Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 57
» Latest member: ParkerBlair
» Forum threads: 330
» Forum posts: 334

Full Statistics

Online Users
There are currently 78 online users.
» 0 Member(s) | 76 Guest(s)
Baidu, Bing

Latest Threads
Silksong Guide: Reach Hig...
Forum: Introductions
Last Post: xtameembb
4 hours ago
» Replies: 0
» Views: 10
Grand Strategy Games That...
Forum: Introductions
Last Post: xtameembb
Yesterday, 11:47 AM
» Replies: 0
» Views: 22
Silksong's Simple Keys an...
Forum: Introductions
Last Post: xtameembb
Yesterday, 11:23 AM
» Replies: 0
» Views: 16
Hollow Knight Silksong: M...
Forum: Introductions
Last Post: xtameembb
Yesterday, 08:49 AM
» Replies: 0
» Views: 15
Hollow Knight Silksong: T...
Forum: Introductions
Last Post: xtameembb
Yesterday, 07:28 AM
» Replies: 0
» Views: 17
MMOEXP WoW Forever: Profe...
Forum: Introductions
Last Post: Specific
Yesterday, 07:11 AM
» Replies: 0
» Views: 18
Mornye Team Guide: My Bes...
Forum: Introductions
Last Post: xtameembb
10-05-2026, 01:25 PM
» Replies: 0
» Views: 28
Silksong in 2026: How I U...
Forum: Introductions
Last Post: xtameembb
10-05-2026, 12:54 PM
» Replies: 0
» Views: 20
Little Nightmares 3 Co-Op...
Forum: Introductions
Last Post: xtameembb
10-05-2026, 12:36 PM
» Replies: 0
» Views: 20
Rite of the Pollip: My Hu...
Forum: Introductions
Last Post: xtameembb
10-05-2026, 08:29 AM
» Replies: 0
» Views: 28

 
  That Time a Mouse Cursor Became Hollow Knight: Silksong's Unlikely Canon Star
Posted by: xtameembb - 08-23-2026, 04:55 AM - Forum: Introductions - No Replies

I have waited so long for Hollow Knight: Silksong that my hairline has physically receded in anticipation. As a regular player, not a lore scholar or a speedrunner, I just wanted a beautiful, punishing metroidvania with no rough edges. And honestly? Team Cherry delivered. Silksong is polished to a ridiculous degree. Every nail strike feels intentional, every room feels handcrafted, every boss feels like a personal attack from someone who loves me enough to destroy me.

So you can imagine my delight when I learned that, hidden in one of the game’s few cutscenes, a tiny mouse cursor decided to make a guest appearance.

[Image: 69bfd55204cf33e358c73ec7WXJwyRox07]

The scene itself is already a wild ride. Hornet straps herself into a chair inside a small tube, and the whole thing starts cracking under pressure. It’s the kind of claustrophobic, ‘oh no, what have I done’ moment that makes Silksong so good. But according to Redditor SooperWooper7044, if you keep your eyes peeled near the top of the screen, you’ll spot the real star: a mouse cursor. It pops in, hovers for a beat, and then dips out like it just remembered it left the oven on.

You know what? I kind of love it.

That little cursor is the most relatable thing in the entire game. It’s the personification of every player who has ever peeked into a room, realized things were getting intense, and quietly backed away. Come on, Team Cherry. You’ve made a universe full of gods, moths, and existential dread—and this cursor is now canon. There’s no way around it.

The video evidence is out there, too. If you want to see it in motion and don’t mind mild cutscene spoilers, a YouTuber named Sirloin has a cutscene compilation. The cursor cameo shows up around the 3 minute and 42 second mark. I won’t drop a link here because, let’s be real, you know how to search. But trust me, the little guy is there, doing absolutely nothing and somehow stealing the entire scene.

[Image: 6a88e930c73db592143db2cepMcNBYr507]

What gets me is how humanizing this mistake is. Team Cherry has spent so many years polishing Silksong that I started to think of them as robots in tiny developer hats, hunched over keyboards with no snacks and no mistakes. Then a single mouse cursor wanders into frame, says ‘oops, wrong timeline,’ and leaves. It’s a tiny crack in the armor. No biggie. It doesn’t break the game. It doesn’t ruin the cutscene unless you’re the kind of person who counts pixels instead of having fun. But it does make me smile.

?️ Canonical Cursor Lore: A Very Serious Analysis

Name: Cursor, the Unblinking

Occupation: Fleeing from the top of the frame

Favorite pastime: Hovering ominously above Hornet

Current status: legendary, possibly unstoppable

I mean, seriously. The pressure in that tube is supposed to be unbearable. Hornet is strapped down, the glass is groaning, and somewhere in the top corner, a little digital arrow is vibing. Maybe it’s not a bug at all. Maybe it’s a new higher being. The Pale Cursor. The Void Pointer. The Watcher of Menus. I can already see the fan theories forming.

If Team Cherry patches it out, I’ll be a little sad. Sure, the game will be that much closer to perfect. But I’ll always remember the moment I saw a mouse cursor in a Hollow Knight cutscene and felt, for just a second, like I was in on the secret. Like the developers were still human. Like even the most carefully crafted worlds can have a tiny, hilarious crack run through them.

...And honestly? That’s more comforting than any perfectly polished cutscene ever could be.

Moments like this cursor cameo are exactly why I love digging through every corner of a game. It’s the small, unexpected finds—the glitches, the Easter eggs, the developer in-jokes—that make playing through a world feel personal. It’s also why I never stop checking for new reasons to dive back into games I thought I’d already finished, or to grab a fresh title that scratches that same metroidvania itch while we all wait for more Silksong news.

If you’re anything like me, you might find yourself browsing your wishlist a little more often than is healthy. A good steam deal finder can help you spot the next atmospheric, exploration-heavy gem at a price that makes hitting “buy” feel as satisfying as landing that last hit on a boss. Because let’s be honest—finding a great game on sale is its own kind of accidental victory, almost as good as spotting a rogue mouse cursor in a cutscene.

Print this item

  Silksong's Savage Beastfly Rematch: Surviving Lava for a Mask Shard
Posted by: xtameembb - 08-22-2026, 10:31 PM - Forum: Introductions - No Replies

Hollow Knight: Silksong already had the nerve to introduce one of the most hated bosses in Metroidvania history. Did anyone ask for the Savage Beastfly to return? Absolutely not. Did Team Cherry listen? Also absolutely not. Instead, they placed a rematch atop a pit of lava with temporary platforms, then had the audacity to dangle a Mask Shard in front of every poor soul willing to suffer through it twice. As of 2026, the Savage Beastfly Wish remains one of those fights that makes a player question their life choices while simultaneously refusing to give up.

[Image: 6a62adb04686c63814c4eb23mODZXz0207]

How To Begin The Savage Beastfly Wish

Before anyone can get roasted like a particularly stubborn marshmallow, they need to make sure the Wish actually appears. The exact prerequisites can be a bit mysterious, but the following conditions were reported when the quest showed up:

Acquired Clawline and the Faydown Cloak.

Defeated the original Savage Beastfly in Hunter's March.

Began the tasks to collect three melodies within the Citadel by defeating the Clockwork Dancers.

If the Wish still refuses to appear on the Bellhart Wishboard, players should double-check those baseline steps. Still no luck? A few extra unlocks have been known to help nudge it into existence:

Fully expanding Bellhart and completing all earlier Bellhart wishes.

Finishing the Skull Tyrant Wish.

Opening the Songclave.

Receiving a nail upgrade.

[Image: 6a88e915cbc5c270d302a0422ffQCVbD07]

Once the Wish is accepted, the hunter travels to the Far Fields Bellway Station. From the central vertical room, the trail begins near the top left corner toward Greymoor. Following the translucent path around the west side of the map is mercifully simple because the locations sit close together along a natural route. Eventually, that glowing breadcrumb trail leads straight back to the arena where the Fourth Chorus boss was fought after receiving the Drifter's Cloak. Ah yes, nostalgia.

[Image: 6a88e91d1cc4282cbccd1a2a9Gj5bpW007]

How To Defeat The Savage Beastfly At The Far Fields

Here is the cruel joke: the Savage Beastfly itself has not changed. Not one move. Not one combo. It is the exact same winged menace from the first fight, but now someone has replaced the floor with breakable platforms and added a fiery spear-throwing minion to make sure no safe corner exists for long.

Before stepping into the arena, a player should absolutely equip the Magma Bell. This inexpensive tool can be purchased from Forge Daughter in the Deep Docks, which is conveniently not too far away. With the Magma Bell equipped, fire and magma damage is reduced by a full mask. That is not just useful; it is practically a love letter to anyone tired of melting.

[Image: 6a88e91f20b8e35075e53035iSry8z5E07]

The second biggest threat is the new fire-spear minion. This delightful little spear chucker can temporarily make sections of the platform unusable, which is exactly what a fight on crumbling ground needed. The best answer is a Sting Shard and Pollip Pouch combination. A well-placed Sting Shard can sometimes delete the minion with a single trap, especially with enough tool kit upgrades.

[Image: 6a4af2b1b5c65e0ccf6051eavHWvspwN07]

To actually claim the Mask Shard, the player must defeat the Savage Beastfly and donate its drop to the Bellhart donation box. The fight is not complicated, but it is exhausting. A few tips make it manageable:

Danger
Countermeasure

New fire-spear minion appears
Kill it immediately, ideally with a Sting Shard

Savage Beastfly travels erratically
Do not pogo too much and throw off its path

Downward slam attacks
Try to keep the Beastfly on one side of the arena

Running out of platform space
Double jump high and float with Drifter's Cloak until new space appears

Cannot dodge an attack
With Magma Bell equipped, choose lava instead of the fly

[Image: 6a88e9224a38bef96d441ca4HCzMkYC307]

Does that sound like a pleasant afternoon? Not exactly. But the silver lining is that this is supposedly the final time anyone has to fight the Savage Beastfly. Probably. The Mask Shard is the prize, and the knowledge that this winged nightmare will finally buzz off for good is, frankly, the emotional support every player needs.

After a fight this demanding, it is almost inevitable that some players will want to take a break, upgrade their setup, or perhaps buy a copy of the game for a friend so they can suffer through the Savage Beastfly together. Video game accessories, snacks, and even the game itself can put a dent in the wallet, which is why it pays to do a little research before handing over the card. Whether hunting for a discounted Steam key or a more comfortable controller to survive those long platforming sessions, a quick stop to compare prices here can save enough coin to justify the next great purchase.

With the Mask Shard finally pocketed and the Beastfly defeated, the journey in Pharloom continues, but at least the next battle will be fought with fresh gear and a lighter bank account. There is a satisfying rhythm to preparing for a big fight: learn the arena, stock up on tools, and secure the best deal for whatever is needed next. Keeping one eye on the market and one eye on the boss's attack patterns is a strategy that works outside and inside the game.

Print this item

  Hollow Knight: Silksong – Grand Mother Silk Boss Strategy and Extended Ending Guide
Posted by: xtameembb - 08-22-2026, 11:50 AM - Forum: Introductions - No Replies

At the end of Act 2 in Hollow Knight: Silksong, players finally come face to face with the Grand Mother Silk, the towering weaver whose threads hold the Citadel together. After defeating Lace in The Cradle and unlocking a short side path with a bench and elevator, the real test begins. How should a player prepare for one of Pharloom's most punishing duels? The answer lies in careful crest selection, a well-stocked tool pouch, and a clear understanding of the boss's two distinct phases.

Crest Suggestions

Two crests stand out for this fight. The Architect's Crest lets Hornet make full use of traps and Shakra's Rings, though it disables special silk abilities. That trade-off can be worth it for players who enjoy controlling space. The Reaper's Crest, by contrast, slows movement while increasing the weight of every attack. It rewards patience and planning: a well-timed heavy hit can stagger the boss more quickly than a flurry of light strikes. Which crest suits the fight better? That depends on whether the player prefers area control or burst damage.

Tool Suggestions

Tool
Effect

Shakra's Rings
Ricochet around the arena, hitting the boss multiple times.

Flea Brew
Speeds up movement and attack frequency.

Plasmoid Phial
Adds temporary blue mask health.

Pollip Pouch
Adds poison to attacks to whittle down the boss.

Fractured Mask
Saves Hornet from one otherwise fatal critical attack.

Phase 1: Cross-Silk and Weaving Pins

Phase one introduces the majority of the Grand Mother Silk's attacks. The most dangerous is the cross-silk attack that sweeps across the screen. Players should double jump and glide over the threads, but only after the threads flash. Jumping too early can leave Hornet tangled in the silk, and if that happens, the boss will grab her and deliver a nearly deadly finisher. The timing question is simple: do not jump until the flash.

Large weaving pins also appear. They rotate in the air before either embedding into the ground or flying horizontally across the arena. The direction is telegraphed by the way the pins turn, and they launch once the boss lowers her hand. Players should find the gaps quickly and use a swift step or midair grapple to avoid horizontal pins. Ground-embedded pins deal no further damage and can be stepped through safely. Stagger the boss twice to move into Phase 2.

Phase 2: Falling Rocks and Claw Lunges

When the Grand Mother Silk falls off screen, it can feel like victory, but that relief is premature. Rocks soon fall from the sky, and the boss reappears angrier than before. Dust on either end of the arena signals incoming boulders, so players must watch both edges while dodging. The boss also gains a lunge claw attack: a small sound and a flick of her hand precede a fast dive at Hornet's last position. Jump and glide over the boss, while keeping an eye on falling boulders.

Falling pins glow again, but this time they can be used as platforms. Once a pin is embedded in the ground, it deals no further damage, so pogoing off it can help avoid the boss's slash lunge. Stagger the Grand Mother Silk two final times to open the Bind prompt. Binding the boss ends the fight and triggers a cutscene: the Citadel falls but is held by white silk threads, indicating that Hornet has become the new Grand Mother Silk and continues the silken curse across Pharloom. The fight also unlocks Steel Soul mode, Silksong's hardcore setting with no rebirths and permanent death.

Extended Ending Requirements

For players chasing the second ending, preparation starts long before the boss fight. The requirements are extensive: complete all available wish board side quests, awaken the Second Sentinel, move the Flea Caravan to the lake area in the Putrified Ducts by finding at least 22 fleas, finish Shakra's wish, and finish the Wish for the Shamans. Only then can the alternative route be attempted.

Before defeating the Grand Mother Silk once more, the player must speak to the Shaman hiding on the left to affirm the second ending. The boss fight follows the same steps, but this time the player uses the Needolin instead of Bind. As the battle closes, threads ensnare the Grand Mother Silk. When she grabs Hornet to drag her down, Lace appears and rescues her before falling alongside the boss. The Citadel begins to crumble, but black threads take over instead of white, hinting at a darker outcome. This ending unlocks Act 3, tasking players with saving all of Pharloom from their own misguided help. Both endings grant achievements: Weaver Queen and Snared Silk.

Could a simple tool choice or a poorly timed jump change the fate of Pharloom? In the Grand Mother Silk's arena, every second matters. With these strategies, players can face the weaver queen with confidence and decide which thread of fate to pull.

Mastering the Grand Mother Silk is the kind of milestone that lingers long after the screen fades to black. Whether players are chasing the extended ending or gearing up for the permanent-death challenge of Steel Soul mode, each victory sets the stage for another run through Pharloom's twisted corridors. The sense of accomplishment is real, and the desire to replay — or share — the experience only grows.

For those ready to dive back in, perhaps on a different platform or with a fresh save file, it pays to plan ahead. Comparing storefront offers before buying can save a few coins for the next adventure, so take a moment to check game prices and make the most of every run.

Print this item

  MLB The Show 26 u4gm Tips: What Beats 99 OVR
Posted by: Glico - 08-22-2026, 03:24 AM - Forum: Off Topic - No Replies

Late in MLB The Show 26, the difficult part of Diamond Dynasty is not finding high-rated cards. It is deciding which ones genuinely improve your team. Whether you earn rewards through play or use MLB 26 stubs to fill a gap, a new 99 OVR should be treated as an option, not an automatic starter. The card pool is deep enough now that fit matters more than card art, release timing, or a tiny overall-rating edge.

Start With the Problem Your Lineup Actually Has

Before comparing a new release with your current starter, look at the entire lineup. Most late-cycle teams already have strong hitters at every position, so the useful question is simple: what does this card fix?

◆ A right-handed hitter may improve a lineup that leans too heavily toward left-handed bats.

◆ A faster defender may solve an outfield coverage issue that does not show up in batting averages.

◆ A multi-position player may create more value on the bench than as an everyday starter.

◆ A hitter with strong attributes against one side may be ideal for a platoon role.

A card does not need to be better in every category to be valuable. Sometimes your current first baseman is the stronger hitter, but the new player gives you better speed and defense at a position where your roster feels exposed. That is a meaningful upgrade. Replacing a reliable card with another similar bat usually is not.

For Hitters, Ratings Tell Only Part of the Story

Contact, power, vision, speed, fielding, arm strength, and position eligibility all matter, but the distribution matters more than the final rating. A hitter with excellent power against right-handed pitching can still be awkward if their contact against lefties creates a hole in the middle of your order.

The other factor is swing comfort. Two cards with near-identical attributes can produce very different results in your hands. Stance, timing window, and how easily you track pitches with a particular hitter all affect whether you create hard contact consistently.

Do not make a permanent move after one good at-bat or one frustrating game. Give a new hitter several games and pay attention to the quality of your swings. Are you late on inside fastballs? Do you recognize breaking pitches well from that view? Does the player reach pitches your old starter misses? Those answers are more useful than a comparison screen.

Pitching and Defense Deserve Equal Attention

Pitchers should be judged by pitch mix and personal comfort before overall rating. More pitches are useful only when you can locate them and change speeds with intent. A four-pitch starter with a trustworthy fastball, breaking ball, off-speed option, and usable delivery can be tougher than a five-pitch card you cannot command.

◆ Check whether the pitcher can work both sides of the plate.

◆ Look for velocity separation rather than counting pitches alone.

◆ Use a card long enough to see how experienced opponents react to the mix.

Defense follows the same rule: evaluate it in games, not just menus. Outfield reaction, range, speed, and arm strength can prevent extra bases in close games. A modest offensive trade-off is often worthwhile when it removes a weak defender from a key spot.

Test First, Then Decide What to Keep

Events and lower-pressure modes are the best testing ground for unfamiliar cards. Try the swing, watch the defensive animations, and see whether the player fits your usual approach before changing your Ranked lineup. This is also a smart way to judge progression potential. If Parallel progression can address a clear weakness, a card that looks merely good at first may have a longer future on your roster.

Do not rush to move an older starter out of your inventory, either. That card may still help with Events, Collections, future missions, platoon matchups, or positional coverage. Keeping flexible options is often more useful than turning every unused card into currency immediately.

When choosing between cards in MLB The Show 26, ask whether the new option improves a weakness, suits your swing or delivery preferences, helps your handedness mix, and has a useful secondary role. Players considering cheap MLB 26 stubs should apply that same test before committing resources. The best late-season card is the one that gives your roster a clearer purpose in real games.

Print this item

  Diablo 4 Mythic Upgrade Tips: Why U4GM Farming Helps
Posted by: Glico - 08-22-2026, 03:11 AM - Forum: Introductions - No Replies

Season 14 turns Pandemonium Fragments into a planning resource rather than a material worth chasing at random. If your character is approaching Mythic upgrades, the best route is to connect seasonal reputation, Corrupted Reaper encounters, and efficient Torment clears while keeping your wider progression intact. That approach also protects your supply of Diablo 4 gear for slots that still need improvement.

Build a Farming Loop Around More Than One Activity

The Corrupted Reaper is the obvious target because Patch 3.1.1 allows the encounter to reward up to two Pandemonium Fragments, with the amount influenced by Torment difficulty. It is valuable, but treating it as a stand alone farm can make your sessions feel slow and repetitive.

A stronger route uses ordinary Season 14 activities to build reputation between encounters. The repeatable Glints of Hope reward now guarantees a Fragment, giving seasonal tasks a direct endgame purpose even when their individual loot appears unremarkable.

This matters for long term progression. You are not choosing between reputation and Mythic preparation. With a sensible route, the same activities advance both goals and reduce the number of empty runs that produce little meaningful progress.

Choose Clear Speed Before Maximum Difficulty

Higher Torment levels can improve the Corrupted Reaper payout, but the highest available setting is not automatically the most efficient choice. A build that clears one tier quickly may produce more Fragments per hour than a stronger difficulty where every encounter requires repeated defensive resets.

Use the following comparison when selecting your farming tier.

Farming choice
Best use
Main tradeoff
Lower Torment
Fast repeated runs
Fewer Fragments per encounter
Higher Torment
Strong finished builds
Longer and riskier clears
Mixed seasonal route
Reputation and materials
Less focused targeting
For most players, the mixed route is the better starting point. Move upward only when the higher tier does not noticeably damage your rhythm or survivability.

The Overlooked Value of Reputation Rewards

Many players skip reputation collection because dungeon loot feels more immediate. That is a mistake during the middle and late stages of Season 14. Glints of Hope creates a reliable material stream, especially for characters that cannot yet farm the highest Torment encounters comfortably.

This option is particularly useful for new seasonal characters, support oriented builds, and players upgrading several equipment slots at once. Its value is highest before your build reaches a stable endgame farming tier, when guaranteed progress is more important than chasing occasional premium drops.

Collect every repeatable Glints of Hope reward before leaving the seasonal hub.
Run Corrupted Reaper encounters at the highest tier you can clear without frequent deaths.
Keep a reserve of Fragments instead of spending them on every available recipe.
Compare materials earned per hour rather than judging a route by one lucky run.

Spend Four Fragments Only When the Upgrade Matters

Patch 3.1.1 reduced the Horadric Cube cost of the Upgrade to Mythic recipe from five Pandemonium Fragments to four. The lower price improves access, but it also makes impulse spending easier. A Mythic item should support a clear build direction, not merely fill an empty crafting menu.

Before spending, check whether your weapon, defensive layers, or essential legendary powers remain incomplete. A Mythic upgrade has the greatest practical value when the rest of the character can already exploit its stats. For players still refining a budget setup, improving weak slots may deliver more damage and survivability per Fragment.

When your route is established, purchasing cheap Diablo 4 gear can also help complete missing slots before the Mythic investment, provided the item fits your planned build. Keep farming with a repeatable Torment pace, claim reputation rewards consistently, and reserve Fragments for upgrades that change how your character performs rather than simply raising its item count.

Print this item

  U4GM Arc Raiders Guide: Ferro Range and Rotation
Posted by: Glico - 08-22-2026, 02:57 AM - Forum: Introductions - No Replies

ARC Raiders players rebuilding after a rough extraction run should take a closer look at the Ferro. This battle rifle offers meaningful pressure at medium range without demanding the investment of a premium kit, and it becomes even more practical when paired with carefully selected ARC Raiders BluePrints for future loadout planning. Its value is not tied to one spectacular statistic; it comes from giving disciplined players a reliable way to control sightlines while preserving expensive resources.

Why Ferro Deserves a Place in Budget Loadouts

The Ferro is strongest when the fight has room to develop. It can punish exposed targets across open lanes, around industrial structures, and along extraction approaches where an SMG may struggle to apply consistent pressure. The rifle rewards players who take a shot, read the opponent's response, and move before the return fire becomes predictable.

That makes it especially useful for solo raiders and small squads that cannot rely on constant teammate support. A controlled burst from cover can force an enemy to heal, retreat, or abandon a favorable angle. The Ferro does not need to win every duel instantly; it needs to create enough pressure for you to claim better ground.

Build Choices and Practical Testing

Before spending valuable materials on modifications, test the rifle during inexpensive runs. Pay attention to how quickly the sight settles after sprinting, how manageable the recoil feels during repeated shots, and whether the weapon remains comfortable when targets change direction. A build that feels excellent from a stationary position may become awkward during a live extraction fight.

Test medium-range accuracy from cover before adjusting the weapon.
Practice moving between shots rather than holding one exposed angle.
Check reload timing before committing to a solo engagement.
Compare the sight picture after sprinting and immediately aiming.

Prioritize handling improvements if your fights involve frequent repositioning. Range-focused changes are more valuable for players who defend long approaches, while a faster, more responsive setup helps aggressive squads that rotate between cover. Avoid stacking upgrades simply because they look impressive; every material spent should solve a problem you regularly encounter.

1) Save rare materials until your preferred Ferro handling profile feels proven.

2) Farm low-risk areas while learning recoil, reload timing, and sight transitions.

3) Carry a close-range secondary instead of forcing every fight through the rifle.

Ferro Versus Renegade

The Renegade is the more comfortable choice for players who want stronger sustained pressure and have enough inventory depth to support it. Its advantages become easier to appreciate during extended engagements, especially when a squad can maintain pressure while one player reloads or rotates.

Ferro makes more sense when replacement cost matters. It can support a disciplined raid plan without turning one failed encounter into a major setback. Players rebuilding after several lost kits should consider it a training weapon for fundamentals: cover usage, angle selection, target priority, and controlled retreat.

Common Mistakes and Endgame Value

The most common mistake is treating Ferro like a close-range automatic weapon. Standing in a doorway and repeating the same peek gives opponents an easy pattern to read. Fire a short sequence, break visibility, and reappear from a different elevation or side of the cover. If an enemy closes the gap, use your secondary rather than accepting an unfavorable rifle duel.

Ferro also fits long-term resource planning. Keep a small reserve of ammunition and repair materials instead of spending everything on one high-value run. As your inventory improves, the rifle can remain useful for safer farming routes, scouting missions, and early engagements before you commit to premium equipment. Track which encounters it wins and where it struggles, then shape your loadout around those findings.

For players who value controlled risk, efficient farming, and repeatable PvP decisions, Ferro is more than a cheap placeholder. It is a practical bridge between basic survival kits and specialized endgame setups. Pair it with suitable ARC Items and keep your secondary ready for close pressure.

Print this item

  U4GM Best Ways to Test PoE 2 Bows Guide
Posted by: Glico - 08-22-2026, 02:40 AM - Forum: Off Topic - No Replies

The first time a bow build reaches PoE 2 endgame, the biggest mistake is often treating the weapon slot like a simple damage upgrade. A bow with a huge inventory number can feel sluggish in a real map, while a slightly weaker-looking option may keep enemies staggered and let you fire continuously during movement. Before spending valuable Path of Exile 2 Currency on a new purchase, judge the weapon by how it performs in your actual loadout, not by its headline value alone.

Start With the Base, Then Read the Modifiers

For most attack-based bow builds, the weapon's physical damage is the first serious checkpoint. A strong base creates a better foundation for skills that scale from weapon damage, and it remains useful even when your passive tree is not fully optimized. After that, check attacks per second. Faster attacks improve more than the character sheet suggests: they make it easier to maintain pressure, recover from a missed shot, apply effects repeatedly, and fire between enemy movements.

Added elemental damage deserves a closer look when your build already supports it through passives, quivers, charms, or skill setup. A large elemental roll is not automatically valuable if the rest of the character is built around physical scaling. Critical chance and critical multiplier are similar. They become excellent once your build can crit consistently, but they are usually poor substitutes for reliable base damage during early endgame progression. A bow with balanced stats will often outperform a flashy item that only improves one part of the formula.

Test Weapons in the Situations That Matter

Do not compare two bows in town or against a single training target. Equip each one on the same character, use the same support setup, and run a familiar map with dense packs, rare enemies, and awkward terrain. Record how long it takes to clear a route, how many attacks are needed for a comparable rare monster, and how often you need to stop moving. That last detail is easy to ignore, yet it separates comfortable mapping from a build that constantly feels exposed.

Resource use also matters. A fast bow may increase skill costs or consume ammunition at a pace your recovery tools cannot sustain. If you regularly pause to refill resources, the theoretical DPS advantage disappears. Pay attention to hit consistency as well. A slower weapon with heavy individual shots can feel strong against isolated targets, but it may leave gaps between attacks that allow enemies to close the distance. The best result is the weapon that keeps your damage active without forcing defensive movement every few seconds.

Mapping and Bossing Reward Different Bow Choices

Wide projectile coverage makes one bow excellent for clearing, but bosses change the calculation. During a boss phase, there are fewer targets to spread damage across, and movement mechanics can interrupt long attack sequences. Test both configurations against the same boss and watch how quickly you push through a health phase. A weapon with slightly lower pack clear speed may be preferable if it gives you stronger single-target pressure and shorter exposure during dangerous mechanics.

Weapon sets make this decision more practical. Instead of rebuilding the character around one perfect item, assign a mapping bow and a bossing bow when your progression allows it. Use the first for rapid pack control, then switch when a fight demands focused damage. This approach also helps you spend currency with a clear purpose: upgrade the weakness that is slowing your current content rather than replacing a weapon that already performs well.

Positioning Is Part of the Weapon's Value

A bow build gains far more from controlled movement than from standing still and trading hits. Fire from an angle, step diagonally as enemies advance, and turn back once the pack groups up. Against ranged enemies, remove the monsters that restrict your movement before chasing the closest target. When the right bow lets you maintain this rhythm with fewer pauses, its practical damage becomes much higher than the inventory screen may imply. For players planning their next upgrade, poe 2 buy currency decisions should follow that battlefield test, because the strongest endgame bow is the one that keeps your build mobile, consistent, and ready for both maps and bosses.

Print this item

  Hollow Knight: Silksong Lost Lace Guide: Builds, Phases, and Void Dodging
Posted by: xtameembb - 08-22-2026, 01:41 AM - Forum: Introductions - No Replies

By 2026, plenty of dedicated Hollow Knight: Silksong players have already stared into the abyss long enough to know that Lost Lace is not just a reskin - it is an absolute gauntlet. The final showdown pits Hornet against a void-soaked Lace after diving into the abyss, and the fight demands every mask shard, every needle upgrade, and a healthy dose of patience. This guide breaks down a reliable loadout, all major attack patterns, and the least sanity-draining ways to survive the void waves without launching a controller through a window.

[Image: 6a88e947660763af38b25e49tRiaIpiq07]

Recommended Loadout

The beauty of Silksong's tool system is that a loadout does not have to be gospel. Still, some picks for Lost Lace are borderline mandatory. Magnetite Dice acts like a tiny insurance policy by occasionally blocking a hit, while Cling Grip lets Hornet wall-hang when the floor turns into void soup. The preferred setup pairs Multibinder, Injector Band, and the Warding Bell for rapid double heals and protection against interrupted healing. Players who prefer raw damage can swap in Claw Mirrors instead.

For red tools, the Cogfly is a set-and-forget damage machine, ideal for keeping pressure on Lace while Hornet focuses on staying alive. Sting shards were equipped but did nothing useful - like bringing a toothpick to a war. The silk skill choice comes down to taste: Cross-Stitch can parry Lace, but Pale Nails tend to be the safer bet for players who prefer saving silk for heals.

Before stepping in, players should grab every Mask Shard and all four Needle upgrades. It might sound like a grind, but the extra survivability and damage make the fight far less miserable.

[Image: 6a88e9505438a4cd7e195d24qXBwxzOd07]

Phase One: Old Moves, New Void

Lace's opening moves are recognisable from the second encounter, just with more void pizzazz. The dash-lunge sequence deserves special attention. Lace performs two lunges with void tendrils trailing behind, and the third attack depends on positioning. If Hornet keeps distance, Lace will almost always lunge again; if above her, she will hop into the air and dive. Keeping distance is the smart play because after three dashes Lace takes a long breather - perfect for a punishing combo.

When Lace teleports and draws an arm back without pulling out her blade, she is about to sprout void tendrils from the ground. The move is surprisingly easy to punish: jump behind her and unleash a flurry. If she leaps into the air, getting directly underneath for an upward slash is a solid response, but staying alert for her dive kick follow-up is essential.

Parry-happy players should know that when Lace parries, jumping and dashing toward her shuts down both the grounded and aerial counterattack. On the ground, hitting her mid-attack works well; in the air, waiting for her to land is safer. For everything else, it is standard slash attacks. Players should not get greedy - they should just keep distance and wait for the scream that signals Phase Two.

Attack
Tell
Counter

Triple lunge
Two lunges with tendrils, third depends on range
Keep range, punish after the third lunge

Void tendril burst
Teleports and draws an arm back
Jump behind and attack

Aerial dive kick
Jumps straight up
Get under her, slash up, then react

Parry punish
She parries a hit
Jump and dash toward her or wait for landing

Phase Two: The Void Takes the Wheel

Phase Two does not reinvent the wheel, but it mixes in more void nonsense. When Lace raises her arms, tendrils sprout from the floor, and she stays dangerously active while they do. Players should watch for the visual cue, then move rather than mindlessly attacking.

Occasionally Lace does her best Hollow Knight impression: rising up and unleashing a burst of void orbs from her chest. These projectiles are easiest to dodge while staying grounded. Once the pattern feels comfortable, this attack becomes one of the best damage windows in the phase.

The golden rule for Phase Two is minding the floor. Tendrils can pop up during half of her attacks, so positioning matters almost as much as timing. With clean counters and a little patience, Lace goes down and triggers the intermission.

[Image: 6a88e952502aeaeafa422294VJwtD82707]

Intermission: Surfing the Void (or Cheesing It)

Between Phases Two and Three, Grand Mother Silk lets out a scream, gets unbound, and falls. Massive void waves then rush in from both sides of the arena. During this intermission - and later in Phase Three - the intended play is to quickly use the Faydown Cloak and then grapple or dash over the wave.

But this is a certified cheese-friendly moment. One reliable method is to Super Jump, hook onto the ceiling, and stall with the grapple and floating cloak until the wave passes. Cling Grip on a wall is even simpler. That said, players should still practice dodging the waves normally, since the hitbox is much smaller than the visuals suggest. Skimming the top layer is entirely possible, and entering the final phase with confidence helps a lot.

Final Phase: Faster, Messier, Voidier

After two void waves, Lace erupts from the ground, screeches, then drops back into the nothingness. Skilled players can tag her during the fall, but it is tricky. In the final phase, cooldowns shrink dramatically, so Hornet's own attack windows shrink too.

The advice here is simple: throw out two or three Cogflies, let them do passive damage, and only go in for hits when it is undeniably safe. The screen gets visually crowded, so when overwhelmed, players should jump and stall in the air until the next sound cue. Turning off Screen Shake is also a pro move if the chaos is too much.

Two new projectile hazards stand out. First, black and white circles floating in the air spawn homing projectiles that feel deathly accurate - stay grounded and get away from them. Second, large circles with a pure white aura are three-mask traps. Lace always flies out of the final circle to trigger it, so punishing her the second she exits is the play, but avoiding the follow-up shockwave is just as important.

The rest of the attacks are unchanged, but the speed increase means only one or two hits per punish instead of two or three. Timing everything right still works like a charm; it just requires quicker hands and less greed.

When Lace finally drops, the last step is almost merciful. Hornet picks up Lace's now void-free body, borrows Grand Mother Silk's strength, and Super Jumps out of the abyss with Lace in her arms. It is nearly impossible to mess up this cinematic moment - fitting, because after this fight, players deserve a victory lap without any extra button prompts.

Once the final cutscene fades and Lace is carried to safety, the longing for that next adrenaline spike usually kicks in fast. Hunters who enjoyed this fight often find themselves browsing for similarly brutal and atmospheric adventures, and the itch is real.

That's where smart shopping comes in handy. A dependable steam deal finder tracks the latest discounts across Steam, so finding your next punishing challenge doesn't have to drain your wallet. In the end, the sweetest victory is beating the game, not getting beaten by the price tag.

Print this item

  All Main Story Quests and Wishes in Hollow Knight Silksong
Posted by: xtameembb - 08-21-2026, 08:48 PM - Forum: Introductions - No Replies

Hollow Knight: Silksong structures its adventure through a layered system of main story quests and optional Wishes, guiding players across the vast kingdom of Pharloom. The campaign is divided into three acts, and across those acts the game contains a total of 21 main story quests. However, a player will only be able to complete at most 20 of these quests during a single playthrough. This restriction is linked to a branching point that is highlighted by the asterisk placed next to the Soul Snare quest. Players who aim for the regular ending can conclude the journey after finishing only nine main story quests.

[Image: 6a8797a2ab93a250be068ad3OIfFXdWo07]

The complete set of main story quests in Hollow Knight: Silksong is recorded below. These quests form the backbone of Hornet's journey through the game's regions and narrative beats.

#
Main Story Quest

1
The Great Citadel

2
The Threadspun Town

3
Grand Gate

4
Silent Halls

5
Pharloom's Crown

6
Conductor's Melody

7
Vaultkeeper's Melody

8
Architect's Melody

9
Pale Monarch

10
Soul Snare *

11
After The Fall

12
Awaiting the End

13
Beast in the Bells

14
The Dark Below

15
Return to Pharloom

16
Spell Seeker

17
The Old Hearts

18
Heart of Might

19
Heart of the Woods

20
Heart of the Wild

21
Last Dive

The main story quests carry Hornet through a wide range of environments and objectives. Several quests follow a clear thematic chain, such as the trio of melodies connected to the Conductor, the Vaultkeeper, and the Architect. Later entries focus on the Old Hearts and a sequence of four Heart quests, which point toward Pharloom's deeper mysteries and the hidden forces shaping the kingdom. The final main quest, Last Dive, serves as the closing narrative step for runs that unlock its full path.

Beyond the main story, Hollow Knight: Silksong includes 54 side quests known as Wishes. These Wishes are optional for reaching the regular ending, but they become essential for players who want to see everything the game has to offer. To unlock the third act and experience the true ending, a fairly large number of Wishes must be completed. Likewise, players who hope to achieve 100% completion will need to clear every available main quest and every Wish.

[Image: 6a8797ac063117eaaeb664bdeSOC0qJS07]

The completion thresholds in Hollow Knight: Silksong can be summarized as follows:

? Regular ending: complete 9 main story quests

? True ending: complete all three acts and a substantial portion of the 54 Wishes

✅ 100% completion: complete all available main story quests and all 54 Wishes

The asterisk attached to Soul Snare is a notable detail for completionists. Because of this special case, a single run can only include 20 of the 21 main story quests. This means that seeing every quest in the game may require careful routing or a second playthrough with different choices. The Wishes add another layer of depth by rewarding exploration, NPC interactions, and optional challenges scattered throughout Pharloom. For players who want the full Hollow Knight: Silksong experience, tracking both the main quests and the Wishes is just as important as mastering Hornet's combat and movement abilities.

With such a dense list of objectives, it is no surprise that many players plan their entire playthrough well in advance. Between the main quests, the Wishes, and the special routing required for the Soul Snare quest, Hornet's journey through Pharloom can easily stretch to dozens of hours. Whether you are diving in for the first time or preparing for a completionist run, being sure you have the right version of the game is just as important as knowing every questline.

For anyone still deciding where to pick up Hollow Knight: Silksong, it is worth checking a few retailers before committing. Prices can vary across platforms and regional stores, and a quick search may save you a little extra that you can put toward future DLC or other indie gems. If you want to make the most of your budget, you can compare prices here before your journey to Pharloom begins.

Print this item

  Rescuing Sherma in Hollow Knight: Silksong's Balms for the Wounded
Posted by: xtameembb - 08-21-2026, 05:28 PM - Forum: Introductions - No Replies

Hollow Knight: Silksong's journey through Pharloom is packed with grim dangers, but few hit harder than the thought of sweet Sherma wandering into the shadows. The little bean is pure as snow, and when he goes missing, it is time to ride at dawn. The quest Balms for the Wounded turns his noble errand for bandages into a full-blown rescue operation. Hornet will need to cross Bone Bottom, ring the Songclave bell, snag a White Key, and dive deep into the steam-choked corridors of Whiteward to pull him out of trouble. Here is the full route, laid out step by step.

Prerequisites: Setting the Stage

Before Sherma will even think about showing up at Songclave, two big doors need to be kicked open. Missing either one is a classic run-killer, so it is worth double-checking the map before tearing hair out.

Requirement
Location
Why It Matters

Open the shortcut gate at The Marrow connection
Bone Bottom
Lets Sherma's travel route open up

Defeat Last Judge and open the Grand Gate door
Blasted Steps
Required for the journey to progress

[Image: 6a8797dbaa28c6875e384a37qR8piCKG07]

Along the way, Hornet can bump into Sherma in a handful of spots. These meetings are not strictly required, but they add some sweet context and keep an eye on the precious bean. The known locations are in front of the Bell Beast while it is trapped, Pilgrim's Rest, Bellhart, the Blasted Steps bench, and the Citadel Spa.

Unlocking the Quest at Songclave

Once Hornet reaches Songclave and rings the bell to bring forth travelers, Sherma will eventually wander in—provided those earlier prerequisites are done and dusted. The first chat is pretty quiet, but the trick is to keep coming back and talking to him over time. Eventually Sherma starts voicing doubts about the travel, and not long after, he leaves Songclave altogether. His Wish will pop up on the Wishboard, and accepting it is the official start of the rescue.

Before charging off into Whiteward, there is one small but critical item: the White Key. On the right side of Songclave, it sits against the metal fence on the ground. Picking it up is non-negotiable, since without it the entrance to Whiteward might as well be a brick wall.

[Image: 6a8797e5e4c01642235f07feT4HqTZ3007]

Finding Sherma in Whiteward

Whiteward is not the kind of place for a casual stroll. The path is long, dark, and full of things that want Hornet dead. The first entry starts at the Grand Bellway station. From there, Hornet should enter the chamber to the left, take the second exit from the bottom left, and push through the long chamber all the way into the far room. On the bottom right, the entrance to Whiteward is marked with an upside-down spear sign. The White Key unlocks the elevator that leads down into the area.

[Image: 6a8797ee44d1d480cfecf5e4KkBbyd4E07]

After taking the elevator all the way down, Hornet should travel hard left, passing the key slot. On the far side, a set of platforms leads up into a narrow upper tunnelway. Keep climbing into the next room and up until the path turns into a corridor full of steam vents. Dashing through those vents takes care, but the real headache is the vertical path ahead. Hornet can jump up and to the right, but two circling fans are waiting to turn a clean jump into a pancake.

[Image: 6a8797f5bd51a5112e5e7ea9zM3dWpb307]

Eventually the route dead-ends at a lever. Striking it opens a path down, so Hornet should fall into the new room and start heading right, breaking any false walls along the way. Past the elevator shaft, a grate on the far side must be destroyed to continue left, then it is time to drop down. At the bottom sits the Whiteward Map, available for 70 Rosary. The map is a handy pickup for anyone who does not enjoy wandering blind, but the goal is still further right.

To the right of the Whiteward Map dispenser begins Sherma's trail. Hornet should follow it right, past the mortician enemies, until reaching the end of the room. From there, a platform leads up into the room above. Following Sherma's scent left over the spikes reveals a building with bells on either side of the entrance. That is the hideaway.

[Image: 6a8797fde3a62af064bcd2a7i3WLR5xw07]

Saving Sherma: The Ambush

Inside the building, Sherma is tucked away at the back. He is hiding behind a false wall, so Hornet must destroy it to reveal his hidden room. A quick chat with the little bean kicks off the real fight—morticians and surgeons pour in, and Hornet is not out of the woods until every single one is cleared out.

This ambush can get ugly fast, but a few tricks make it far more manageable:

Throw down traps like Tacks and Sting Shards; the Pollip Pouch tool makes these even more effective.

Use Cross Stitch against morticians to punish their aggressive rush and hit multiple enemies at once.

Turn the sound up. Movement in the dark or offscreen is easier to track by sound than by squinting at shadows.

Do not let the surgeons surround Hornet. Jumping over or around them keeps the fight from turning into a corner trap.

Always target morticians before surgeons. Clearing the fast ones first opens up more ground to maneuver.

[Image: 6a727fa61b0453c8545313acdF5pI61007]

Once the last wave drops, Hornet should talk to Sherma again. He hands over a Spool Fragment and the quest completes. Best of all, Sherma will return to Songclave on his own after Hornet leaves the building and rests—no escort mission required. He will be safe and sound, with some new dialogue about the used bandages. For now, that is all any player can do to keep the sweetest bean in Pharloom out of harm's way.

Seeing Sherma safe and sound back in Songclave is one of those quiet payoffs that makes exploring every corner of Whiteward worthwhile. It is a small, self-contained story that rewards careful play, and it is exactly the kind of content that keeps players coming back for more. Those moments of closure are what make the journey through Pharloom feel so memorable.

For anyone still working through the area or planning another run, keeping the game itself in mind is just as important. Prices for popular titles like this one can swing wildly between stores and seasons, so it pays to check game prices at DealNest before making a purchase. A little comparison shopping can go a long way, leaving more room in the budget for the next big adventure.

Print this item