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Yazar: xtameembb
09-27-2026, 06:34 AM
Forum: My Forum
Yorum Yok
Have you ever spent an entire evening chasing a random drop in Hollow Knight: Silksong, only to watch your prize tumble into a spike pit? That was me with the Fine Pins quest in 2026. As a wanderer in Pharloom, I thought I had seen every annoying enemy the Citadel could throw at me. Then I met the pin-wielding choirbugs, and I learned that patience is not just a virtue here. It is a farming strategy.

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The Fine Pins quest is technically a Hunt, and it asks you to collect 10 Fine Pins from some of the most irritating enemies in the Choral Chambers. The drop is random, so luck matters. But after several failed runs, I found a loop that let me finish the whole thing in about 10 minutes. Here is exactly how I did it.

How I Started the Fine Pins Quest

First, you cannot even see this quest until you have defeated the Cogwork Dancers boss. This double boss waits in the Cog Core area of the Choral Chambers region. If you are following the main story, you will naturally run into them. I still remember the clanking rhythm of that fight. Once the Cogwork Dancers fall, do not leave the arena immediately. Keep walking to the right until you reach Songclave.

Songclave is a small village that feels similar to Bone Bottom and Bellhart, but when I first arrived, it was almost empty. The only NPC there was the Caretaker, who explained that this place used to be a safe haven. To bring it back to life, you need to enter the large and only building in the area. Inside, interact with the machine and provide 80 Rosaries. That activates the First Shrine bell.

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After that, leave Songclave, rest at the nearest Bench, and return. The village will finally have more people, and a brand-new Wish Board will appear with fresh quests. One of them is the Fine Pins quest. I accepted it immediately. I also strongly recommend taking the Wandering Merchant quest while you are there, because it is another useful side objective in the region.

Where to Find Choristor and Reed

Fine Pins drop from two specific enemies: the Choristor and the Reed. Both use a pin as their main weapon, and both can take up to seven or eight hits to kill. They are not boss-level threats, but they are fast, aggressive, and usually surrounded by buddies. That combination makes them very, very annoying.

You can find Choristor and Reed while exploring the Choral Chambers, especially in rooms with a vertical structure. They almost never fight alone. Your goal is simple on paper: defeat them and hope they drop a glowing Fine Pin. You need 10 in total, so random exploration can waste a lot of time.

Enemy
Movement
Main Threat
My Strategy

Choristor
Walks
Quick pin attacks and nearby allies
Kill first

Reed
Flies
Erratic aerial pressure
Kill second

My Best Farming Spot

Instead of running randomly around the Choral Chambers, I used one perfect room. It is the vertical chamber at the far right of the map, near two Benches and east of the Citadel Spa. This room has a bunch of chained platforms and several Choir enemies that get in your way while you climb up or down. It also contains our two wanted buddies: the Choristor and the Reed.

My strategy was to stay at the top of this room, near the Bench, and defeat the Choristor and Reed hanging around the upper platforms. The tricky part is that you do not want them, or the Fine Pin, to fall to the ground or onto the side spikes. If that happens, the loot disappears. I learned that the hard way.

So, what is the fix? Lure them to the center of the platform while hitting them. Jump and strike their heads sequentially. I recommend defeating the Choristor first because he walks, then leaving the flying Reed for later. It sounds difficult, but it becomes a piece of cake once you get the rhythm.

After defeating them, check if they dropped anything. If not, head right to the Bench, rest a little, and come back. The enemies in this specific area respawn endlessly, so you can repeat the loop without traveling across the map. I found all 10 Fine Pins in 10 minutes tops using this method.

The Fine Pins Quest Rewards

Once you have 10 Fine Pins, go back to Songclave and interact with the Wish Board to deliver the loot. Your prize is a Rosary Necklace, which immediately gives you 120 Rosaries. If you are in need of more Rosaries to spend in Pharloom, this is a pretty lucky reward.

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Is the Fine Pins quest worth the frustration? In my opinion, yes. The drop rate can be cruel, and the Choristor and Reed are not fun to fight in crowded rooms. But with the right vertical chamber and a Bench nearby, the grind becomes short and almost relaxing. Just remember: keep the enemies centered, protect the loot, and never let a shiny pin fall into the spikes. If I can do it in 10 minutes, so can you. ?

If there is one thing this quest teaches, it is that patience plus the right tool beats blind effort every time. That same mindset is worth applying beyond the game: instead of buying a title the moment it catches your eye, you can wait for the price to drop and let someone else do the watching for you. That is exactly where a steam sale tracker like DealNest comes in handy, keeping an eye on discounts so you never miss the moment a wishlisted game finally hits the number you were hoping for.

Whether you are saving up for the next big metroidvania or just want to stretch your gaming budget a little further, DealNest makes that part of the hobby effortless. A few extra seconds spent checking current deals can save you the same kind of time you just saved by farming in one smart room instead of wandering the whole Citadel.
Yazar: xtameembb
09-27-2026, 01:27 AM
Forum: My Forum
Yorum Yok
Hollow Knight: Silksong has been out for a while by 2026, and its reputation as a punishing metroidvania has only hardened. Players still expect a few bugs in a game about bugs, but Team Cherry's sequel delivers an overwhelming swarm of them. Not technical glitches—these are intentional, exquisitely designed nightmares. They block paths, drain resources, and turn small arenas into deathtraps. For anyone revisiting Pharloom or finally picking up the sequel, here is a third-person tour of the critters that have caused the most frustration. ?

Kilik

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Kilik looks small. It looks weak. That is the trap. This bug appears throughout early areas and can be summoned by the Savage Beastfly to shrink an already cramped arena. Its spikes, however, shoot out much farther than its body suggests. A narrow tunnel with a Kilik becomes a stop sign. Floor and ceiling Kiliks create a skewer. Hornet's needle cannot always reach the inner body, so players must wait, dodge, and chip away. It is a lesson in patience that nobody asked for.

Savage Beastfly

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The ordinary beastflies are annoying. The Savage Beastfly is a digital war crime wrapped in a rotund bug body. It is an optional boss, but that does not make the fight pleasant. The arena is tiny. The Beastfly is huge. It dashes around at heights that sometimes feel unavoidable, and it summons extra bugs to make the space even smaller. Oh, and it has an obscene health pool. In 2026, guides may recommend certain tools or strategies, but the memory of that first encounter still stings.

Overgrown Pilgrim

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Early areas like Mosshome introduce the Overgrown Pilgrim, a victim of Pharloom's Haunting who now makes that everyone else's problem. The Pilgrim spits at Hornet, then leaps away. It interrupts jumps toward platforms. It hops off ledges, forcing a chase and a restart of the platforming section. The damage is not the issue; the disruption is. Every spit feels personal. Every leap feels like a taunt.

Snitchfly

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Wealth is scarce beneath the Citadel of Pharloom, and the Snitchfly is determined to redistribute it—to itself. This thief does not deal much damage, but it can leap onto Hornet and tear away loose rosaries. Defeat it, and the rosaries return. Die or leave the area, and they are gone. Snitchflies are basically the Citadel's bigwigs with worse manners and better jumping. Few enemies feel as personally offensive. ?

Flintflame Flyer

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Deep Rock is full of bugs in protective gear, toiling around magma and harvesting flintstone. Their helmets stop attacks from above, but most are slow enough to handle. Then comes the Flintflame Flyer, a demolitions expert who throws incredibly explosive bombs. Send a bomb back? It blocks. Those helmets are thick. The explosion is massive enough to black out the screen and wipe out Hornet in one hit. It is a bug immune to its own bombs, and that feels deeply unfair.

Skarrgard and the Skarr Bugs

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Hunter's March brings color back to Pharloom: red shells, greenery, water. It also brings Skarrgard and every other Skarr bug. These are trained killers. They carry weapons, dash, burrow, fire projectiles, and wear helmets. What are they fighting that requires this much defense? The player, apparently. The learning curve in Hunter's March is cruel, even if the bugs themselves are brilliantly designed. Loving them and hating them can happen at the same time.

Swamp Squit

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Bilewater is already a nightmare: no map, barely any light, maggots that eat silk. Then the Swamp Squits arrive. They swarm, dash, and explode after defeat. Worse, they respawn almost instantly. Flying enemies can be fun because they push Hornet's agile combat style, but the Swamp Squit pushes too far. It is a bad bug. Many players learn to simply avoid them, which is not a compliment to their design.

Stilkin

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Another Bilewater introduction, the Stilkin hides in everything and is one of the few bugs not killed by water. It hops out of grass, dives beneath the surface, and shoots poison darts that explode. It keeps hopping. It is nearly impossible to swipe with a needle. Sinner's Road has tough enemies, but Bilewater's Stilkin are on another level of evasion and annoyance.

Pharlid

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Around the Blasted Steps, Pharlids become more common. They are tiny, which makes them seem harmless. That assumption is proof of inexperience. Pharlids are like small dogs: obscenely aggressive and weirdly strong. They dash when they sense Hornet nearby, and they can climb any surface. Their mask is invincible from the front, so frontal strikes fail. They do make great bouncing platforms, though. That is the only nice thing to say.

Driznit

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The Driznit is another Blasted Steps enemy with thoughtful coral-themed design. Unfortunately, that coral becomes a weapon. The Driznit appears most during platforming, which is lovely. Its coral horn follows with bizarre precision, almost like a magnet. The rebounding properties are intense, and the dart is bigger than the bug's body. Fighting them again is not on any player's wish list.

The Verdict

Silksong's bugs are not all equally awful, but they share a talent for interrupting momentum. Some steal resources, some explode, some hide, and some simply refuse to be hit. In 2026, patches and community knowledge may soften certain encounters, but the core experience remains sharp. Team Cherry built a world where every bug feels handcrafted—and some of those handcrafted bugs are absolute menaces. ?

Enemy
Primary Sin
Why It Stings

Kilik
Long spikes
Blocks narrow passages and outranges Hornet

Savage Beastfly
Tiny arena, huge boss
Summons help and refuses to die quickly

Overgrown Pilgrim
Spits and leaps
Ruins platforming rhythm

Snitchfly
Steals rosaries
Turns wealth into a chase

Flintflame Flyer
Explosive bombs
One-shot potential and bomb immunity

Skarr bugs
Military-grade aggression
Weapons, dashes, helmets, projectiles

Swamp Squit
Explodes and respawns
Instant return makes avoidance optimal

Stilkin
Ambushes with poison darts
Hides everywhere and is hard to hit

Pharlid
Invincible front mask
Tiny, fast, and relentless

Driznit
Magnetic coral dart
Punishes platforming with precision

For players still exploring Pharloom, the best advice is simple: respect the bugs. They are not obstacles to rush past. They are the main event, whether that feels fair or not.

The same patience that gets you through a Pharlid swarm pays off outside Pharloom, too. Anyone gearing up for long boss attempts knows the drill: compare before you commit, because prices on controllers, headsets, and the games themselves swing wildly depending on where you look. A few minutes of digging can easily save more than a missed rosary or two.

That is where a site like DealNest earns its keep. Instead of opening a dozen tabs and hoping for the best, you can browse curated offers in one place and find the best deal on the hardware and titles you actually want. It is a small habit, but like learning an enemy's tells, it stacks up fast.
Yazar: xtameembb
09-26-2026, 08:09 PM
Forum: My Forum
Yorum Yok
Deliveries in Hollow Knight: Silksong are absolutely brutal, and the Courier's Ration run is the one that made me want to throw my controller across the room. You are not just fighting bosses or arena battles; you are racing a timer while trying to keep fragile cargo from getting smashed to bits. After you finish the My Missing Brother quest and the earlier My Missing Courier questline in Bellhart, deliveries open up. The Courier's Ration is a tough but necessary delivery if you want to sharpen your pin, and it is part of the Great Taste of Pharloom quest. Even in 2026, after all the patches and hotfixes, this route still demands respect. So here is my first-person, no-nonsense guide to getting from A to B in one piece.

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Before You Even Think About Running

You will get access to this delivery relatively early on, especially if you have been diligently doing side quests. But trust me, you are never going to make it without some key components in your moveset. Here is my must-have checklist:

Requirement
Why You Need It

Complete My Missing Courier, then My Missing Brother in Bellhart
This unlocks deliveries in the first place. No quest completion, no courier work.

Clawline
Without it, you cannot avoid enemies as easily. Grappling is your best friend.

Faydown Cloak
You need this to bypass the Grand Gate. No cloak, no delivery.

Silkspeed Anklets
Go to Far Fields and use your Needolin ability to get these. They make you lightning quick through each section.

At least two Silk Hearts
Otherwise you cannot charge up enough to run and grapple consistently.

Crest of the Reaper
Optional but recommended. It makes pogoing much easier and more consistent throughout the run.

If you are missing any of these, stop reading and go get them. I am serious. This delivery will chew you up and spit you out otherwise.

The Optimal Route: Shellwood to Choral Chambers

There are probably a dozen ways to reach the Choral Chamber's ruined restaurant, but this is the most consistent and easy-to-master route I have found. Follow it step by step, and you will get there with your cargo intact.

Shellwood bottom halls – Head through the lower halls of Shellwood. Avoid the floating and flying enemies with well-timed dashes and grapples. Run along here until you are in the area directly below the Bell Station.

White flower climb – Double jump and pogo up this area with the white flowers. Be careful not to get caught in the yellow mist of the flower bug enemies. If you do, use a quick grapple to get out of the smog.

Blasted Steps link – Head out past the Bell Station and up through the link to Blasted Steps. Avoid the sneaky spikes along the way. Once in Blasted Steps, your goal is the top right of the screen, but you actually need to go left first to eventually go right. Use double jumps and grapples to get up the initial sections.

Shield enemies – Watch out for the shield enemies that animate. The key is to wait for them to animate, then use a harpoon or pogo to get over them safely. You will encounter a few other enemies that animate soon after as you head right again. You can zoom past them before they animate. Once past them, head out to the right.

The drill fly ascent – This takes you into a larger area. Your goal is to get to the top as fast as possible. Move swiftly at the start, because hanging around will aggro the drill fly and they will follow you up. Use the walls and cages to ascend fast. There is a small portion in the middle where you need to glide left and land on a platform. Watch out for the enemy here, but they usually cower when they see you, allowing you to hop over them. Wall jump up and work back right. Avoid a few spike patches, rise to the top, then head right.

Last Judge runback – This begins the Last Judge boss runback you probably loathe but also know like the back of your hand. Do one dash jump followed by another to avoid the drill fly entirely. Use your grapple to double jump and skip a few sections in the middle. For the second section, jump and glide all the way to the second bell before pogoing and rising up. Then make the most of your double jump and grapple to make light work of this platforming section. Head out right toward The Grand Gate.

Grand Gate sprint – Keep sprinting until you are past the Last Judge room. After another screen at full sprint, look up and double jump to reach some see-saw platforms. Up top is a Spool Fragment, but you want to work your way to the highest platform on the right wall. There, reveal a hidden breakable wall that grants you access to Choral Chambers.

Hidden path into Choral Chambers – Through this hidden path, be careful not to unintentionally sprint into the spinning apparatus that immediately follows. Jump upwards to head into the Chambers. From here, you have two paths. The Citadel Spa path is arguably better because it is a lot safer, but the path to the right is a little bit faster. Gauge it by how good your item's condition is.

The faster right path – Assuming you take the quicker path, sprint right and avoid the trio of enemies up ahead with a well-timed grapple. Ascend upwards until you reach a sign pointing to the Ventrica Station. Head right again.

Lever and dark area – On the next screen, avoid another enemy trio and hit the lever to drop into a dark area. Avoid the enemy that pops up from the ground by not breaking your stride. Hop up on the higher platform and hit the lever to make it back out. Then do another grapple to avoid one more trio of enemies.

Vertical climb – Rise up this vertical screen, avoiding the various animating enemies on different platforms, to get to the highest exit on the left-hand side. Be swift, because if they animate and swarm, you are toast.

Last dangerous screen – This is your final danger zone. Avoid the pinhead bug as you rise. Ignore the two enemies on higher platforms as you rise through the shortcut previously triggered by a lever, and into the area on the right.

Finish line – To finish off, immediately hop through the hidden pathway directly above your head and sprint through the restaurant to talk to the NPC. Deliver the Courier's Ration, and this troublesome portion of the Great Taste of Pharloom quest is finally over.

Extra Tips to Keep Your Cargo in One Piece

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If you are still struggling to make it to your destination without the cargo getting banged up beyond recognition, try these extra tips:

?️ Use ranged tools or Thread Storm when you are in close quarters with multiple enemies. They help you find space to harpoon through.

❤️ One hit is fine. You can still quite comfortably make the delivery. No need to restart. But if you take two hits, it is quicker to kill yourself and restart from the Bellhart Bench.

? Practice individual sections. If a particular part is giving you trouble, just navigate that portion over and over until it is muscle memory.

?️ Use the Crest of the Reaper to make pogoing much easier and more consistent throughout the run.

?️ Open up all areas of the map. Specifically, the hidden pathway at the Grand Gate and the various lever-activated shortcuts in Choral Chambers. These make your life so much easier.

Deliveries in Silksong are no joke, but with the right setup and a bit of practice, the Courier's Ration becomes a satisfying sprint instead of a rage-inducing nightmare. Stay fast, stay calm, and for the love of Pharloom, do not get hit twice. Good luck out there.

If all this talk of Pharloom has you itching to jump in yourself, or if you are simply waiting for the next big metroidvania to sink your teeth into, it helps to keep an eye on where you pick up your games. Prices fluctuate constantly across storefronts, and buying directly without comparing can leave you paying noticeably more than you need to for the same title. A little patience and the right marketplace can stretch your gaming budget a lot further.

That is where DealNest comes in. The site gathers discounted offers in one place so you can compare before you commit, making it a handy stop for anyone hunting down the cheapest steam keys available. Whether you are stocking up on indie gems or grabbing a long-awaited sequel on release, a quick check there before checkout is a habit worth building.
Yazar: xtameembb
09-26-2026, 03:17 PM
Forum: My Forum
Yorum Yok
As of 2026, Hollow Knight: Silksong's Bilewater remains one of the most punishing and labyrinthine regions in Team Cherry's sequel. The area is defined by toxic pools, cramped corridors, and relentless enemies, making every bench a vital lifeline. Bilewater contains four benches in total. While most players will naturally stumble upon at least one during their first expedition, the remaining three are either tucked behind breakable walls or locked behind a boss encounter. This report breaks down every bench location so that players can secure fast travel, restore health, and reduce the sting of repeated deaths.

First Bench: Bell Beast Station Room

The first bench in Bilewater sits inside the same room as the area's Bell Beast station. Players who enter Bilewater from its main entrance will encounter signs that point directly toward this chamber, so it is difficult to miss under normal circumstances. The bench offers an early safe haven and a fast travel point, which is invaluable for anyone still learning the area's hazards.

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For players who somehow overlook it, the route from the entrance is straightforward. Following the signs leads to the Bell Beast station, and the bench is right there. Activating it early gives players a reliable respawn point before they push deeper into Bilewater's corrosive environment.

Second Bench: Exhaust Organ

The second bench is hidden in the Exhaust Organ, a structure located beyond the Mist. To reach it, players should exit the room containing the first bench and head left. They will soon encounter a breakable wall. Smashing through it opens the path into the Mist, a disorienting section where visibility is limited and navigation can be tricky.

At the end of the Mist, players will find a structure they can enter. This is the Exhaust Organ. Once inside, they should go up and to the left to activate the bench. Because the Mist can confuse players and the breakable wall is easy to pass by, this bench is often missed on a first run. It is worth the detour, however, as it provides a much-needed checkpoint before some of Bilewater's tougher encounters.

Third Bench: Hidden Near the Top

Bilewater's third bench is concealed near the top of the area. Reaching it requires players to smash through another breakable wall at a specific position. The wall is not marked with obvious fanfare, so players must either explore carefully or consult a map. Once the wall is broken, the route to the bench becomes clear.

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This bench is especially valuable because it shortens the runback to several late-area challenges. Players who rely only on the first two benches may find themselves repeating long, dangerous stretches after every mistake. Unlocking this hidden checkpoint can dramatically improve the pace of exploration and boss attempts.

Fourth Bench: Groal the Great Reward

The final bench in Bilewater becomes available after players defeat Groal the Great, the boss at the top of the area. This bench is not hidden in the same way as the others; it is a reward for overcoming one of Bilewater's toughest fights. Defeating Groal the Great grants access to the bench, giving players a safe point near the climax of the region.

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Because Groal the Great sits at the top of Bilewater, this bench is ideal for players who want to wrap up remaining objectives in the area or prepare for whatever comes next. It also serves as a symbolic milestone: reaching it means the worst of Bilewater's navigation is behind them.

Bilewater Bench Summary

Bench
Location
How to Reach

1
Bell Beast station room
Follow signs from the entrance

2
Exhaust Organ
Exit first bench room, go left, break wall, cross Mist, enter structure, go up-left

3
Near top of Bilewater
Break a hidden wall at the marked position

4
Top of Bilewater
Defeat Groal the Great

Practical Tips for Bilewater

? Mark suspicious walls: Breakable walls often look slightly different, but in Bilewater's gloom they are easy to miss.

?️ Rest often: Benches restore health and save progress, so activate every one as soon as it is found.

? Use Bell Beast travel: The first bench doubles as a station, making it a natural hub for returning to other regions.

? Plan boss attempts: The third and fourth benches reduce runbacks, which is critical when learning Groal the Great's patterns.

? Explore vertically: Bilewater hides routes above and below the main path, so players should check ledges and ceilings.

In 2026, Hollow Knight: Silksong continues to attract new players, and Bilewater remains a rite of passage. With four benches to find, the area rewards patience and thorough exploration. The first bench is nearly impossible to miss, the second hides behind the Mist and a breakable wall, the third sits near the top behind another breakable wall, and the fourth appears only after Groal the Great falls. By securing all four, players can turn Bilewater from a nightmare into a manageable, if still dangerous, stretch of Silksong's world.

For players who fall in love with Silksong's punishing exploration and want to try more games in the same vein, the hunt for the next great adventure never really ends. Between tracking down hidden benches and mastering tough boss patterns, it helps to keep an eye out for ways to expand your library without spending a fortune. That's where a resource like PC game discounts comes in handy, making it easier to pick up the titles that scratch the same Metroidvania itch without paying full price.

Whether you're chasing down every secret in Bilewater or planning your next challenge after Groal the Great finally falls, having a steady supply of affordable games means there's always something new waiting to be explored. DealNest can help you find those deals as you build out a collection worthy of any dedicated explorer.
Yazar: xtameembb
09-26-2026, 04:57 AM
Forum: My Forum
Yorum Yok
As a veteran Silksong player, I thought I had faced every nightmare the game could throw at me. Then I met Groal the Great. This giant frog boss, hidden high above the foul tunnels of Bilewater, is not just a test of skill—it's a test of patience. In 2026, with the game's community still sharing tips, I finally conquered this optional beast. Was it worth the dozens of deaths and the most punishing runback in the game? Let me tell you my story.

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Getting to Groal: The Runback from Hell

First, let's talk about the journey. Groal the Great lives in Bilehaven, at the very top of Bilewater. This zone is hidden within the Citadel, and you have two ways in: through Sinner's Road (via a hidden entrance above the Halfway Home) or through the Putrefied Ducts (from the Memorium zone). The Ducts route is shorter, but you won't unlock it until late in Act 2. I took the Sinner's Road path, and it was brutal.

Before you even think about this fight, do yourself a favor: get the Faydown Cloak from Mount Fay. This double jump ability is essential for both traversal and the boss fight. Without it, you're just frog food.

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Bilewater is a poison-filled nightmare. I spent hours avoiding toxic pools and ambushes. Eventually, I reached a bench—yes, a real bench!—and sat down to prepare. From there, I ascended to Bilehaven. The key is to take no damage on the way up. Why? Because before Groal appears, you must survive six waves of enemies and spike traps. That's right, six. If you arrive with low HP or no Silk, you're done.

The Boss Fight: Tips and Cheeses

Now, the main event. Groal the Great is a massive frog with a variety of attacks. I died many times before I found a strategy that worked. Here's what I learned.

The Cheese Method

There's a way to cheese this fight, though it's risky. Instead of avoiding the poison pools at the bottom of the screen, top up your HP and dive straight into the poison. Then swim to the extreme left or right. Groal has a hard time hitting you there. You can leap in and out to attack. Just be careful during its Vengeful Spirit attack—it can still hit you in the water. Also, watch for particles in the water that indicate where enemies or the boss will surface.

Recommended Tools

The best tool for this fight, in my opinion, is the Sting Shard. You throw it, and it hovers in mid-air. When an enemy gets close, it explodes into shards, dealing multiple hits. It's perfect for the enemy waves and for Groal himself.

If you plan to pogo on top of the boss, keep your thumb on the jump input. Use the Faydown Cloak to double jump when Groal rises or dives. The boss jumps slightly before diving, so be ready.

Attack Patterns and Counters

Here's a quick table I wish I had when I started:

Attack
What Groal Does
How I Countered

Vengeful Spirit
Shoots a projectile
Dodge sideways; don't stay in poison

Dive
Flies up then dives down
Double jump with Faydown Cloak

Spit
Aims to the side
Heal above or below the boss

Surface
Particles appear in water
Watch for ambush, move away

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The best times to Bind and heal are immediately after Groal dives into the pools or during its spit animation. After it dives, it won't resurface for a few seconds. When spitting, it aims exclusively to the side, so you can heal if you're above or below.

What Do You Get for Beating Groal?

After many attempts, I finally defeated Groal the Great. Was the reward worth it? Let's see.

First, you unlock access to the rest of Bilehaven to the left. This gives you an easy path into the Putrefied Ducts zone, which contains an important progression item. Go left from the boss arena and enter a boggy hut to find the Seeker's Soul. This key item is required to enter Act 3, which is technically optional but essential for completionists.

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Exit the hut, continue left across a pit of spikes, and unlock a shortcut down to the bottom of Bilewater. But take the upward path first. This leads into the Putrefied Ducts, where you can find the Key of Apostate (used in The Slab). Explore a bit more, and you'll meet The Huntress, who asks Hornet to gather organs of various enemies using specific tools for the Broodfeast quest.

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Final Thoughts

So, would I do it again? Maybe not for fun, but the Seeker's Soul made it necessary for my Act 3 run. Groal the Great is a brutal but memorable boss. The runback is painful, the enemy waves are annoying, but the satisfaction of victory is real. If you're struggling, take my advice: get the Faydown Cloak, bring Sting Shards, and don't be afraid to cheese it. Good luck, and may your Silk be plentiful. ??

After a boss like Groal, I'm usually ready for a break—or at least a change of pace. And if you're anything like me, you're probably juggling a wishlist of games you'd love to play next without paying full price.

That's where DealNest comes in. It's a game price tracker that pulls together deals from different stores, so you can see if that game you've been eyeing is finally on sale. It takes the guesswork out of waiting for a discount, and it's a handy tool for anyone who games on a budget.
Yazar: xtameembb
09-26-2026, 03:52 AM
Forum: My Forum
Yorum Yok
I still remember the first time I booted up Hollow Knight: Silksong. The gorgeous hand-drawn art, the haunting music, and the brutal difficulty that made me question my sanity. That was back in 2025, and nearly a year later, I'm still slowly making my way through the game, dying to the same bosses over and over. But while I'm struggling, a whole community of speedrunners has turned Silksong into their personal playground, and the records they're setting are nothing short of mind-boggling.

[Resim: 6ab70d70de3d2d004949c82b2Z4kBOrA07]

Back when the game first launched, it didn't even take a full week for speedrunners to start posting sub-two-hour runs. I remember reading about Onaku setting an any% record of 1:46:47, and just hours later, BlueSR smashed that with a blistering 1:26:20. I was still fumbling around the first area, and these people were already finishing the entire game in less time than it takes me to decide on a charm build. The official leaderboard wasn't even live until October 2025, but that didn't stop the community from pushing each other to insane limits.

Now, in 2026, the scene has only gotten crazier. The leaderboards are fully active, and the any% world record has been pushed well below the one-hour mark. I've watched streams where runners pull off pixel-perfect movements, abuse obscure glitches, and chain together boss fights like they're playing a rhythm game. BlueSR eventually achieved that deathless run he was gunning for, and the competition is fiercer than ever. It's like watching a completely different game from the one I'm playing.

[Resim: 6ab70d72b4d9601fcf427a48LF2Qe4UT07]

What's fascinating is that Silksong actively rewards speedrunning, just like its predecessor. There are two achievements tied to finishing quickly: Speed Completion, for 100% completion in under 30 hours, and Speedrunner, for simply beating the game in under 5 hours. When the game first came out, both were achieved by well under 1% of players. Speedrunner sat at 0.1%, while Speed Completion was so rare it rounded to 0%. Even now, in 2026, those numbers haven't risen much—the game is just that punishing.

Here's a quick breakdown of the speed-related achievements and their rarity:

Achievement
Requirement
Completion Rate (2025)

Speedrunner
Finish in under 5 hours
0.1%

Speed Completion
100% in under 30 hours
~0%

Steel Soul
Finish in permadeath mode
~0%

And remember, Steel Soul mode itself is unlocked only after finishing the game normally or by using a well-known code. It's a permadeath challenge that makes every mistake fatal. The fact that some players are speedrunning that is both inspiring and terrifying.

To put things in perspective, the original Hollow Knight ended with an any% glitchless world record of 30:49. That's less than 31 minutes for a game that took me dozens of hours to complete. Silksong's current records make finishing in under 5 hours look like a leisurely stroll. And as runners develop new techniques and grow more familiar with the game's intricate systems, those times will only drop further.

As for me? I'm still chipping away at my 100% completion run. I've consulted guides, watched walkthroughs, and even tried a few speedrun strats myself—only to die spectacularly. The difficulty is no joke, and the idea of doing it all in under 30 hours feels impossible. But that's what makes the speedrunning community so impressive. They take a game that feels insurmountable and turn it into a science.

So while I'll probably never set a world record, I'll keep watching from the sidelines. Every new run is a reminder of what's possible when skill, dedication, and a little bit of madness come together. And who knows? Maybe one day I'll finally beat that third boss. ?‍♂️?

Watching all these runs has had an unexpected side effect: my wishlist keeps growing. Between Silksong, the original Hollow Knight, and a handful of other metroidvanias that streamers keep recommending mid-run, I've caught myself hunting for deals far more often than I'd like to admit. Chasing a 30-hour completion time is one thing—paying full price for every game in the genre is another budget entirely, especially when you want a copy on more than one platform.

That's the part of the hobby nobody talks about in a world record video. If you're the type who wants to follow along, run the same routes, or just see how the current records compare to your own attempts, it helps to keep an eye on game price comparison before you commit. DealNest makes that easy, pulling together listings across stores so you can spot a discount instead of blindly hitting the buy button. It won't shave minutes off your run, but it will leave a little more room in the wallet for the next challenge.
Yazar: xtameembb
09-26-2026, 03:48 AM
Forum: My Forum
Yorum Yok
Hey, fellow Hornet fans! If you are lost in the Citadel and keep hearing about a mysterious place called the Memorium, I have got you covered. I spent way too many hours wandering the lower corridors of Hollow Knight: Silksong before I finally figured out the exact route, and I want to save you from that same headache. In 2026, with the current version of the game, the path is still the same, and the map is still sold by the same machine for 70 Rosaries. So grab your Needle, make sure your Pins, Quill, and Compass are ready, and let us get you to the Memorium.

Prerequisites Before You Start

Before you even think about reaching the Memorium, you need three key movement tools: the Clawline, the Double Jump, and the Faydown Cloak. Without them, you will hit a wall, literally.

Tool
Where to Get It
Why You Need It

Clawline
Eastern side of the Underworks
Required to climb Mount Fay and reach the peak

Double Jump
Peak of Mount Fay
Needed to reach the upper ledge near Songclave and the Memorium

Faydown Cloak
Late-game Citadel area
Lets you float and reach the final entrance above Songclave

I know that sounds like a lot, but trust me, each ability opens up the Citadel in a big way. If you are missing any of these, go back and grab them first. The Memorium is not going anywhere, but your patience might.

Step 1: Climb Mount Fay for the Double Jump

Start by making your way to Mount Fay. The climb to the peak is no joke. You will face tough platforming, aggressive enemies, and a few moments where you will question your timing. That is why the Clawline from the eastern side of the Underworks is mandatory. Once you have it, use it to grapple and pull yourself up the mountain.

[Resim: 6a9f536e80bf8319d59ba476N87jlNQP07]

At the very top, you will earn the Double Jump ability. This is the game-changer. With Double Jump in your possession, you can finally reach the upper areas of the Citadel that were previously out of reach.

Step 2: Head to Songclave in the Top Left of the Citadel

Once you have Double Jump, travel to the top left of the Citadel to reach the Songclave. If that name sounds familiar, it is because this is the same location where you would have acquired the White Key needed to access Whiteward. From Songclave, head left. You will pass two powerful enemies. They are not pushovers, so either fight them carefully or run past if you are confident in your dodging.

After you get past them, look above you. There will be an area that is only accessible with the Faydown Cloak. Use your Double Jump and the Faydown Cloak to go up. That is your entrance to the Memorium. Congratulations, you made it!

Step 3: Find the Memorium Map for 70 Rosaries

Reaching the Memorium is only half the battle. The map for this area is not hard to find, but it is easy to miss if you take the wrong path. From the entrance of the Memorium, head right first to access the Bench. Rest there if you need to. Then go outside the room and head up to make your way through the passage on the right. This area has multiple enemies, and at the end you will run into a Rhinoguard. That big guy can hit hard, so be ready to dodge or burst him down.

Once the Rhinoguard is dealt with, head left through the passage. Now go down and to the right when you spot the sign. You will find a machine that sells the Memorium map for 70 Rosaries. Buy it, and your map will be updated. I cannot stress enough how useful this is, especially if you plan to explore every corner of the Memorium and the areas it connects to.

What If You Do Not Have 70 Rosaries?

We have all been there. You reach the map seller and realize your wallet is empty. Do not panic. If you do not have any Rosaries on you, your best option is to go left of the map to the Bench, rest, and then head down. To your right will be two powerful enemies. They are tough, but you can kill them to farm the Rosaries needed for the map. It might take a few runs, but it is a reliable way to get the 70 Rosaries without wandering too far.

After You Buy the Map

After acquiring the map, you have a couple of choices. You can head right through the secret passage to reach Putrified Ducts, or you can head left, which leads to multiple breakable walls and ultimately the Bench. I recommend buying the map first, then exploring. That way you will not get lost when you push deeper into the Memorium or into Putrified Ducts.

Quick Tips for Navigating the Memorium

? Always equip your Compass so you can see your position on the map.

? Use Pins to mark the map seller, the Bench, and the secret passage to Putrified Ducts.

? Update your map with the Quill whenever you enter a new room.

? Farm Rosaries from the two enemies near the Bench if you are short on currency.

⚔️ Do not ignore the Rhinoguard. It guards the route to the map seller, and it can catch you off guard.

? Rest at Benches often. The Memorium can be punishing if you rush in without full health.

Final Thoughts

Reaching the Memorium in Hollow Knight: Silksong is a rite of passage. It requires you to conquer Mount Fay, earn the Double Jump, navigate the top left of the Citadel, and use the Faydown Cloak to reach the hidden entrance above Songclave. The map itself costs 70 Rosaries, but it is worth every single one. I hope this guide saves you from the aimless wandering I went through. Now go out there, Hornet, and make the Citadel your own. Happy exploring! ?

If you are the kind of player who likes to map every corner before committing, you probably apply that same mindset to buying games. Hollow Knight: Silksong and its inspirations rarely stay full price forever, and waiting for a good discount can stretch your gaming budget further. That is where a reliable steam sale tracker like DealNest comes in handy — it helps you watch for price drops without refreshing the store page every day.

Whether you are stocking up on metroidvanias or keeping an eye on the next big indie release, a little patience can save you real money. DealNest keeps things simple by collecting current Steam deals in one place, so you can spend less time checking prices and more time exploring places like the Memorium.
Yazar: xtameembb
09-25-2026, 08:25 AM
Forum: My Forum
Yorum Yok
The world of Hollow Knight: Silksong is filled with relentless foes, but few inspire as much dread and respect as Lace. Ever since her first appearance in Deep Docks, she has served as Hornet's recurring rival, growing stronger with each encounter. Just when you think you've seen the last of her, she returns in The Cradle—the final stretch of the main story—with a ferocity that will test every ounce of your skill. This guide will walk you through locating this elusive boss and, more importantly, surviving her blistering assault.

Where to Find Lace in The Cradle

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

[Resim: 6a976a42c988e83036a8eba38tw3jHmD07]

How to Beat Lace in The Cradle

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

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

Attack
Wind-Up Tells & Description
Suggested Counters

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

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

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

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

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

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

Phase
Approximate Health Left
Changes From Last Phase

1
100%
Starts with the first four attacks.

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

3
20%
Unlocks the AoE Attack.

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

[Resim: 6ab31900f11352dfc43d341csQcygbJB07]

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

[Resim: 6ab3190d769e07a2d29a121bKp9aCXXP07]

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

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

DealNest gathers current discounts and key offers in one place, so instead of bouncing between storefronts you can compare prices and pick up the games that match the kind of challenge you just conquered. When the next patch or DLC drops, having a reliable source for deals means you can jump back in without waiting for a major sale.
Yazar: xtameembb
09-25-2026, 08:12 AM
Forum: My Forum
Yorum Yok
In December 2025, FromSoftware rolled out a new patch for Elden Ring Nightreign, and it landed like a courier carrying both gifts and repairs. The timing was no accident: The Forsaken Hollows, Nightreign's first proper, named DLC, was set to arrive on December 4, bringing new bosses, new shifting earth, and new playable Nightfarers. The patch added support for that expansion, but it also quietly reshaped the entire experience for every player on PS4, PS5, Xbox One, Xbox Series X|S, and Steam. Now, in 2026, that update remains a foundational moment for the game, a turning point that showed FromSoftware was still listening.

A Patch That Did More Than Open a Door

FromSoftware did not just flip a switch and call it a day. The studio treated the patch as a chance to smooth out rough edges, and the result was a long list of quality-of-life improvements that players had been requesting for months. The most visible changes included:

Relic management overhaul: Equipped relics now appear in the Character Selection menu, and players can set names for Relic presets in the Relic Rites menu. Those names can be changed in the All Presets section, and preset order can be rearranged per character.

New shop item: The Collector Signboard shop gained the Deep Large Scenic Flatstone.

Map and results improvements: The map's layer display can now be toggled in the Results menu, and the relics equipped by each player are displayed there too.

Matchmaking flexibility: Players with a Personal Objective requiring a specific target kill while Reliving a Remembrance can now embark with players whose Personal Objective does not require that.

Flask count highlighting: The flask count now glows when at maximum capacity or when an enemy-induced effect influences it.

Compass rune icon: The vertical position of the compass rune icon appears if dropped runes are significantly above or below the player.

Map event highlighting: Specific events on a different map layer can now be highlighted in the map menu.

Dormant Power UI: The HP gauge and other UI elements remain visible during Dormant Power selection.

Shop adjustments: Weapon lineup in Limveld's shops was adjusted, and Fire Pots were added to the Spirit Shetler shop inventory.

Raider fix: Target-lock on enemies behind the tombstone summoned by Raider's Ultimate Art no longer gets released.

Balance Changes: The Scales Were Rebalanced

The patch also broadened trigger conditions for relic effects, equipment passive effects, and special effects that activate at low HP. In plain terms, more of those effects now actually do something when you need them. And yeah, that mattered.

Category
Change

New Passive Effects
Improved Melee Attack Power, Improved Dash Attacks, Improved Rolling Attacks

Buffed Passives
Improved Attack Power when Two-Handing, Attack Up when Wielding Two Armaments, Improved Chain Attack Finishers, Improved Charge Attacks, Improved Jump Attacks, Improved Guard Counters, Improved Skill Attack Power, Physical Attack Up

Adjusted Low HP Effects
Improved Damage Negation at Low HP and Blue-Feathered Branchsword had trigger conditions broadened but effectiveness decreased

Relic Effects
Physical Attack Up, Improved Initial Standard Attack, Improved Critical Hits, Improved Guard Counters, Improved XXX Damage (excluding bows), and Improved Attack Power with 3+ XX Equipped (excluding bows) all increased

Other Changes
Wrath of Gold Incantation reduced FP consumption and increased power

Bug Fixes and Quality-of-Life

The bug fix list was hefty enough to make a Tarnished weep with relief. FromSoftware fixed an Augur invasion teleport bug, mitigated an issue where Sites of Grace or Churches would not activate, and repaired a Night's Tide range discrepancy when rejoining a session. Hammer weapons with Prayerful Strike now appear. Healing or enhancing effects now apply to allies who are dodging or performing their Ultimate Art. Ironeye's Marking weak points now show consistently. Raider's Retaliate no longer cancels and flinches from certain no-damage attacks. Recluse's Elemental Defense affinity residues now spawn correctly. Executor parries now apply Stagger damage. Darkness-imbued attack dodge roll ranges were corrected. Depths Relics now show Greenspill Crystal Tear at expedition start. The Deep of Night rating gauge now reflects Reduce Depth properly. Relic Rites placement icons, Dormant Power rarity UI, Sparring Grounds sorting, Results menu attribute reflection, and Victor's Record special effects were all fixed. Session disband messages no longer haunt the title screen, and graphical, audio, text, and performance issues were addressed.

Let's be honest, that was a lot of housekeeping. But it was the kind of housekeeping that turns a good co-op game into a great one.

The Road to The Forsaken Hollows

Nightreign's ultra-hard Deep of Night mode had launched in September, after dataminers discovered it in August. Along with duos mode, that was all players had for a while, and the community had grown agitated at the lack of news. The Forsaken Hollows DLC and this patch arrived like a fresh campfire in the mist. In IGN's 7/10 review, the game was praised as one of the finest three-player co-op experiences around when played as designed, though the lack of crossplay, duo matchmaking, and built-in communication tools made it hard to create those conditions unless you brought two real-life friends on every run.

By 2026, Nightreign has continued to evolve, but this patch stands as a clear statement. FromSoftware did not abandon its strange, brutal, cooperative experiment. It patched, polished, and pushed forward. If you know, you know: sometimes the smallest fixes make the biggest difference.

If this patch has you eyeing The Forsaken Hollows — or finally convincing a third friend to pick up the base game — the cost of entry stacks up fast, and storefront prices rarely sit still. Hunting down legitimate discounts across platforms, regions, and retailers is its own kind of grind, the sort of thing that eats an evening you'd rather spend in the Depths.

That's where a curated aggregator can save you the legwork. DealNest collects current offers and price drops in one place, so instead of tabbing through a dozen store pages hunting for a sale that might already be over, you can find the best deal and get back to chasing Night Lords before the next patch lands.
Yazar: xtameembb
09-25-2026, 06:41 AM
Forum: My Forum
Yorum Yok
I’ll be honest: I almost skipped Trobbio. In 2026, Hollow Knight: Silksong’s Act 2 is still packed with mandatory horrors, and an optional performer in The Stage felt like a vanity fight. But after finally cracking open the Stage Door above the Grand Bellway, I understood why Team Cherry teased this bug in pre-release trailers. Trobbio is not just a boss; he is a full theatrical production, complete with fireworks, trapdoors, and a death scene that deserves an audience.

Where Trobbio Is Hiding in Silksong

Trobbio waits relatively deep into Act 2, inside The Stage, a sub-area of the Choral Chambers within the Citadel. The fight is optional, but reaching it is not a straight line. To unlock Trobbio’s boss room, I had to get to the other side of the locked Stage Door, just above the Grand Bellway, and activate a lever.

Here is the route that finally worked for me:

Defeat the Clockwork Dancers.

Drop down into the Cogwork Core.

Navigate through the Whispering Vaults to find the right-side entrance to The Stage.

Jump up into the rafters.

Drop down on top of the golden lever and hit it.

Ride the shortcut back to the Choral Chambers.

Return to the Grand Bellway and sit on the bench.

[Resim: 6ab5bbfc732a916683e4da71mpXlywui07]

That bench rest matters. It resets the room and gives you a clean approach to the Stage. If you skip it, you can still walk back, but the fight feels more chaotic when you enter with low health or missing tools.

How I Learned to Read Trobbio’s Flashy Moveset

Trobbio’s whole gimmick is spectacle. He throws explosive projectiles, creates explosive walls when he leaps under the stage, and tornadoes from side to side. The fireworks are not just decoration. They tell you where danger is about to spawn, and I died more than once because I watched Trobbio instead of the walls.

One important damage rule: all of Trobbio’s attacks deal two Masks of damage, but touching Trobbio himself only deals one Mask. That difference saved me repeatedly. If I could not avoid an explosive attack, I sometimes dodged into Trobbio just before the explosion or attack landed. The brief immunity after taking one Mask of damage prevented the explosion from finishing me off.

Do not try that trick during the tornado. When Trobbio is spinning from side to side, dodging into him is a bad idea. Parrying is also unreliable here; you will not get enough i-frames to avoid damage. I learned to run, jump, and wait out the tornado instead of trying to be clever.

Tools That Carried Me: Sting Shard and Curveclaw

I brought two Tools into this fight, and they changed everything.

Tool
Why it works

[Resim: 6a9f52a2e51ac97a22360389eR4NHQ5s07] Sting Shard
It can repeatedly damage Trobbio if he flies into it.

[Resim: 6a9f52a338778c021eb73f22UGrykGwx07] Curveclaw
It lets me deal damage while flying, maintaining DPS more effectively.

I also started hitting the explosive projectiles away with my Needle. That sounds risky, but it is one of the best defensive habits in the fight. When Trobbio is underground, I positioned myself close to where the trapdoor would appear. The moment the door opened, I timed an attack and smacked the projectiles to the other side of the room. That almost guaranteed Hornet’s safety and gave me space to breathe.

[Resim: 6ab5bc01d48346dd548d129baj7srqyk07]

The Grand Exit and the Claw Mirror Reward

After I dealt the final blow, Trobbio did not simply die. He made a grand exit. Fireworks exploded in the background as he bowed, danced around the room, thanked the crowd, got on one knee, and raised his arms while more fireworks appeared. Then he blew up in a non-damaging red explosion and dropped an item on the ground.

That item is the Claw Mirror Tool. It is a blue Tool described as the theatrical tool of a vainglorious bug. When Hornet uses the Bind skill to heal, the Claw Mirror creates dazzling light that damages nearby enemies. It is quite powerful, especially in crowded rooms, but it does not stop enemies from pushing through the damaging aura to hit Hornet and interrupt the heal. I treat it as bonus pressure, not a shield.

[Resim: 6ab5bc0a130f9414cbc41701zP15C7yT07]

More important than the Claw Mirror, at least for my Act 2 cleanup, is the shortcut. Defeating Trobbio unlocks a path to the Whispering Vaults and the right side of the Underworks. That is huge for backtracking and completing Act 2 objectives. Without it, I would have to go all the way back to the top of the Whispering Vaults via the Songclave shortcut just to reach the bottom of this mandatory Act 2 area. With it, I can move through the Citadel far more efficiently.

Final Thoughts From a 2026 Silksong Player

Trobbio is optional, but he is one of the most memorable fights in Silksong’s second act. He demands patience, projectile awareness, and a willingness to dodge into danger when the math favors one Mask over two. If you are stuck, unlock the Stage Door, bring Sting Shard and Curveclaw, watch the fireworks, and treat the tornado with respect. Beat him, and you get a flashy Tool plus a shortcut that makes the rest of Act 2 feel less like a marathon. ?✨

Beating a boss like Trobbio tends to leave me wanting more of the same feeling — tight platforming, punishing but fair combat, and secrets tucked behind every wall. Silksong scratches that itch for a while, but it also sends me digging through my backlog and my wishlist for other metroidvanias that can carry me between big releases.

That search is where DealNest turned out to be genuinely useful. Rather than bouncing between storefronts and hoping a seasonal sale lines up with what I want, I check DealNest game deals to spot discounts on indie titles, DLC, and the occasional bigger release I would have otherwise passed on. It is a small habit, but it is the reason my library keeps growing without my wallet feeling it every time.

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