for whatever adventure comes after Silksong.
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Listen, I'm a seasoned bug hunter. I've dodged, pogoed, and silk-dashed my way through countless metroidvanias. But Hollow Knight: Silksong? It humbled me. Not because of its bosses (okay, maybe a little), but because I spent roughly 20 hours wandering Pharloom before realizing I had completely missed one of Hornet's most satisfying abilities: the Thread Storm. ?♂️
![[Resim: 69aff7aa7a822b3743ded0400bkGGxRt07]](https://seogc.fp.ps.netease.com/file/69aff7aa7a822b3743ded0400bkGGxRt07)
I had just defeated Moorwing in Greymoor—back before the difficulty nerfs, mind you—and my ego was soaring. I was ready to charge into the next area, blissfully unaware that the east side of Greymoor held a secret so deliciously violent that it would become my favorite offensive tool in the entire game. Instead, I got sidetracked by shiny new zones and forgot to check my map. Classic me. So if you're reading this in 2026 and you've also been sleeping on the Thread Storm, pull up a chair. We need to talk.
The Thread Storm: A Love Letter to AoE Carnage
![[Resim: 6ab9b07db4e52a99e710b77dq0EUhLku07]](https://seogc.fp.ps.netease.com/file/6ab9b07db4e52a99e710b77dq0EUhLku07)
Getting the Thread Storm isn't exactly a walk in the park. It requires clearing out a bunch of crow-like bugs infesting the east side of Greymoor, followed by some well-timed pogo parkour. Yes, pogo parkour. The kind that makes you question your reflexes and your life choices. But once you snag it, oh boy. This AoE silk attack unleashes a flurry of whip-like slashes in a radius around Hornet. It's like a tornado of pain, and I am here for it.
Is it the most efficient tool in Hornet's arsenal? Probably not. But is it the most satisfying? Absolutely. There's something primal about spinning around and shredding a cluster of enemies that thought they could gang up on you. The Thread Storm doesn't just clear the room—it sends a message. And the best part? Repeatedly pressing the skill button extends the duration at no extra cost. You can keep the party going until your silk runs dry or your fingers cramp. Just be aware that after the initial stun wears off, you're left wide open to retaliation. Risk versus reward, baby.
Thread Storm vs. Silkspear: A Quick Comparison
Feature
Thread Storm
Silkspear
Damage type
AoE, multi-hit
Single-target, piercing
Crowd control
Excellent
Limited
Silk cost
Moderate
Low
Extendable
Yes (button mashing)
No
Cool factor
?️?️?️?️?️
?️?️
As you can see, the Thread Storm wins on style points alone. But it's not just about looking cool. When paired with Hornet's tools—like AoE poison attacks or ranged traps—you can create deadly combos that melt enemies trying to avoid your silk attack. I've lost count of how many times I've trapped a group of bugs, popped a poison cloud, and then spun to win. It's a beautiful symphony of destruction.
Pharloom: A Metroidvania Playground of Secrets
![[Resim: 6ab9b086db6c8d32a2415ec7uQh0i5B007]](https://seogc.fp.ps.netease.com/file/6ab9b086db6c8d32a2415ec7uQh0i5B007)
Now, I know Silksong caught some flak early on for not rewarding players enough through boss charms or discoverable items. But let me tell you, the mid-to-late game more than makes up for it. Pharloom is absolutely overflowing with content. There are tools, crests, and secret paths everywhere. It's almost overwhelming—in the best way. The game takes its metroidvania inspirations and runs with them, thriving on backtracking and rewarding player creativity.
Take Shakra's purchasable waypoints, for example. They're a godsend. They remind you to return later with the right skills. But here's the thing: if you're like me and you miss something as crucial as the Thread Storm or an additional Crest slot, you'll kick yourself. I spent hours wandering around, wondering why certain fights felt harder than they should. Then I realized I had been ignoring a whole section of Greymoor. Facepalm. ?♂️
So here's my advice: leave no stone unturned. If you see a suspicious ledge, pogo up there. If you hear a faint sound, investigate. If a map area looks empty, it's probably hiding something. The game rewards curiosity just as much as combat skill. And with the 2026 updates and community discoveries, there's no excuse to miss out.
Backtracking: The Art of Feeling Dumb and Then Smart
Backtracking in Silksong is a double-edged sword. On one hand, it's tedious. On the other hand, it's incredibly satisfying when you finally unlock that ability you needed to reach a secret area. I've had moments where I felt like a genius for remembering a random ledge I couldn't reach 15 hours ago. Then I've had moments where I felt like a complete idiot for missing the Thread Storm for so long.
But that's the beauty of Pharloom. It's a world that respects your time and your intelligence. It doesn't hold your hand. It lets you experience the game at your own pace, which means you might miss things. And that's okay—as long as you eventually go back. The Thread Storm is just one example. There are countless other secrets, from hidden bosses to lore-rich environments that flesh out the 7 years of passion that went into this game.
Why You Shouldn't Sleep on Passive Abilities
Crests and Weaver Skills are powerful enhancements that can completely change your playstyle. I ignored them for way too long. Don't be like me. Experiment. Mix and match. Find what works for you. The Thread Storm might be my favorite, but there are plenty of other tools that are just as viable. The key is to explore, experiment, and never assume you've seen everything.
The Little Details That Make Silksong Shine
Even outside of tangible rewards, Silksong is packed with hidden details. Background NPCs, environmental storytelling, subtle animations—it's all there. These details help you gain a better understanding of Pharloom and the love that went into its creation. I've spent hours just watching enemies interact with each other or admiring the way light filters through the fungal forests. It's a game that rewards observation.
So if you're playing in 2026 and you haven't grabbed the Thread Storm yet, do yourself a favor. Head to eastern Greymoor. Clear out those crows. Do the pogo parkour. And then unleash hell. Your bug-hunting career will never be the same. And if you miss it? Well, at least you'll have a funny story to tell. Just like me. ??
Once you've finally pried every last secret out of Pharloom, you might find yourself hungry for another handcrafted world to get lost in. Before you hit the store page, though, it's worth doing a little homework—I've been using DealNest for game price comparison, and it's saved me from overpaying more than once. Whether you're eyeing a physical copy, a digital key, or a bundle that includes the soundtrack, a few minutes there can mean more money left for your next indie obsession.
I had just defeated Moorwing in Greymoor—back before the difficulty nerfs, mind you—and my ego was soaring. I was ready to charge into the next area, blissfully unaware that the east side of Greymoor held a secret so deliciously violent that it would become my favorite offensive tool in the entire game. Instead, I got sidetracked by shiny new zones and forgot to check my map. Classic me. So if you're reading this in 2026 and you've also been sleeping on the Thread Storm, pull up a chair. We need to talk.
The Thread Storm: A Love Letter to AoE Carnage
Getting the Thread Storm isn't exactly a walk in the park. It requires clearing out a bunch of crow-like bugs infesting the east side of Greymoor, followed by some well-timed pogo parkour. Yes, pogo parkour. The kind that makes you question your reflexes and your life choices. But once you snag it, oh boy. This AoE silk attack unleashes a flurry of whip-like slashes in a radius around Hornet. It's like a tornado of pain, and I am here for it.
Is it the most efficient tool in Hornet's arsenal? Probably not. But is it the most satisfying? Absolutely. There's something primal about spinning around and shredding a cluster of enemies that thought they could gang up on you. The Thread Storm doesn't just clear the room—it sends a message. And the best part? Repeatedly pressing the skill button extends the duration at no extra cost. You can keep the party going until your silk runs dry or your fingers cramp. Just be aware that after the initial stun wears off, you're left wide open to retaliation. Risk versus reward, baby.
Thread Storm vs. Silkspear: A Quick Comparison
Feature
Thread Storm
Silkspear
Damage type
AoE, multi-hit
Single-target, piercing
Crowd control
Excellent
Limited
Silk cost
Moderate
Low
Extendable
Yes (button mashing)
No
Cool factor
?️?️?️?️?️
?️?️
As you can see, the Thread Storm wins on style points alone. But it's not just about looking cool. When paired with Hornet's tools—like AoE poison attacks or ranged traps—you can create deadly combos that melt enemies trying to avoid your silk attack. I've lost count of how many times I've trapped a group of bugs, popped a poison cloud, and then spun to win. It's a beautiful symphony of destruction.
Pharloom: A Metroidvania Playground of Secrets
Now, I know Silksong caught some flak early on for not rewarding players enough through boss charms or discoverable items. But let me tell you, the mid-to-late game more than makes up for it. Pharloom is absolutely overflowing with content. There are tools, crests, and secret paths everywhere. It's almost overwhelming—in the best way. The game takes its metroidvania inspirations and runs with them, thriving on backtracking and rewarding player creativity.
Take Shakra's purchasable waypoints, for example. They're a godsend. They remind you to return later with the right skills. But here's the thing: if you're like me and you miss something as crucial as the Thread Storm or an additional Crest slot, you'll kick yourself. I spent hours wandering around, wondering why certain fights felt harder than they should. Then I realized I had been ignoring a whole section of Greymoor. Facepalm. ?♂️
So here's my advice: leave no stone unturned. If you see a suspicious ledge, pogo up there. If you hear a faint sound, investigate. If a map area looks empty, it's probably hiding something. The game rewards curiosity just as much as combat skill. And with the 2026 updates and community discoveries, there's no excuse to miss out.
Backtracking: The Art of Feeling Dumb and Then Smart
Backtracking in Silksong is a double-edged sword. On one hand, it's tedious. On the other hand, it's incredibly satisfying when you finally unlock that ability you needed to reach a secret area. I've had moments where I felt like a genius for remembering a random ledge I couldn't reach 15 hours ago. Then I've had moments where I felt like a complete idiot for missing the Thread Storm for so long.
But that's the beauty of Pharloom. It's a world that respects your time and your intelligence. It doesn't hold your hand. It lets you experience the game at your own pace, which means you might miss things. And that's okay—as long as you eventually go back. The Thread Storm is just one example. There are countless other secrets, from hidden bosses to lore-rich environments that flesh out the 7 years of passion that went into this game.
Why You Shouldn't Sleep on Passive Abilities
Crests and Weaver Skills are powerful enhancements that can completely change your playstyle. I ignored them for way too long. Don't be like me. Experiment. Mix and match. Find what works for you. The Thread Storm might be my favorite, but there are plenty of other tools that are just as viable. The key is to explore, experiment, and never assume you've seen everything.
The Little Details That Make Silksong Shine
Even outside of tangible rewards, Silksong is packed with hidden details. Background NPCs, environmental storytelling, subtle animations—it's all there. These details help you gain a better understanding of Pharloom and the love that went into its creation. I've spent hours just watching enemies interact with each other or admiring the way light filters through the fungal forests. It's a game that rewards observation.
So if you're playing in 2026 and you haven't grabbed the Thread Storm yet, do yourself a favor. Head to eastern Greymoor. Clear out those crows. Do the pogo parkour. And then unleash hell. Your bug-hunting career will never be the same. And if you miss it? Well, at least you'll have a funny story to tell. Just like me. ??
Once you've finally pried every last secret out of Pharloom, you might find yourself hungry for another handcrafted world to get lost in. Before you hit the store page, though, it's worth doing a little homework—I've been using DealNest for game price comparison, and it's saved me from overpaying more than once. Whether you're eyeing a physical copy, a digital key, or a bundle that includes the soundtrack, a few minutes there can mean more money left for your next indie obsession.
In an industry that often prizes visual fidelity and cinematic spectacle, sound design remains one of the most quietly powerful tools in a developer's arsenal. Hollow Knight: Silksong, the long-awaited sequel to Team Cherry's 2017 metroidvania classic, understands this principle intimately. Since its release, players and critics have praised composer Christopher Larkin's score, but the game's true audio magic often lies in the smallest interactions—the sprint across a metallic platform, the pogo bounce off an enemy's shell, and, most memorably, the cascade of Rosary Beads hitting the ground.
![[Resim: 6abb01fd77f2b4bf9617e3ebiNiLzT6a07]](https://seogc.fp.ps.netease.com/file/6abb01fd77f2b4bf9617e3ebiNiLzT6a07)
Among Silksong's vast library of hand-crafted sound effects, the Rosary Bead deposit has emerged as a fan-favorite. These strange strings hang from floor to ceiling in mossy tunnels, adorned with deep-red beads. They are not mere set dressing; they are currency caches. Striking the rope sends a handful of beads tumbling to the floor, and each one produces a light 'twang' followed by a satisfying 'tap' as it touches stone. The beads rattle gently as they roll, creating a two-second rhythm that many players describe as oddly cathartic.
![[Resim: 6abb02004cac917d52922bc2L623idJC07]](https://seogc.fp.ps.netease.com/file/6abb02004cac917d52922bc2L623idJC07)
For many players, an early encounter in a mossy tunnel becomes a core memory. The string is peculiar, stretching from floor to ceiling with a series of deep-red beads dangling from it. Even before fully understanding Silksong's currency system, instinct takes over. The player hacks at the rope. What follows is a small avalanche of beads, each strike producing a handful of falling spheres. The light 'twang' of the string gives way to a crisp 'tap' sound effect, with each bead rattling gently as it first touches and rolls along the ground. The satisfaction compounds with every new bead that hits the floor. The cathartic rhythm of the interaction burrows deep into the brain.
![[Resim: 6abb02027978166ab16e79e4MrYqi8YB07]](https://seogc.fp.ps.netease.com/file/6abb02027978166ab16e79e4MrYqi8YB07)
From that point forward, every Rosary Bead deposit becomes the site of a personal ritual. Players find the deposit, lean forward in their chairs, and revel in the sound of each individual bead hitting the ground in quick succession. It is not just a noise; it is a tiny ceremony of wealth acquisition.
![[Resim: 6abb020a2e61b7ad69dd6de5jFbsqvAT07]](https://seogc.fp.ps.netease.com/file/6abb020a2e61b7ad69dd6de5jFbsqvAT07)
Yet the love for these deposits goes far beyond acoustics. It is also about what the sound represents. To put it lightly, Silksong's economy is not balanced to perfection. Most bosses do not drop Rosary Beads. Most benches cost beads to unlock. In-game items and upgrades are expensive to purchase. Given Silksong's difficult nature, many players end up losing more beads than they pick up. These Rosary Bead deposits are one of the only reliable sources of wealth in the entire game, and they are a bit of a rarity. So whenever a deposit is found, the player is not merely enjoying the literal sound of beads hitting the floor. They are enjoying the rare feeling of earning a valuable resource. They are celebrating the fact that they will finally be able to purchase that one tool they have wanted since first finding the Forge Daughter in Deep Docks many hours ago.
![[Resim: 6abb020d35cef1881fde8b3e9Bb7sZyk07]](https://seogc.fp.ps.netease.com/file/6abb020d35cef1881fde8b3e9Bb7sZyk07)
The audio design of the Rosary Bead deposit works on several levels. The following table breaks down its components and their effects.
Audio element
Description
Player response
Rope twang
Light, string-like snap
Signals cause and effect
Bead tap
Crisp, wooden tap
Delivers immediate satisfaction
Rolling rattle
Gentle clatter
Extends the reward after impact
Rapid succession
Overlapping taps and rattles
Creates a rhythmic, almost musical loop
This layered approach is why the sound has become iconic. It is short, repeatable, and never fatiguing. It rewards attention without demanding it. It turns a mundane action into a moment of delight. In 2026, the conversation around Silksong's audio design continues to grow. Content creators have isolated the Rosary Bead sound for ASMR-style videos. Modders have jokingly replaced other sound effects with it. Speedrunners have optimized routes around bead deposits, and casual players still pause to listen. The sound has become a cultural shorthand for Silksong's blend of challenge and reward.
Sound design is often overlooked in favor of shiny graphics, intense action, and emotive stories, but it is no less important. Audio reinforces every moment of gameplay and can easily be the difference between a good game and a great one. Hollow Knight: Silksong is home to stellar audio design, and the Rosary Bead deposit is proof that even a two-second interaction can become unforgettable. It is a tiny masterclass in tactile feedback, economic relief, and the strange pleasure of hearing small objects hit the ground. ?✨
That same attention to detail extends to how players build their libraries, too. Just as a single bead deposit can shape a route through Hallownest's ruins, the price you pay for a game shapes whether a journey is even worth starting. For those who want to experience the kind of care poured into Silksong's soundscape without straining their budget, comparing storefronts matters more than ever. If you're looking for titles with the same level of craft, checking cheapest steam keys on DealNest is a practical first step.
Good design, whether in audio or in pricing, rewards the people paying attention. DealNest makes that hunt simpler, gathering current deals in one place so you can spend less time scrolling and more time listening closely to the worlds developers built.
Among Silksong's vast library of hand-crafted sound effects, the Rosary Bead deposit has emerged as a fan-favorite. These strange strings hang from floor to ceiling in mossy tunnels, adorned with deep-red beads. They are not mere set dressing; they are currency caches. Striking the rope sends a handful of beads tumbling to the floor, and each one produces a light 'twang' followed by a satisfying 'tap' as it touches stone. The beads rattle gently as they roll, creating a two-second rhythm that many players describe as oddly cathartic.
For many players, an early encounter in a mossy tunnel becomes a core memory. The string is peculiar, stretching from floor to ceiling with a series of deep-red beads dangling from it. Even before fully understanding Silksong's currency system, instinct takes over. The player hacks at the rope. What follows is a small avalanche of beads, each strike producing a handful of falling spheres. The light 'twang' of the string gives way to a crisp 'tap' sound effect, with each bead rattling gently as it first touches and rolls along the ground. The satisfaction compounds with every new bead that hits the floor. The cathartic rhythm of the interaction burrows deep into the brain.
From that point forward, every Rosary Bead deposit becomes the site of a personal ritual. Players find the deposit, lean forward in their chairs, and revel in the sound of each individual bead hitting the ground in quick succession. It is not just a noise; it is a tiny ceremony of wealth acquisition.
Yet the love for these deposits goes far beyond acoustics. It is also about what the sound represents. To put it lightly, Silksong's economy is not balanced to perfection. Most bosses do not drop Rosary Beads. Most benches cost beads to unlock. In-game items and upgrades are expensive to purchase. Given Silksong's difficult nature, many players end up losing more beads than they pick up. These Rosary Bead deposits are one of the only reliable sources of wealth in the entire game, and they are a bit of a rarity. So whenever a deposit is found, the player is not merely enjoying the literal sound of beads hitting the floor. They are enjoying the rare feeling of earning a valuable resource. They are celebrating the fact that they will finally be able to purchase that one tool they have wanted since first finding the Forge Daughter in Deep Docks many hours ago.
The audio design of the Rosary Bead deposit works on several levels. The following table breaks down its components and their effects.
Audio element
Description
Player response
Rope twang
Light, string-like snap
Signals cause and effect
Bead tap
Crisp, wooden tap
Delivers immediate satisfaction
Rolling rattle
Gentle clatter
Extends the reward after impact
Rapid succession
Overlapping taps and rattles
Creates a rhythmic, almost musical loop
This layered approach is why the sound has become iconic. It is short, repeatable, and never fatiguing. It rewards attention without demanding it. It turns a mundane action into a moment of delight. In 2026, the conversation around Silksong's audio design continues to grow. Content creators have isolated the Rosary Bead sound for ASMR-style videos. Modders have jokingly replaced other sound effects with it. Speedrunners have optimized routes around bead deposits, and casual players still pause to listen. The sound has become a cultural shorthand for Silksong's blend of challenge and reward.
Sound design is often overlooked in favor of shiny graphics, intense action, and emotive stories, but it is no less important. Audio reinforces every moment of gameplay and can easily be the difference between a good game and a great one. Hollow Knight: Silksong is home to stellar audio design, and the Rosary Bead deposit is proof that even a two-second interaction can become unforgettable. It is a tiny masterclass in tactile feedback, economic relief, and the strange pleasure of hearing small objects hit the ground. ?✨
That same attention to detail extends to how players build their libraries, too. Just as a single bead deposit can shape a route through Hallownest's ruins, the price you pay for a game shapes whether a journey is even worth starting. For those who want to experience the kind of care poured into Silksong's soundscape without straining their budget, comparing storefronts matters more than ever. If you're looking for titles with the same level of craft, checking cheapest steam keys on DealNest is a practical first step.
Good design, whether in audio or in pricing, rewards the people paying attention. DealNest makes that hunt simpler, gathering current deals in one place so you can spend less time scrolling and more time listening closely to the worlds developers built.
Ah, the Whiteward. The place where hope goes to get a haircut and never comes back. If you are playing Silksong in 2026 and you have finally reached the Citadel, congratulations. Act 2 is less of a guided tour and more of a haunted museum where every exhibit wants to stab you. And if you have met Sherma, the adorable pilgrim bug, you already know you would follow him into a nightmare. Which, spoiler alert, is exactly what this quest asks you to do.
![[Resim: 6a9e47977926ed358bfb8bfeczg0PKy807]](https://seogc.fp.ps.netease.com/file/6a9e47977926ed358bfb8bfeczg0PKy807)
How to Start Balm for the Wounded
First, you need Songclave. Ring the Grand Bell in the top-right of the Choral Chambers. Later, come back and the area has become a Town hub with a Wishwall. Pick up the White Key to the right of the Grand Bell, then unlock and explore the Whiteward. After that, return to Songclave. Sherma should be among the pilgrims. Talk to him. Then leave and come back later. Of course he is gone. Did you expect the cute one to stay safe? No. Pick up Sherma's quest on the Wishwall: Balm for the Wounded. Then head back down to the Whiteward to save him.
![[Resim: 6ab9b07c616b3f874f6a809aivV1UBAx07]](https://seogc.fp.ps.netease.com/file/6ab9b07c616b3f874f6a809aivV1UBAx07)
Finding Sherma in the Whiteward
From Choral Chambers, enter Whiteward. Sit at the bench on the right side of the first room to save your location. Then jump down the shaft. Do not drop all the way down. Take the first exit on the right. Follow the path right, drop down the hole, and you will land on a trackable object. Interact with it to Track Sherma. Now follow the trail. Is it creepy? Yes. Is it also weirdly beautiful? Also yes.
![[Resim: 6ab9b085a1e69971d3cf22e9mBZxeX8907]](https://seogc.fp.ps.netease.com/file/6ab9b085a1e69971d3cf22e9mBZxeX8907)
The trail initially leads Hornet right through a room filled with giant masked enemies wielding scissors. These are not arts-and-crafts scissors. They are the kind that make you reconsider your choices. Track the second object on a platform between spikes in this long room. This continues Sherma's trail, leading you further right. Avoid the enemies again, then follow the trail upward. The trail will lead to a room you can enter. Go in, then break the breakable wall on the right side. Inside, you will find Sherma.
![[Resim: 6ab9b08e138e39a21230d052VMXip2A107]](https://seogc.fp.ps.netease.com/file/6ab9b08e138e39a21230d052VMXip2A107)
The Rescue and the Enemy Waves
Talk to Sherma. He is shivering in fear. He has seen the brutality and faith-challenging horrors of the Whiteward. He says he found healing supplies, got trapped, and then started to hear moans in the dark. Poor little guy. After a moment, a variety of challenging enemies appear in waves. Of course they do.
![[Resim: 6ab9b098e4a780b91b5ab33bpNvG2kp207]](https://seogc.fp.ps.netease.com/file/6ab9b098e4a780b91b5ab33bpNvG2kp207)
Here is how I handled them:
Enemy Type
How to Fight
Why
Three flying enemies with tentacle-like silk strands
Use Silk Skills and Tools
They are hard to get close to and hit with the Needle
Two scissor-wielding enemies
Use pogo attacks, downward slashes in mid-air
Avoid their rapid attacks, which deal two masks of damage
Defeat the three flying enemies first if you can. They are annoying little sky gremlins. Then focus on the two scissor enemies. Pogo them. Bounce on their heads like you are playing a very violent game of hopscotch. Do not get greedy. Their attacks hurt. A lot. Two masks of damage is not a suggestion. It is a warning.
After defeating the waves, you have successfully saved Sherma. He will return to Songclave. But not before giving Hornet something he found while looking for supplies.
Reward: Spool Fragment
For finding Sherma and saving him from the horrors of the Whiteward, he rewards Hornet with a Spool Fragment.
![[Resim: 6ab9b099ef3d40127f908410LNoPii2b07]](https://seogc.fp.ps.netease.com/file/6ab9b099ef3d40127f908410LNoPii2b07)
Hornet can combine 2x Spool Fragments to increase her maximum Silk by 1 bar. Is that worth fighting through a haunted hospital full of scissor monsters? If you use Silk Skills often, absolutely. If you do not, well, you still saved a cute bug. That counts for something.
Final Thoughts
So, would I do Balm for the Wounded again in 2026? Yes. Would I complain the entire time? Also yes. The Whiteward is a masterclass in dread, and Sherma is a masterclass in making you care about a tiny fictional bug. If you are stuck, remember: sit at the bench, take the first right, track the trail, break the wall, and pogo the scissors. And if you hear moans in the dark, maybe do not investigate alone.
Now go get that Spool Fragment. Sherma believes in you. I believe in you. The scissor monsters do not, but their opinion does not matter. ?✨
If there is one thing the Whiteward teaches you, it is that preparation matters more than reflexes. The same principle applies when you are gearing up for a long metroidvania session and want to make every purchase count, whether that is a new controller, a headset, or a game you have been eyeing for months. Instead of hopping between a dozen storefronts to compare prices, it helps to have a single place where you can find the best deal without the usual scavenger hunt.
That is exactly what DealNest is built for. It gathers discounts and offers in one spot so you can spend less time hunting and more time actually playing. Think of it as the bench you sit at before a boss fight: a quick pause, a small advantage, and then you are back in the action.
How to Start Balm for the Wounded
First, you need Songclave. Ring the Grand Bell in the top-right of the Choral Chambers. Later, come back and the area has become a Town hub with a Wishwall. Pick up the White Key to the right of the Grand Bell, then unlock and explore the Whiteward. After that, return to Songclave. Sherma should be among the pilgrims. Talk to him. Then leave and come back later. Of course he is gone. Did you expect the cute one to stay safe? No. Pick up Sherma's quest on the Wishwall: Balm for the Wounded. Then head back down to the Whiteward to save him.
Finding Sherma in the Whiteward
From Choral Chambers, enter Whiteward. Sit at the bench on the right side of the first room to save your location. Then jump down the shaft. Do not drop all the way down. Take the first exit on the right. Follow the path right, drop down the hole, and you will land on a trackable object. Interact with it to Track Sherma. Now follow the trail. Is it creepy? Yes. Is it also weirdly beautiful? Also yes.
The trail initially leads Hornet right through a room filled with giant masked enemies wielding scissors. These are not arts-and-crafts scissors. They are the kind that make you reconsider your choices. Track the second object on a platform between spikes in this long room. This continues Sherma's trail, leading you further right. Avoid the enemies again, then follow the trail upward. The trail will lead to a room you can enter. Go in, then break the breakable wall on the right side. Inside, you will find Sherma.
The Rescue and the Enemy Waves
Talk to Sherma. He is shivering in fear. He has seen the brutality and faith-challenging horrors of the Whiteward. He says he found healing supplies, got trapped, and then started to hear moans in the dark. Poor little guy. After a moment, a variety of challenging enemies appear in waves. Of course they do.
Here is how I handled them:
Enemy Type
How to Fight
Why
Three flying enemies with tentacle-like silk strands
Use Silk Skills and Tools
They are hard to get close to and hit with the Needle
Two scissor-wielding enemies
Use pogo attacks, downward slashes in mid-air
Avoid their rapid attacks, which deal two masks of damage
Defeat the three flying enemies first if you can. They are annoying little sky gremlins. Then focus on the two scissor enemies. Pogo them. Bounce on their heads like you are playing a very violent game of hopscotch. Do not get greedy. Their attacks hurt. A lot. Two masks of damage is not a suggestion. It is a warning.
After defeating the waves, you have successfully saved Sherma. He will return to Songclave. But not before giving Hornet something he found while looking for supplies.
Reward: Spool Fragment
For finding Sherma and saving him from the horrors of the Whiteward, he rewards Hornet with a Spool Fragment.
Hornet can combine 2x Spool Fragments to increase her maximum Silk by 1 bar. Is that worth fighting through a haunted hospital full of scissor monsters? If you use Silk Skills often, absolutely. If you do not, well, you still saved a cute bug. That counts for something.
Final Thoughts
So, would I do Balm for the Wounded again in 2026? Yes. Would I complain the entire time? Also yes. The Whiteward is a masterclass in dread, and Sherma is a masterclass in making you care about a tiny fictional bug. If you are stuck, remember: sit at the bench, take the first right, track the trail, break the wall, and pogo the scissors. And if you hear moans in the dark, maybe do not investigate alone.
Now go get that Spool Fragment. Sherma believes in you. I believe in you. The scissor monsters do not, but their opinion does not matter. ?✨
If there is one thing the Whiteward teaches you, it is that preparation matters more than reflexes. The same principle applies when you are gearing up for a long metroidvania session and want to make every purchase count, whether that is a new controller, a headset, or a game you have been eyeing for months. Instead of hopping between a dozen storefronts to compare prices, it helps to have a single place where you can find the best deal without the usual scavenger hunt.
That is exactly what DealNest is built for. It gathers discounts and offers in one spot so you can spend less time hunting and more time actually playing. Think of it as the bench you sit at before a boss fight: a quick pause, a small advantage, and then you are back in the action.
In 2026, Hornet's pilgrimage through Pharloom remains one of the most talked-about journeys in gaming, and Songclave still offers its quiet, desperate wishes. Among them is Cloaks of the Choir, a gathering quest that asks for 15 Choir Cloaks. It sounds simple enough, does it not? Yet the Citadel's choir does not part with its garments willingly. To finish this wish, Hornet must first unlock Songclave, then hunt specific enemies in the Choral Chambers. Here is how the quest unfolds, step by step.
![[Resim: 6ab9b07ca51a93241f428f8fxKXrG47Y07]](https://seogc.fp.ps.netease.com/file/6ab9b07ca51a93241f428f8fxKXrG47Y07)
?️ Unlocking Songclave and the Wishwall
Songclave does not exist until Hornet rings the Grand Bell in the top-right of the Choral Chambers. Before she can do that, she must defeat the Cogwork Dancers. After the bell is rung, leaving and returning later reveals that the Grand Bell has transformed into Songclave, a town hub. The Caretaker may insist that helping pilgrims is pointless, but Hornet can still make a difference.
At the Songclave Wishwall, Hornet should pick up the Fine Pins quest first. Fulfill that wish, turn it in, then leave and return once more. A new Wish will appear on the board: Cloaks of the Choir. Promise to fulfill it, then head back into the Choral Chambers.
![[Resim: 6ab9b0871ce028546085eff8mjm8qA0907]](https://seogc.fp.ps.netease.com/file/6ab9b0871ce028546085eff8mjm8qA0907)
⚔️ Which Enemies Drop Choir Cloaks?
Not every choir member carries a spare cloak. Enemies with a white hood and a gold sigil, such as the Reed or Choristor, do not drop them. The quest specifically requires Choir Cloaks from three foes:
Enemy
Where It Appears
Notes
Choir Flyer
Around chandeliers and upper platforms
Fast, airborne, and easy to miss with grounded attacks.
Choir Pouncer
Near chandeliers and ledges
Leaps toward Hornet; defeat it before it lands over spikes.
Choir Hornhead
Lower areas of the farming room
Tougher, grounded, and worth the extra care.
![[Resim: 6ab9b08ffaff36064241b581BFJZwD8707]](https://seogc.fp.ps.netease.com/file/6ab9b08ffaff36064241b581BFJZwD8707)
![[Resim: 6ab9b097b80a0d077649009byF0N6G9N07]](https://seogc.fp.ps.netease.com/file/6ab9b097b80a0d077649009byF0N6G9N07)
![[Resim: 6ab9b09ff7bcd951f0b5b85biie4jibx07]](https://seogc.fp.ps.netease.com/file/6ab9b09ff7bcd951f0b5b85biie4jibx07)
? Best Choir Cloak Farming Spot
The best place to farm Choir Cloaks in Silksong is the tall room to the left of the entrance to the Whiteward, just beneath the dining hall where Hornet can pick up the Great Taste of Pharloom quest. From Songclave, make your way to this location, then sit at the bench just to the top-right of the room.
All three enemies that drop Choir Cloaks spawn in this room. Pouncers and Flyers hover on and around the chandeliers up above, while a Hornhead patrols down below. Defeat them, reset the room by sitting on the bench to the top-right, and repeat until Hornet has all 15 Choir Cloaks.
![[Resim: 6ab9b0aaa1e69971d3cf2573oZ7c2gB307]](https://seogc.fp.ps.netease.com/file/6ab9b0aaa1e69971d3cf2573oZ7c2gB307)
![[Resim: 6ab9b0b38bdd88c97c0552d5YM0UbZ4i07]](https://seogc.fp.ps.netease.com/file/6ab9b0b38bdd88c97c0552d5YM0UbZ4i07)
⚠️ A Warning About Spikes
There is one cruel catch. Quest Items, including Choir Cloaks, are destroyed on contact with damaging ground. If Hornet defeats an enemy while it is above spikes, the cloak can be lost before it is ever collected. Is that not the Citadel's way? Patience and positioning matter more than raw speed. Lure enemies away from hazards or strike from a safe angle.
? Rewards for Completing Cloaks of the Choir
Once Hornet has 15 Choir Cloaks, return to the Wishwall in Songclave and turn them in. The Cloaks of the Choir quest completes, and the reward is a Heavy Rosary Necklace. Heavy Rosary Necklace items are worth 220 Rosaries. For a simple gathering quest, that is not bad at all. Plus, defeating the required enemies while hunting for cloaks will naturally earn a few hundred extra Rosaries along the way.
![[Resim: 6ab9b0bbf7e7613bd4100b0fAXOwxLz607]](https://seogc.fp.ps.netease.com/file/6ab9b0bbf7e7613bd4100b0fAXOwxLz607)
? Final Tips for 2026 Players
Unlock Songclave first by ringing the Grand Bell after the Cogwork Dancers.
Complete Fine Pins before expecting Cloaks of the Choir to appear.
Farm the tall room near Whiteward and use the top-right bench to reset.
Avoid killing cloak-bearing enemies over spikes.
Turn in all 15 cloaks at the Songclave Wishwall for the Heavy Rosary Necklace.
So, is the Cloaks of the Choir quest worth the trouble? For Rosary-hungry pilgrims in 2026, the answer is a quiet yes. It is a straightforward farm with a solid payout, and it gives Hornet one more way to make Songclave a little brighter in a kingdom that rarely offers kindness.
Silksong's economy rewards players who think like careful collectors: wait for the right moment, avoid losing value to hazards, and never pay more than you have to. That same mindset carries over surprisingly well into how many Hollow Knight fans build out their libraries between runs, especially with the sequel's popularity pushing more people toward the genre's wider catalog of metroidvanias and soulslikes.
If chasing Rosaries in Pharloom has left you wanting more adventures without draining your wallet, it helps to know where to buy cheap games before the next sale cycle hits. DealNest gathers discounted titles and price drops in one place, so you can grow your backlog for less than the cost of a Heavy Rosary Necklace — no spikes, no lost loot, just savings worth collecting.
?️ Unlocking Songclave and the Wishwall
Songclave does not exist until Hornet rings the Grand Bell in the top-right of the Choral Chambers. Before she can do that, she must defeat the Cogwork Dancers. After the bell is rung, leaving and returning later reveals that the Grand Bell has transformed into Songclave, a town hub. The Caretaker may insist that helping pilgrims is pointless, but Hornet can still make a difference.
At the Songclave Wishwall, Hornet should pick up the Fine Pins quest first. Fulfill that wish, turn it in, then leave and return once more. A new Wish will appear on the board: Cloaks of the Choir. Promise to fulfill it, then head back into the Choral Chambers.
⚔️ Which Enemies Drop Choir Cloaks?
Not every choir member carries a spare cloak. Enemies with a white hood and a gold sigil, such as the Reed or Choristor, do not drop them. The quest specifically requires Choir Cloaks from three foes:
Enemy
Where It Appears
Notes
Choir Flyer
Around chandeliers and upper platforms
Fast, airborne, and easy to miss with grounded attacks.
Choir Pouncer
Near chandeliers and ledges
Leaps toward Hornet; defeat it before it lands over spikes.
Choir Hornhead
Lower areas of the farming room
Tougher, grounded, and worth the extra care.
? Best Choir Cloak Farming Spot
The best place to farm Choir Cloaks in Silksong is the tall room to the left of the entrance to the Whiteward, just beneath the dining hall where Hornet can pick up the Great Taste of Pharloom quest. From Songclave, make your way to this location, then sit at the bench just to the top-right of the room.
All three enemies that drop Choir Cloaks spawn in this room. Pouncers and Flyers hover on and around the chandeliers up above, while a Hornhead patrols down below. Defeat them, reset the room by sitting on the bench to the top-right, and repeat until Hornet has all 15 Choir Cloaks.
⚠️ A Warning About Spikes
There is one cruel catch. Quest Items, including Choir Cloaks, are destroyed on contact with damaging ground. If Hornet defeats an enemy while it is above spikes, the cloak can be lost before it is ever collected. Is that not the Citadel's way? Patience and positioning matter more than raw speed. Lure enemies away from hazards or strike from a safe angle.
? Rewards for Completing Cloaks of the Choir
Once Hornet has 15 Choir Cloaks, return to the Wishwall in Songclave and turn them in. The Cloaks of the Choir quest completes, and the reward is a Heavy Rosary Necklace. Heavy Rosary Necklace items are worth 220 Rosaries. For a simple gathering quest, that is not bad at all. Plus, defeating the required enemies while hunting for cloaks will naturally earn a few hundred extra Rosaries along the way.
? Final Tips for 2026 Players
Unlock Songclave first by ringing the Grand Bell after the Cogwork Dancers.
Complete Fine Pins before expecting Cloaks of the Choir to appear.
Farm the tall room near Whiteward and use the top-right bench to reset.
Avoid killing cloak-bearing enemies over spikes.
Turn in all 15 cloaks at the Songclave Wishwall for the Heavy Rosary Necklace.
So, is the Cloaks of the Choir quest worth the trouble? For Rosary-hungry pilgrims in 2026, the answer is a quiet yes. It is a straightforward farm with a solid payout, and it gives Hornet one more way to make Songclave a little brighter in a kingdom that rarely offers kindness.
Silksong's economy rewards players who think like careful collectors: wait for the right moment, avoid losing value to hazards, and never pay more than you have to. That same mindset carries over surprisingly well into how many Hollow Knight fans build out their libraries between runs, especially with the sequel's popularity pushing more people toward the genre's wider catalog of metroidvanias and soulslikes.
If chasing Rosaries in Pharloom has left you wanting more adventures without draining your wallet, it helps to know where to buy cheap games before the next sale cycle hits. DealNest gathers discounted titles and price drops in one place, so you can grow your backlog for less than the cost of a Heavy Rosary Necklace — no spikes, no lost loot, just savings worth collecting.
As of 2026, Hollow Knight: Silksong continues to reward curious players who stray from the critical path, and few optional secrets are as easy to miss as the ornate lock mechanism hidden inside Whiteward. The device sits behind a keyhole, silent and unexplained, during Act 2. Because it is not tied to the main story, the game offers no tutorial, no marker, and no obvious hint about what lies beneath. So how does a traveler turn that stubborn lock into a doorway? The answer requires a return trip, a late-game movement ability, and a key that most players will overlook on their first pass through the Citadel.
A Locked Door in Whiteward
The journey begins during the climb to the top of the Citadel. To enter Whiteward, players need the White Key, which is found in the top-right part of the Citadel in Songclave. After collecting it, they can ring the bell in the First Shrine if they wish, then return to the elevator and ride it down. Once inside Whiteward, they should take the left passage. There, the ornate lock mechanism waits, demanding a keyhole item that is not yet in the inventory. At this point, the correct move is simple: ignore it and continue the main story.
Progression eventually leads to the Underworks, where players earn the Clawline ability on the eastern side. This tool is the missing piece. Without it, the Surgical Key cannot be reached, and the lock remains a decorative mystery. With it, the optional boss arena becomes accessible.
Finding the Surgical Key ?
After acquiring Clawline, players should return to Whiteward. The route is specific. They need to make their way to the right, just before the drop into the lava pit that leads into the Underworks. Up above that area, a secret passage is hidden on the top level. Going left from there reveals an enemy and a grapple point. By using Clawline on that point, players can trigger an item drop: the Surgical Key.
It is a small detour with a large payoff. The key must then be carried back to the ornate lock mechanism. Inserting it causes the floor underneath to open, dropping the player directly into The Unravelled's boss arena.
![[Resim: 6ab85ef79324c8f5901c8c8ez6TN0hgk07]](https://seogc.fp.ps.netease.com/file/6ab85ef79324c8f5901c8c8ez6TN0hgk07)
The Unravelled Boss Fight
The Unravelled does not begin as a solo duel. The encounter opens with a single enemy. Once that enemy is defeated, two more spawn. Only after those additional foes are dealt with does the actual boss make his appearance. It is a layered fight, and players who waste resources on the first wave may find themselves struggling before the main event even starts.
The boss has only three attacks in his arsenal, but each one punishes careless positioning. He deals two mask damage, so contact is costly. Players should avoid standing on the ground where he emerges. The Unravelled usually opens with a charge attack. The good news is that he can be attacked during this move. The safer response is to jump and dash out of the way, then strike him from behind before he dives into the ground.
After reemerging, he will either perform another charge or launch projectiles that can be hit. As he takes enough damage, he begins summoning spears from the ground before diving back down. In the later stages, he can start a charge attack while the spears are still active. That overlap is the real threat. Keeping calm, maintaining distance, and punishing only safe openings will carry the fight.
Phase
What Happens
Player Response
Opening
One enemy appears
Clear it quickly
Second Wave
Two enemies spawn
Manage spacing and silk
Boss Intro
The Unravelled enters
Avoid his emergence point
Charge
Boss rushes across arena
Jump, dash, hit from behind
Projectiles
Boss fires hittable shots
Strike them or dodge
Spears
Ground spears appear
Stay mobile, avoid charging boss
Reward
Silk Heart
Collect and exit
Why the Reward Matters
Defeating The Unravelled grants a Silk Heart. For completionists and players chasing every upgrade, this makes the ornate lock worth opening. It is not required for the main story, but it is another example of Silksong hiding meaningful rewards behind environmental puzzles and ability gates.
So is the detour worth it? For anyone who enjoys the game's exploration, yes. The lock mechanism is a reminder that not every secret announces itself. Sometimes the only hint is a keyhole, a hidden passage, and the patience to come back later with the right tool.
Quick Recap ✅
Reach Whiteward in Act 2.
Get the White Key from Songclave in the Citadel.
Ride the elevator down and find the ornate lock on the left passage.
Continue the story until Clawline is obtained in eastern Underworks.
Return to Whiteward and go right before the lava pit drop.
Find the top secret passage, go left, and use Clawline on the grapple point.
Collect the Surgical Key and unlock the mechanism.
Defeat The Unravelled's waves and boss.
Claim the Silk Heart.
In 2026, this remains one of the more satisfying optional secrets in Silksong. The path is obscure, the boss is dangerous, and the reward is permanent. For players who thrive on discovery, that combination is exactly what makes the hunt worthwhile.
That same patience — checking back later, keeping a mental note of something worth returning for — translates surprisingly well outside the game. Plenty of players who enjoy hunting down obscure secrets also enjoy hunting down a good price, and the two mindsets aren't so different: you watch for the right moment, you avoid impulse purchases, and you accept that the best opportunities rarely announce themselves up front.
If that sounds familiar, it's worth keeping a deals hub bookmarked alongside your usual gaming stops. Sites like DealNest round up discounts and offers in one place, which saves you from refreshing a dozen store pages during sale season. Whether you're restocking on accessories or picking up something new to play once the credits roll, a little browsing beforehand can be the difference between paying full price and walking away satisfied — the same feeling as finally opening that ornate lock.
A Locked Door in Whiteward
The journey begins during the climb to the top of the Citadel. To enter Whiteward, players need the White Key, which is found in the top-right part of the Citadel in Songclave. After collecting it, they can ring the bell in the First Shrine if they wish, then return to the elevator and ride it down. Once inside Whiteward, they should take the left passage. There, the ornate lock mechanism waits, demanding a keyhole item that is not yet in the inventory. At this point, the correct move is simple: ignore it and continue the main story.
Progression eventually leads to the Underworks, where players earn the Clawline ability on the eastern side. This tool is the missing piece. Without it, the Surgical Key cannot be reached, and the lock remains a decorative mystery. With it, the optional boss arena becomes accessible.
Finding the Surgical Key ?
After acquiring Clawline, players should return to Whiteward. The route is specific. They need to make their way to the right, just before the drop into the lava pit that leads into the Underworks. Up above that area, a secret passage is hidden on the top level. Going left from there reveals an enemy and a grapple point. By using Clawline on that point, players can trigger an item drop: the Surgical Key.
It is a small detour with a large payoff. The key must then be carried back to the ornate lock mechanism. Inserting it causes the floor underneath to open, dropping the player directly into The Unravelled's boss arena.
The Unravelled Boss Fight
The Unravelled does not begin as a solo duel. The encounter opens with a single enemy. Once that enemy is defeated, two more spawn. Only after those additional foes are dealt with does the actual boss make his appearance. It is a layered fight, and players who waste resources on the first wave may find themselves struggling before the main event even starts.
The boss has only three attacks in his arsenal, but each one punishes careless positioning. He deals two mask damage, so contact is costly. Players should avoid standing on the ground where he emerges. The Unravelled usually opens with a charge attack. The good news is that he can be attacked during this move. The safer response is to jump and dash out of the way, then strike him from behind before he dives into the ground.
After reemerging, he will either perform another charge or launch projectiles that can be hit. As he takes enough damage, he begins summoning spears from the ground before diving back down. In the later stages, he can start a charge attack while the spears are still active. That overlap is the real threat. Keeping calm, maintaining distance, and punishing only safe openings will carry the fight.
Phase
What Happens
Player Response
Opening
One enemy appears
Clear it quickly
Second Wave
Two enemies spawn
Manage spacing and silk
Boss Intro
The Unravelled enters
Avoid his emergence point
Charge
Boss rushes across arena
Jump, dash, hit from behind
Projectiles
Boss fires hittable shots
Strike them or dodge
Spears
Ground spears appear
Stay mobile, avoid charging boss
Reward
Silk Heart
Collect and exit
Why the Reward Matters
Defeating The Unravelled grants a Silk Heart. For completionists and players chasing every upgrade, this makes the ornate lock worth opening. It is not required for the main story, but it is another example of Silksong hiding meaningful rewards behind environmental puzzles and ability gates.
So is the detour worth it? For anyone who enjoys the game's exploration, yes. The lock mechanism is a reminder that not every secret announces itself. Sometimes the only hint is a keyhole, a hidden passage, and the patience to come back later with the right tool.
Quick Recap ✅
Reach Whiteward in Act 2.
Get the White Key from Songclave in the Citadel.
Ride the elevator down and find the ornate lock on the left passage.
Continue the story until Clawline is obtained in eastern Underworks.
Return to Whiteward and go right before the lava pit drop.
Find the top secret passage, go left, and use Clawline on the grapple point.
Collect the Surgical Key and unlock the mechanism.
Defeat The Unravelled's waves and boss.
Claim the Silk Heart.
In 2026, this remains one of the more satisfying optional secrets in Silksong. The path is obscure, the boss is dangerous, and the reward is permanent. For players who thrive on discovery, that combination is exactly what makes the hunt worthwhile.
That same patience — checking back later, keeping a mental note of something worth returning for — translates surprisingly well outside the game. Plenty of players who enjoy hunting down obscure secrets also enjoy hunting down a good price, and the two mindsets aren't so different: you watch for the right moment, you avoid impulse purchases, and you accept that the best opportunities rarely announce themselves up front.
If that sounds familiar, it's worth keeping a deals hub bookmarked alongside your usual gaming stops. Sites like DealNest round up discounts and offers in one place, which saves you from refreshing a dozen store pages during sale season. Whether you're restocking on accessories or picking up something new to play once the credits roll, a little browsing beforehand can be the difference between paying full price and walking away satisfied — the same feeling as finally opening that ornate lock.
I still remember the first time I booted up Hollow Knight: Silksong. It was September 2025, and like everyone else who had waited nearly seven years, I thought I was ready. I was not. The tight platforming, the diagonal bounce, the enemies that rip away two masks with a single hit — Silksong didn't just meet my expectations; it shoved them off a cliff. Now, in 2026, I can look back at that launch week with a mix of awe and embarrassment. Awe because a handful of players did something impossible. Embarrassment because I'm still stuck on Widow.
![[Resim: 6ab9b076a1e69971d3cf21d8qeD3PGwC07]](https://seogc.fp.ps.netease.com/file/6ab9b076a1e69971d3cf21d8qeD3PGwC07)
It took less than a week for some extremely skilled Hollow Knight: Silksong players to 100 percent the game and earn its uber-difficult platinum trophy. I know that sounds like a flex, and it is. But it's also a terrifying statement about how high the skill ceiling goes. I truly believed it would take months before anyone fully completed Silksong. Instead, the first platinum holders appeared while most of us were still learning enemy patterns and mourning our Geo.
The trophy list itself is a monster. To get the platinum, you don't just need to finish the game. You need to beat it in under five hours for a speedrun trophy. You need to clear it 100 percent for another. And then, because that isn't enough, you need to combine those two challenges: 100 percent completion in under 30 hours. That last one sounds like a personal attack. I've spent longer than 30 hours just staring at boss arenas, wondering if my controller is broken or if I am.
![[Resim: 6a75229dba62191048e4db34OoZFNwbv07]](https://seogc.fp.ps.netease.com/file/6a75229dba62191048e4db34OoZFNwbv07)
I've been checking the PlayStation trophy tracking website PSNProfiles over the past few days since Silksong first released — after its extended hiatus on PlayStation, no less — eager to see if anyone had managed to get its platinum. Today I found out that a few skilled players have managed to nab it. According to PSNProfiles, a mere 0.06 percent of Silksong players on PlayStation have managed to see everything the game has to offer, or at least everything needed for the trophy. Over on SteamDB, that number drops to just 0.01 percent of players. Those numbers are so small they feel like rounding errors. They are not. They are monuments to dedication.
Here's a quick look at what the platinum demands, because seeing it in a list makes my hands hurt:
Challenge
Requirement
My reaction
Speedrun
Beat the game in under 5 hours
? Absolutely not
Completionist
100 percent the game
? Maybe in a decade
Combined run
100 percent in under 30 hours
? No thanks
Platinum
All of the above
? God-tier patience
Good thing PlayStation players don't have to complete Steel Soul for the platinum. I've seen what Steel Soul does to people. It turns confident bug-slaying heroes into trembling shells who pause the game to breathe. I respect anyone who even attempts it, let alone finishes it.
![[Resim: 6a96553fa6f55528811ef317HU6uhUVd07]](https://seogc.fp.ps.netease.com/file/6a96553fa6f55528811ef317HU6uhUVd07)
Personally, I think getting the platinum in under a week is a bit soon for a game we waited nearly seven years for. But that's probably just the jealousy talking. I'm still stuck on Widow, and every time I think I've learned her patterns, she reminds me that I have not. So when I see that 0.06 percent on PlayStation or 0.01 percent on Steam, I don't just see a trophy. I see someone who mastered the diagonal bounce, memorized every boss, optimized every route, and probably sacrificed sleep, meals, and maybe a controller or two.
In 2026, Silksong is still a game that demands respect. The platinum remains rare, and for good reason. It isn't just about beating a hard game; it's about beating it perfectly, quickly, and thoroughly. That combination is brutal. For most of us, simply reaching the credits is an achievement. For those few platinum holders, it's a badge of insanity — the good kind. I'm jealous, impressed, and slightly worried about them. Mostly impressed, though.
Maybe one day I'll get past Widow. Maybe one day I'll see the credits. But the platinum? I'll leave that to the Silksong gods. They've earned it.
Not all of us are chasing platinum trophies, though. Plenty of players are still waiting for the right moment to even start Silksong — or looking to pick up Hollow Knight first, or a few other metroidvanias to fill the gap while they work up the courage to face Widow. That's where a bit of patience pays off in a different way. Instead of grinding routes and memorizing boss patterns, you can spend a few minutes checking whether the game is discounted on one storefront versus another, and put the savings toward a spare controller for the inevitable rage-quit.
If you'd rather compare before you commit, a game price comparison makes it easy to see where Silksong and similar titles are cheapest across platforms, so you're not overpaying just because you clicked the first store in your search results. Whether you're hunting a platinum or just hunting a bargain, knowing the going rate beforehand is a small win that doesn't require five hours of speedrunning to earn.
It took less than a week for some extremely skilled Hollow Knight: Silksong players to 100 percent the game and earn its uber-difficult platinum trophy. I know that sounds like a flex, and it is. But it's also a terrifying statement about how high the skill ceiling goes. I truly believed it would take months before anyone fully completed Silksong. Instead, the first platinum holders appeared while most of us were still learning enemy patterns and mourning our Geo.
The trophy list itself is a monster. To get the platinum, you don't just need to finish the game. You need to beat it in under five hours for a speedrun trophy. You need to clear it 100 percent for another. And then, because that isn't enough, you need to combine those two challenges: 100 percent completion in under 30 hours. That last one sounds like a personal attack. I've spent longer than 30 hours just staring at boss arenas, wondering if my controller is broken or if I am.
I've been checking the PlayStation trophy tracking website PSNProfiles over the past few days since Silksong first released — after its extended hiatus on PlayStation, no less — eager to see if anyone had managed to get its platinum. Today I found out that a few skilled players have managed to nab it. According to PSNProfiles, a mere 0.06 percent of Silksong players on PlayStation have managed to see everything the game has to offer, or at least everything needed for the trophy. Over on SteamDB, that number drops to just 0.01 percent of players. Those numbers are so small they feel like rounding errors. They are not. They are monuments to dedication.
Here's a quick look at what the platinum demands, because seeing it in a list makes my hands hurt:
Challenge
Requirement
My reaction
Speedrun
Beat the game in under 5 hours
? Absolutely not
Completionist
100 percent the game
? Maybe in a decade
Combined run
100 percent in under 30 hours
? No thanks
Platinum
All of the above
? God-tier patience
Good thing PlayStation players don't have to complete Steel Soul for the platinum. I've seen what Steel Soul does to people. It turns confident bug-slaying heroes into trembling shells who pause the game to breathe. I respect anyone who even attempts it, let alone finishes it.
Personally, I think getting the platinum in under a week is a bit soon for a game we waited nearly seven years for. But that's probably just the jealousy talking. I'm still stuck on Widow, and every time I think I've learned her patterns, she reminds me that I have not. So when I see that 0.06 percent on PlayStation or 0.01 percent on Steam, I don't just see a trophy. I see someone who mastered the diagonal bounce, memorized every boss, optimized every route, and probably sacrificed sleep, meals, and maybe a controller or two.
In 2026, Silksong is still a game that demands respect. The platinum remains rare, and for good reason. It isn't just about beating a hard game; it's about beating it perfectly, quickly, and thoroughly. That combination is brutal. For most of us, simply reaching the credits is an achievement. For those few platinum holders, it's a badge of insanity — the good kind. I'm jealous, impressed, and slightly worried about them. Mostly impressed, though.
Maybe one day I'll get past Widow. Maybe one day I'll see the credits. But the platinum? I'll leave that to the Silksong gods. They've earned it.
Not all of us are chasing platinum trophies, though. Plenty of players are still waiting for the right moment to even start Silksong — or looking to pick up Hollow Knight first, or a few other metroidvanias to fill the gap while they work up the courage to face Widow. That's where a bit of patience pays off in a different way. Instead of grinding routes and memorizing boss patterns, you can spend a few minutes checking whether the game is discounted on one storefront versus another, and put the savings toward a spare controller for the inevitable rage-quit.
If you'd rather compare before you commit, a game price comparison makes it easy to see where Silksong and similar titles are cheapest across platforms, so you're not overpaying just because you clicked the first store in your search results. Whether you're hunting a platinum or just hunting a bargain, knowing the going rate beforehand is a small win that doesn't require five hours of speedrunning to earn.
Like many players, I came to Hollow Knight: Silksong expecting a masterclass in metroidvania design. I got that, but I also got a game that understands something most soulslikes overlook. Silksong is defined by constant backtracking, powerful movement abilities, and steady, meaningful progression, putting it in conversation with Blasphemous, Ender Lilies, Metroid, and Castlevania. Yet it also owes a huge debt to Demon's Souls and Dark Souls. The bonfire-like checkpoints, the corpse-running mechanic, the grimdark world full of characters slowly going insane, the brutal boss battles that reward pattern learning and i-frame dodging after upgrades—all of it is here. But there is one area where Silksong excels, not just against its predecessor but against some of the best soulslikes ever made.
![[Resim: 6ab85efb371fe123769d3634XQQkZeR807]](https://seogc.fp.ps.netease.com/file/6ab85efb371fe123769d3634XQQkZeR807)
The Soulslike Shortcut I Used to Take
A typical soulslike splits into two broad categories: boss battles and exploration sections filled with lower-level enemies. Those fodder foes can be tough, acting as mini challenges before the area boss. This structure has served the genre well, but it has one glaring shortcoming. Players can simply avoid these lower-level enemies en route to the boss, especially on subsequent attempts once they know the layout. Have you ever sprinted past a dozen hollows, dogs, or soldiers just to throw yourself at a boss again? I know I have. In Dark Souls, that is not the ideal way to play, but it is possible. In Hollow Knight: Silksong, it is virtually impossible.
Inescapable Gauntlets Change Everything
Silksong adopts a structure similar to classic FromSoftware games, but it punctuates many areas with inescapable enemy gauntlets. The fodder-type foes of the area converge on me in a coordinated attack. Often, defeating this onslaught is the only way to progress to the next area, and there is usually no option for escape either. If I repeatedly run past these same enemies during exploration sections, then I will be ill-equipped to face them in the gauntlet. I will not have learned their attack patterns or weaknesses. So why does this matter? Because it turns every enemy placement into a lesson.
![[Resim: 6ab70d7683c086a9dda84b2dozQoq5O607]](https://seogc.fp.ps.netease.com/file/6ab70d7683c086a9dda84b2dozQoq5O607)
I remember the first time I tried to rush through a later area. I had mastered Hornet's movement, or so I thought. I dashed past a cluster of enemies, only to hit a locked arena. The gate slammed shut. Suddenly, I was surrounded. I panicked, wasted my silk, and died. On my next attempt, I slowed down. I studied each enemy type in the rooms before the gauntlet. I learned which ones lunge, which ones spit projectiles, and which ones punish greedy attacks. By the time I reached the arena again, I was ready. That is the genius of Silksong's design.
Combat Design Makes It Work
On its face, the formula of exploration passages plus basic enemy gauntlets is simple. But it only works because of Silksong's sterling combat design. To beat a series of enemies, I need a solid grasp on my movement and attack styles. I must identify openings, clock safe moments to heal, and get parry timing right. The only feasible way to do this without being immediately overwhelmed is to engage with these same enemy types before the gauntlet. That makes me better prepared. It also makes the world feel dangerous in a way that few soulslikes manage. I cannot treat enemies as scenery. They are part of the challenge, not just speed bumps on the way to a boss.
![[Resim: 6ab85f06c073d08de938b72fDzAPvMtA07]](https://seogc.fp.ps.netease.com/file/6ab85f06c073d08de938b72fDzAPvMtA07)
Here is a quick comparison of how Silksong handles common soulslike elements:
Soulslike Convention
Typical Implementation
Silksong's Twist
Checkpoints
Bonfires reset enemies
Bench-like checkpoints, but gauntlets reset too
Corpse runs
Retrieve lost currency
Retrieve your cocoon and silk
Fodder enemies
Often skippable
Forced into arenas, cannot skip
Boss learning
Pattern recognition
Gauntlets teach patterns before boss
Difficulty
Brutal but fair
Brutal, fair, and relentlessly educational
Why This Respects My Time and Skill
Some players might argue that forcing enemy gauntlets is too punishing. I understand that. Silksong is not an easy game. But it is certainly conquerable, given the right level of attention and effort. This tough but rewarding design is par for the course for most soulslikes. The option to simply run past fodder enemies, most of whom will never be seen again, has always been a bit awkward. It makes enemy placement feel disposable. Silksong fixes that. By reincorporating fodder-type enemies within boss-like challenge arenas, it ensures that none of its enemies, nor its enemy placements, go to waste.
![[Resim: 6ab1c7792c7e5798ee4503b6DikxF2K607]](https://seogc.fp.ps.netease.com/file/6ab1c7792c7e5798ee4503b6DikxF2K607)
In 2026, after multiple playthroughs and post-launch updates, I still find myself appreciating this design more than ever. I no longer see a room full of enemies as an obstacle to sprint past. I see it as a classroom. I see it as a chance to sharpen my parries, test new tools, and prepare for the inevitable ambush ahead. Does that make Silksong harder than Dark Souls? In some ways, yes. But it also makes every victory feel earned. And that is exactly what I want from a modern metroidvania-soulslike hybrid.
So if you are like me and you used to run past every enemy on the way to a boss, Silksong will break that habit. It will punish you, teach you, and then reward you. And once you clear a gauntlet without taking a hit, you will understand why this game sidesteps a problem that has haunted soulslikes for years. It turns fodder into fundamentals. That is not just good design. It is essential design.
That hunger for the next challenge tends to arrive the moment the credits roll. Suddenly you are scrolling storefronts at 1 a.m., comparing the price of every metroidvania-soulslike hybrid that might scratch the same itch, only to find the same game listed at wildly different prices depending on the platform, the region, and whether a sale is quietly running. Keeping track of that manually is its own kind of grind, and not the rewarding kind.
That is the gap a game price tracker like DealNest was built to close. Instead of refreshing half a dozen store pages and hoping you catch a discount before it expires, you can watch the titles on your wishlist and let the price shifts come to you, so the money you save on the backlog goes toward the next game that will teach you something. It pairs well with the mindset Silksong demands: pay attention, do the homework, and you will get far more out of every run.
The Soulslike Shortcut I Used to Take
A typical soulslike splits into two broad categories: boss battles and exploration sections filled with lower-level enemies. Those fodder foes can be tough, acting as mini challenges before the area boss. This structure has served the genre well, but it has one glaring shortcoming. Players can simply avoid these lower-level enemies en route to the boss, especially on subsequent attempts once they know the layout. Have you ever sprinted past a dozen hollows, dogs, or soldiers just to throw yourself at a boss again? I know I have. In Dark Souls, that is not the ideal way to play, but it is possible. In Hollow Knight: Silksong, it is virtually impossible.
Inescapable Gauntlets Change Everything
Silksong adopts a structure similar to classic FromSoftware games, but it punctuates many areas with inescapable enemy gauntlets. The fodder-type foes of the area converge on me in a coordinated attack. Often, defeating this onslaught is the only way to progress to the next area, and there is usually no option for escape either. If I repeatedly run past these same enemies during exploration sections, then I will be ill-equipped to face them in the gauntlet. I will not have learned their attack patterns or weaknesses. So why does this matter? Because it turns every enemy placement into a lesson.
I remember the first time I tried to rush through a later area. I had mastered Hornet's movement, or so I thought. I dashed past a cluster of enemies, only to hit a locked arena. The gate slammed shut. Suddenly, I was surrounded. I panicked, wasted my silk, and died. On my next attempt, I slowed down. I studied each enemy type in the rooms before the gauntlet. I learned which ones lunge, which ones spit projectiles, and which ones punish greedy attacks. By the time I reached the arena again, I was ready. That is the genius of Silksong's design.
Combat Design Makes It Work
On its face, the formula of exploration passages plus basic enemy gauntlets is simple. But it only works because of Silksong's sterling combat design. To beat a series of enemies, I need a solid grasp on my movement and attack styles. I must identify openings, clock safe moments to heal, and get parry timing right. The only feasible way to do this without being immediately overwhelmed is to engage with these same enemy types before the gauntlet. That makes me better prepared. It also makes the world feel dangerous in a way that few soulslikes manage. I cannot treat enemies as scenery. They are part of the challenge, not just speed bumps on the way to a boss.
Here is a quick comparison of how Silksong handles common soulslike elements:
Soulslike Convention
Typical Implementation
Silksong's Twist
Checkpoints
Bonfires reset enemies
Bench-like checkpoints, but gauntlets reset too
Corpse runs
Retrieve lost currency
Retrieve your cocoon and silk
Fodder enemies
Often skippable
Forced into arenas, cannot skip
Boss learning
Pattern recognition
Gauntlets teach patterns before boss
Difficulty
Brutal but fair
Brutal, fair, and relentlessly educational
Why This Respects My Time and Skill
Some players might argue that forcing enemy gauntlets is too punishing. I understand that. Silksong is not an easy game. But it is certainly conquerable, given the right level of attention and effort. This tough but rewarding design is par for the course for most soulslikes. The option to simply run past fodder enemies, most of whom will never be seen again, has always been a bit awkward. It makes enemy placement feel disposable. Silksong fixes that. By reincorporating fodder-type enemies within boss-like challenge arenas, it ensures that none of its enemies, nor its enemy placements, go to waste.
In 2026, after multiple playthroughs and post-launch updates, I still find myself appreciating this design more than ever. I no longer see a room full of enemies as an obstacle to sprint past. I see it as a classroom. I see it as a chance to sharpen my parries, test new tools, and prepare for the inevitable ambush ahead. Does that make Silksong harder than Dark Souls? In some ways, yes. But it also makes every victory feel earned. And that is exactly what I want from a modern metroidvania-soulslike hybrid.
So if you are like me and you used to run past every enemy on the way to a boss, Silksong will break that habit. It will punish you, teach you, and then reward you. And once you clear a gauntlet without taking a hit, you will understand why this game sidesteps a problem that has haunted soulslikes for years. It turns fodder into fundamentals. That is not just good design. It is essential design.
That hunger for the next challenge tends to arrive the moment the credits roll. Suddenly you are scrolling storefronts at 1 a.m., comparing the price of every metroidvania-soulslike hybrid that might scratch the same itch, only to find the same game listed at wildly different prices depending on the platform, the region, and whether a sale is quietly running. Keeping track of that manually is its own kind of grind, and not the rewarding kind.
That is the gap a game price tracker like DealNest was built to close. Instead of refreshing half a dozen store pages and hoping you catch a discount before it expires, you can watch the titles on your wishlist and let the price shifts come to you, so the money you save on the backlog goes toward the next game that will teach you something. It pairs well with the mindset Silksong demands: pay attention, do the homework, and you will get far more out of every run.
I still remember crawling out of The Underworks after beating the Last Judge, only to be swallowed by the gilded nightmare of the Choral Chambers. If you skipped The Mist, this is likely your first real taste of the Citadel, and it is overwhelming. The halls are huge, the enemies are aggressive, and the secrets are packed into every ceiling and floor. As of 2026, this area remains one of the most complex zones in Hollow Knight: Silksong, so I want to walk you through the path I took, the shortcuts I opened, and the treasures I refused to leave behind.
![[Resim: 6ab85efd714629c6a561f320dTxyCksT07]](https://seogc.fp.ps.netease.com/file/6ab85efd714629c6a561f320dTxyCksT07)
Lower Left-Side Halls ?
When I popped out of the hole at the top of the Underworks, I immediately headed left and found a free bench. That bench felt like a miracle. Further left, a big circular room offered a shortcut to the Grand Gate, but I went up and around instead. I activated a lever, grabbed a few shards from the obscured hatch on the left, and climbed higher for beads and a preview of the Ventrica Station. It was blocked from my side, so I kept moving right and paid for the map. That map changed everything. After opening a floor hatch, I dropped into a den of easy spiders, climbed out, and walked past dead Citadel residents until Lace appeared. She taunted me, the corpses rose, and I had my first real fight in the area. ⚔️
Central Left-Side Halls
The enemies here are not terrible, but I learned to respect the ones with red on their clothing. They swing wide or throw projectiles that caught me more than once. Since this is not a locked combat room, I left when my health got low. I entered the bottom right room and found an elevator blocked by a very particular key. I made a mental note and returned to the tall room. I platformed up, swatted away a sword enemy, and broke a window on the left. At first it looked empty, but I jumped up the wall and looted a dead body for a Rosary Bead. Back in the main tall room, I headed up and to the upper left exit, where enemies and Rosaries waited. The top was blocked, so I continued left.
Far Left-Side Halls
After fighting through more enemies, I took the left door, jumped across spikes, and chose to drop down instead of visiting The Slab. That drop led me to the Citadel Spa. It looked disappointing at first, just a couple of showerheads, but I broke the floor in the first room. Beneath it was an underground steam pipe system. No hidden items, but it contained an entrance to the secret area of the spa. That route connects the leftmost side of the map to the middle and became very convenient for a later quest. I then headed left, fought silk-strung enemies, hit a lever, and went down. I grabbed Rosaries, entered a big room through its upper right segment, and let the optional enemies spawn. I left or beat them, dropped down and right, and found a chest packed with Rosaries. Further down and right, I finally activated that Ventrica Station. Once it became my hub for the Citadel, I understood why these stations are a godsend. ?️
Large Left-Side Drop
I opened the shortcut and returned to the tall room where I had taken a left to the Ventrica Station. Heading up, I entered the upper left exit and found Silk dispensers. Not useful. Up the timed platforms, the next room had bells and a pressure plate. I had to repeat the pattern they rang out. If you do not want to memorize it, here is the cheat sheet I used:
Pattern
Bell order (left to right)
First
1, 5, 4, 6
Second
3, 6, 5, 1, 7
Third
2, 4, 6, 3, 5, 1
After that, I received a Cogheart Piece. Up more timed platforms, I headed right and had to jump with strict timing while dodging an enemy. I lured the enemy to the starting platform, killed it, then jumped across for my prize. Up even more timed platforms, the top left entrance had a winged swordsman guarding Grindle. There was nothing else in the room, but everyone loves Grindle, right? ?
Central Left-Side Drop
At the top right room, I dropped down and fought the genuinely tough enemies. I jumped left for extra Rosaries as a reward, then timed my jumps to the right into another massive room. I broke the wall directly to the right, dropped for Silk, and acknowledged the big saw blades I could not pass. I fell down carefully, avoiding the golden spikes, and broke the cracked wall on the right. That let me flick a lever, go back up, soar past the saws, and save a flea. I returned to the bottom, opened a shortcut to the tall room that started this whole route, and headed right into a cramped hallway. Past the tattered curtains, I found a fly-infested room, went up, and glimpsed rare Pale Oil. I could not break that wall yet, so I went to the top right, grabbed a Silkeater, and left. Falling back down the tall room and going right, I finally reached the top right entrance and another bench. ?
Lower Middle Halls
![[Resim: 6ab85f0081bfacd0e75fefa7cXbhKHfU07]](https://seogc.fp.ps.netease.com/file/6ab85f0081bfacd0e75fefa7cXbhKHfU07)
From that bench, I headed right, opened the hatch, and prepared for spiders and steam. Every path here coalesces at the bottom right and leads into a long, straightforward hall. I went left first to open a shortcut to the left-side halls. The area to the right had moving cogs and a flying mechanical bug, but it was light work. The end of the hallway was packed with enemies that love heavy blows. I used a few hit-and-run attacks and cleared them.
Lower Right-Side Halls
As soon as I entered the room on the right, I dropped all the way down and opened the Grand Bellway. I bought the bench and the Ventrica Station beside it. This was incredibly handy, because trekking out of the Citadel and back to the rest of Pharloom is arduous. The room up and to the left was not special. I dodged spikes, took out two thieves, and broke cocoons for a Silkeater. I also entered the door above the Bellway, but there was only a little lore. Further up, I broke glass blocking an entrance marked by three pins. Inside was another Pale Oil teaser and an easy way to escape enemies. I pogoed off bells, entered another dark cramped hallway, and found a big lever that turned a massive wheel with a hole in it. I turned it to go vertically and wall jumped up. I could head left for Silk dispensers, but who cares? ?
Upper Right-Side Halls
I pogoed off more bells and opened the top right door. The hallway required a few well-timed dashes, but it was straightforward. At the other end, I found a very big, regal-looking chapel. I went inside, rang the bell, enjoyed the free bench, and came outside to be chewed out by an old man. This began the town of Songclave, which gradually gains residents as you progress. At the very rightmost part of Songclave, I found the White Key. It opens the elevator we found long ago and leads to a smaller, separate area. For now, I headed back left and climbed all the way up. At the top, I activated another Ventrica station, which was incredibly useful throughout most of Act 2. I went down and left across an extremely long hallway with a glass floor and several beefy guards. A well-timed dive kick can bounce over them, but they drop a ton of money, so I tried killing them. Continuing left, I found an upper entrance I could not access without wings, and I headed down to unlock a shortcut. Be careful: going much further left throws you into the Cogwork Dancers boss fight. I geared up first, defeated them, opened the Cogwork Core, and headed to the upper left.
Upper Left-Side Halls
With those guards dispatched, I entered the top left area. I could go left, since the route upwards was locked, or descend to explore more of the Choral Chambers. I chose to descend first. The top two gates on the right are shortcuts out of the Cogwork Core, so I ignored them. I entered the top left gate by dropping in from above, and the lower left gate was already unlocked. Further down, I found two more gates. I could bypass the right gate by going underneath, but I could not find a way around the left gate. I dropped down, ran across the huge dining hall, and found the Royal Mergwin, who tasked me with a massive quest for Pale Oil. I opened the shortcuts, then climbed back up to the room left of the Cogwork Dancers, behind a breakable wall. There, I started a big vertical platforming challenge on timed platforms and opened a treasure chest. My reward was seeing Grindle. This is much easier if you wait until you have wings. Further left, I found rings to grapple onto and climb. They led into High Halls proper and let me unlock the shortcut I had seen earlier. I grabbed the bench, and from there I had plenty of new places to explore, all connected to these chambers.
The Choral Chambers can feel like a maze, but once I opened the Ventrica stations, shortcuts, and benches, it became the beating heart of the Citadel. My advice is simple: buy the map early, respect the red-clothed enemies, solve the bell puzzle, and do not rush the Cogwork Dancers. Take the area one hall at a time, and you will turn this gilded labyrinth into your new home base. ?
When you’re not navigating a labyrinthine citadel, keeping your game library stocked without overspending can be its own challenge. New releases, indie gems, and classics all compete for the same budget, and prices fluctuate constantly across storefronts. DealNest makes that easier by gathering current deals in one place, so you can quickly see where to buy cheap games without hopping between a dozen tabs.
Whether you’re hunting for a metroidvania to scratch the same itch or simply want to clear your wishlist during the next sale, a quick check on DealNest before you buy can save you a surprising amount. It’s a practical stop for anyone who wants more time playing and less time overpaying.
Lower Left-Side Halls ?
When I popped out of the hole at the top of the Underworks, I immediately headed left and found a free bench. That bench felt like a miracle. Further left, a big circular room offered a shortcut to the Grand Gate, but I went up and around instead. I activated a lever, grabbed a few shards from the obscured hatch on the left, and climbed higher for beads and a preview of the Ventrica Station. It was blocked from my side, so I kept moving right and paid for the map. That map changed everything. After opening a floor hatch, I dropped into a den of easy spiders, climbed out, and walked past dead Citadel residents until Lace appeared. She taunted me, the corpses rose, and I had my first real fight in the area. ⚔️
Central Left-Side Halls
The enemies here are not terrible, but I learned to respect the ones with red on their clothing. They swing wide or throw projectiles that caught me more than once. Since this is not a locked combat room, I left when my health got low. I entered the bottom right room and found an elevator blocked by a very particular key. I made a mental note and returned to the tall room. I platformed up, swatted away a sword enemy, and broke a window on the left. At first it looked empty, but I jumped up the wall and looted a dead body for a Rosary Bead. Back in the main tall room, I headed up and to the upper left exit, where enemies and Rosaries waited. The top was blocked, so I continued left.
Far Left-Side Halls
After fighting through more enemies, I took the left door, jumped across spikes, and chose to drop down instead of visiting The Slab. That drop led me to the Citadel Spa. It looked disappointing at first, just a couple of showerheads, but I broke the floor in the first room. Beneath it was an underground steam pipe system. No hidden items, but it contained an entrance to the secret area of the spa. That route connects the leftmost side of the map to the middle and became very convenient for a later quest. I then headed left, fought silk-strung enemies, hit a lever, and went down. I grabbed Rosaries, entered a big room through its upper right segment, and let the optional enemies spawn. I left or beat them, dropped down and right, and found a chest packed with Rosaries. Further down and right, I finally activated that Ventrica Station. Once it became my hub for the Citadel, I understood why these stations are a godsend. ?️
Large Left-Side Drop
I opened the shortcut and returned to the tall room where I had taken a left to the Ventrica Station. Heading up, I entered the upper left exit and found Silk dispensers. Not useful. Up the timed platforms, the next room had bells and a pressure plate. I had to repeat the pattern they rang out. If you do not want to memorize it, here is the cheat sheet I used:
Pattern
Bell order (left to right)
First
1, 5, 4, 6
Second
3, 6, 5, 1, 7
Third
2, 4, 6, 3, 5, 1
After that, I received a Cogheart Piece. Up more timed platforms, I headed right and had to jump with strict timing while dodging an enemy. I lured the enemy to the starting platform, killed it, then jumped across for my prize. Up even more timed platforms, the top left entrance had a winged swordsman guarding Grindle. There was nothing else in the room, but everyone loves Grindle, right? ?
Central Left-Side Drop
At the top right room, I dropped down and fought the genuinely tough enemies. I jumped left for extra Rosaries as a reward, then timed my jumps to the right into another massive room. I broke the wall directly to the right, dropped for Silk, and acknowledged the big saw blades I could not pass. I fell down carefully, avoiding the golden spikes, and broke the cracked wall on the right. That let me flick a lever, go back up, soar past the saws, and save a flea. I returned to the bottom, opened a shortcut to the tall room that started this whole route, and headed right into a cramped hallway. Past the tattered curtains, I found a fly-infested room, went up, and glimpsed rare Pale Oil. I could not break that wall yet, so I went to the top right, grabbed a Silkeater, and left. Falling back down the tall room and going right, I finally reached the top right entrance and another bench. ?
Lower Middle Halls
From that bench, I headed right, opened the hatch, and prepared for spiders and steam. Every path here coalesces at the bottom right and leads into a long, straightforward hall. I went left first to open a shortcut to the left-side halls. The area to the right had moving cogs and a flying mechanical bug, but it was light work. The end of the hallway was packed with enemies that love heavy blows. I used a few hit-and-run attacks and cleared them.
Lower Right-Side Halls
As soon as I entered the room on the right, I dropped all the way down and opened the Grand Bellway. I bought the bench and the Ventrica Station beside it. This was incredibly handy, because trekking out of the Citadel and back to the rest of Pharloom is arduous. The room up and to the left was not special. I dodged spikes, took out two thieves, and broke cocoons for a Silkeater. I also entered the door above the Bellway, but there was only a little lore. Further up, I broke glass blocking an entrance marked by three pins. Inside was another Pale Oil teaser and an easy way to escape enemies. I pogoed off bells, entered another dark cramped hallway, and found a big lever that turned a massive wheel with a hole in it. I turned it to go vertically and wall jumped up. I could head left for Silk dispensers, but who cares? ?
Upper Right-Side Halls
I pogoed off more bells and opened the top right door. The hallway required a few well-timed dashes, but it was straightforward. At the other end, I found a very big, regal-looking chapel. I went inside, rang the bell, enjoyed the free bench, and came outside to be chewed out by an old man. This began the town of Songclave, which gradually gains residents as you progress. At the very rightmost part of Songclave, I found the White Key. It opens the elevator we found long ago and leads to a smaller, separate area. For now, I headed back left and climbed all the way up. At the top, I activated another Ventrica station, which was incredibly useful throughout most of Act 2. I went down and left across an extremely long hallway with a glass floor and several beefy guards. A well-timed dive kick can bounce over them, but they drop a ton of money, so I tried killing them. Continuing left, I found an upper entrance I could not access without wings, and I headed down to unlock a shortcut. Be careful: going much further left throws you into the Cogwork Dancers boss fight. I geared up first, defeated them, opened the Cogwork Core, and headed to the upper left.
Upper Left-Side Halls
With those guards dispatched, I entered the top left area. I could go left, since the route upwards was locked, or descend to explore more of the Choral Chambers. I chose to descend first. The top two gates on the right are shortcuts out of the Cogwork Core, so I ignored them. I entered the top left gate by dropping in from above, and the lower left gate was already unlocked. Further down, I found two more gates. I could bypass the right gate by going underneath, but I could not find a way around the left gate. I dropped down, ran across the huge dining hall, and found the Royal Mergwin, who tasked me with a massive quest for Pale Oil. I opened the shortcuts, then climbed back up to the room left of the Cogwork Dancers, behind a breakable wall. There, I started a big vertical platforming challenge on timed platforms and opened a treasure chest. My reward was seeing Grindle. This is much easier if you wait until you have wings. Further left, I found rings to grapple onto and climb. They led into High Halls proper and let me unlock the shortcut I had seen earlier. I grabbed the bench, and from there I had plenty of new places to explore, all connected to these chambers.
The Choral Chambers can feel like a maze, but once I opened the Ventrica stations, shortcuts, and benches, it became the beating heart of the Citadel. My advice is simple: buy the map early, respect the red-clothed enemies, solve the bell puzzle, and do not rush the Cogwork Dancers. Take the area one hall at a time, and you will turn this gilded labyrinth into your new home base. ?
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You know that feeling when a game comes out of nowhere and just grabs you by the collar? That was Lies of P for me. Back in 2023, I remember seeing the trailer and thinking, 'Another Pinocchio-inspired Soulslike? Sure, why not.' But then I played it, and wow. It wasn't just another clone; it had soul—pun intended. Fast forward to 2026, and the game, along with its DLC Overture, has cemented itself as a titan in the genre. And recently, I had the chance to chat with four of the actors who brought this world to life: Aliona Baranova (Veronique), Alix Wilton Regan (Lea), Rasmus Hardiker (Gemini), and Joseph Balderrama (Arlecchino). Let me tell you, it was a ride.
![[Resim: 6ab85ef95a360b667a2094beiiErRmW507]](https://seogc.fp.ps.netease.com/file/6ab85ef95a360b667a2094beiiErRmW507)
When Lies of P first launched, it was a gamble. A new IP from a relatively unknown studio, Neowiz, and a dark twist on a children's tale. But the buzz was immediate. Steam player counts climbed for five straight days, and critics couldn't stop praising its tight combat and haunting atmosphere. It became the most beloved non-FromSoftware Soulslike, and its DLC, Overture, which dropped in 2025, smashed records within hours. An 85 on Metacritic? That's top-tier. And the actors? They saw it coming.
The Phenomenon That Is Lies Of P
"I'm never normally sure if something is going to be successful," Rasmus Hardiker admits, "but I had so much fun doing this, I could tell it was going to be a really good game." Joseph Balderrama echoes that: "It felt like the whole package. The creative team was so good: the visuals, the sound, all of it. Everyone was just at the races with it." That kind of confidence is infectious, and it's why Aliona Baranova and Alix Wilton Regan jumped at the chance to join the DLC. "I don't really say no to many auditions," Baranova laughs, "but this one was a no-brainer." Wilton Regan, a veteran of Mass Effect and Dragon Age, was equally hooked. "She was described as tough on the outside, soft on the inside, but what I loved was she was called a lazy genius," she says. "I was like, 'I've got this.' Well, I'm lazy, and a mild genius."
![[Resim: 6ab85efd8dbde2e49907137cskbU0ulG07]](https://seogc.fp.ps.netease.com/file/6ab85efd8dbde2e49907137cskbU0ulG07)
Baranova actually auditioned for Wilton Regan's role first, losing out to the more experienced actor, before finding Veronique. "I just remember thinking, 'Wow, what an incredible character.' I haven't had a chance to play someone like that. And her scenes are so intense. You can't go half-hearted. I knew I had to really commit, and sound like I'm 6'6". I think I'm believably that tall," she jokes. The character descriptions were detailed, with rich histories and psychology, which helped the actors "learn to love the character." But that depth can be a double-edged sword. "You can't distill two pages of notes," Wilton Regan says. "You have to cherry-pick your moments, constantly adapt and refocus your energy."
Getting Into Character
The preparation for video game acting is unique. Often, scripts arrive the day of recording, or the day before at the earliest. For Balderrama, that's freeing. "I've got a new habit with TV and film where I don't look at the script until the week before. That's what make-up is for." Hardiker takes it further: "I prefer not even having the script and just going in the booth on the day. You'll only ever have one chance to do that. I'm reacting as I'm learning what's happening—that's about as real as it gets." Baranova, however, admits she has "a lot to learn" from the others, but she has a secret weapon at home: her partner, Jennifer English (Baldur's Gate 3, Clair Obscur: Expedition 33). "If you had someone at home who was known for brilliant performances, you would be silly not to ask them. I definitely did that for Veronique."
![[Resim: 6ab85f0444a2a75c4e33bcfa9Iug72s707]](https://seogc.fp.ps.netease.com/file/6ab85f0444a2a75c4e33bcfa9Iug72s707)
For Baranova, the jump from Baldur's Gate 3 NPCs to a 6'6" warrior was jarring. "On Baldur's Gate, I played a comic relief squirrel for 40 minutes. This was the most physical role I've ever done. I lost my voice afterwards, as you can imagine." Wilton Regan, on the other hand, is no stranger to strong leading women—she's voiced the Female Inquisitor in Dragon Age: Inquisition, Alt Cunningham in Cyberpunk 2077, and Aya in Assassin's Creed Origins. But Lea offered something new: "They wanted a lot of rage from me, a lot of very deep, primal emotion. That's what I like to explore as an actor. That's kind of what I get off on, I guess." Balderrama, returning as Arlecchino, was just happy to be more than a voice: "I was just psyched that I wasn't disembodied anymore. That was a big plus for me."
A Shift In The Gaming Landscape
The industry is changing. Smaller studios are producing some of the best games, from Baldur's Gate 3 to Clair Obscur: Expedition 33 to Lies of P itself. "These big franchise stories are saturated," Balderrama says. "People are desperate to experience something they haven't done 150 times. That's only going to come from underdog devs, because they're the ones that don't have the constraints." Baranova agrees: "Audiences are definitely becoming fatigued. Unique visions that games like Lies of P have brought are important. It's a Korean game, Kingdom Come: Deliverance 2 is Czech, Clair Obscur is French; it's exciting to get stories from parts of the world we're not necessarily used to."
But there's still a long way to go for female representation. Wilton Regan praises games like Baldur's Gate 3 and Dragon Age: The Veilguard for their inclusive leads, but behind the scenes, change is slow. "If you have a male character and a female character, very often the man will do the full performance capture and the woman will be brought in simply to replace his lines. That's a terrible choice. A woman would not fight a 7-foot-5 man the same way a male counterpart would." She recalls pre-Covid days where she was given exactly 4.2 seconds to say a line, with no room to make it her own. "The talent comes when you make it your own, but we're constrained. You have to find a way to prove your brilliance within these constraints."
![[Resim: 6ab85f0758ffb667b4b4d6a0kMZLpohH07]](https://seogc.fp.ps.netease.com/file/6ab85f0758ffb667b4b4d6a0kMZLpohH07)
Baranova adds, "You're not treating your players as observant enough. They think that when a male actor records mo-cap, then it's just replaced with a female voice that the audience isn't going to notice. It's so obvious when a woman is walking with her shoulders locked and her hips not moving. It really irks me." Wilton Regan also calls out marketing: "The male character choice will still often be the default on the poster, or the man's voice in the trailer. We need to get women's voices in there. It's not that complicated to have one pass with the female voice, and one with the male voice."
We've come a long way from when the industry was reluctant to cast powerful leading women, but there's still work to do. With actors like Wilton Regan, Baranova, and English proving their worth, it's hopefully only a matter of time. As for Lies of P, it's more than a game—it's a testament to what happens when you take risks, trust your instincts, and let a puppet sing. And I, for one, can't wait to see what Neowiz does next. ?
For players who care about the direction the industry takes, the act of choosing what to play is never neutral. Every purchase signals what kind of stories, performances, and risks are worth funding. That doesn't mean every game has to be a full-price leap of faith, though—finding a good deal can make it easier to explore beyond the familiar.
That's where DealNest game deals can help. It gathers discounts on a wide range of titles, making it simpler to take a chance on something unexpected and, in turn, support the kind of creative work that keeps the medium moving forward.
When Lies of P first launched, it was a gamble. A new IP from a relatively unknown studio, Neowiz, and a dark twist on a children's tale. But the buzz was immediate. Steam player counts climbed for five straight days, and critics couldn't stop praising its tight combat and haunting atmosphere. It became the most beloved non-FromSoftware Soulslike, and its DLC, Overture, which dropped in 2025, smashed records within hours. An 85 on Metacritic? That's top-tier. And the actors? They saw it coming.
The Phenomenon That Is Lies Of P
"I'm never normally sure if something is going to be successful," Rasmus Hardiker admits, "but I had so much fun doing this, I could tell it was going to be a really good game." Joseph Balderrama echoes that: "It felt like the whole package. The creative team was so good: the visuals, the sound, all of it. Everyone was just at the races with it." That kind of confidence is infectious, and it's why Aliona Baranova and Alix Wilton Regan jumped at the chance to join the DLC. "I don't really say no to many auditions," Baranova laughs, "but this one was a no-brainer." Wilton Regan, a veteran of Mass Effect and Dragon Age, was equally hooked. "She was described as tough on the outside, soft on the inside, but what I loved was she was called a lazy genius," she says. "I was like, 'I've got this.' Well, I'm lazy, and a mild genius."
Baranova actually auditioned for Wilton Regan's role first, losing out to the more experienced actor, before finding Veronique. "I just remember thinking, 'Wow, what an incredible character.' I haven't had a chance to play someone like that. And her scenes are so intense. You can't go half-hearted. I knew I had to really commit, and sound like I'm 6'6". I think I'm believably that tall," she jokes. The character descriptions were detailed, with rich histories and psychology, which helped the actors "learn to love the character." But that depth can be a double-edged sword. "You can't distill two pages of notes," Wilton Regan says. "You have to cherry-pick your moments, constantly adapt and refocus your energy."
Getting Into Character
The preparation for video game acting is unique. Often, scripts arrive the day of recording, or the day before at the earliest. For Balderrama, that's freeing. "I've got a new habit with TV and film where I don't look at the script until the week before. That's what make-up is for." Hardiker takes it further: "I prefer not even having the script and just going in the booth on the day. You'll only ever have one chance to do that. I'm reacting as I'm learning what's happening—that's about as real as it gets." Baranova, however, admits she has "a lot to learn" from the others, but she has a secret weapon at home: her partner, Jennifer English (Baldur's Gate 3, Clair Obscur: Expedition 33). "If you had someone at home who was known for brilliant performances, you would be silly not to ask them. I definitely did that for Veronique."
For Baranova, the jump from Baldur's Gate 3 NPCs to a 6'6" warrior was jarring. "On Baldur's Gate, I played a comic relief squirrel for 40 minutes. This was the most physical role I've ever done. I lost my voice afterwards, as you can imagine." Wilton Regan, on the other hand, is no stranger to strong leading women—she's voiced the Female Inquisitor in Dragon Age: Inquisition, Alt Cunningham in Cyberpunk 2077, and Aya in Assassin's Creed Origins. But Lea offered something new: "They wanted a lot of rage from me, a lot of very deep, primal emotion. That's what I like to explore as an actor. That's kind of what I get off on, I guess." Balderrama, returning as Arlecchino, was just happy to be more than a voice: "I was just psyched that I wasn't disembodied anymore. That was a big plus for me."
A Shift In The Gaming Landscape
The industry is changing. Smaller studios are producing some of the best games, from Baldur's Gate 3 to Clair Obscur: Expedition 33 to Lies of P itself. "These big franchise stories are saturated," Balderrama says. "People are desperate to experience something they haven't done 150 times. That's only going to come from underdog devs, because they're the ones that don't have the constraints." Baranova agrees: "Audiences are definitely becoming fatigued. Unique visions that games like Lies of P have brought are important. It's a Korean game, Kingdom Come: Deliverance 2 is Czech, Clair Obscur is French; it's exciting to get stories from parts of the world we're not necessarily used to."
But there's still a long way to go for female representation. Wilton Regan praises games like Baldur's Gate 3 and Dragon Age: The Veilguard for their inclusive leads, but behind the scenes, change is slow. "If you have a male character and a female character, very often the man will do the full performance capture and the woman will be brought in simply to replace his lines. That's a terrible choice. A woman would not fight a 7-foot-5 man the same way a male counterpart would." She recalls pre-Covid days where she was given exactly 4.2 seconds to say a line, with no room to make it her own. "The talent comes when you make it your own, but we're constrained. You have to find a way to prove your brilliance within these constraints."
Baranova adds, "You're not treating your players as observant enough. They think that when a male actor records mo-cap, then it's just replaced with a female voice that the audience isn't going to notice. It's so obvious when a woman is walking with her shoulders locked and her hips not moving. It really irks me." Wilton Regan also calls out marketing: "The male character choice will still often be the default on the poster, or the man's voice in the trailer. We need to get women's voices in there. It's not that complicated to have one pass with the female voice, and one with the male voice."
We've come a long way from when the industry was reluctant to cast powerful leading women, but there's still work to do. With actors like Wilton Regan, Baranova, and English proving their worth, it's hopefully only a matter of time. As for Lies of P, it's more than a game—it's a testament to what happens when you take risks, trust your instincts, and let a puppet sing. And I, for one, can't wait to see what Neowiz does next. ?
For players who care about the direction the industry takes, the act of choosing what to play is never neutral. Every purchase signals what kind of stories, performances, and risks are worth funding. That doesn't mean every game has to be a full-price leap of faith, though—finding a good deal can make it easier to explore beyond the familiar.
That's where DealNest game deals can help. It gathers discounts on a wide range of titles, making it simpler to take a chance on something unexpected and, in turn, support the kind of creative work that keeps the medium moving forward.
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