Tag: Indie Games

  • Where to Find the Urn in Hell Is Us: Completing and Solving Tips

    Where to Find the Urn in Hell Is Us: Completing and Solving Tips

    If you’re looking for a game that doesn’t treat you like a dummy by showing you everything upfront, then Hell Is Us might be just what you need. It doesn’t have maps or quest logs, so you’ve got to pay attention to what’s happening around you and listen to what the characters tell you.

    The story takes place in Hadea, a country caught in a civil war, leaving everyone around feeling lost and unsure of what to do. Amid the chaos and violence, people still have loved ones they need to bury, and that’s where the Family Feud Good Deed comes into play. Even small distances can seem huge when dealing with a loved one’s ashes.

    How to Start the Family Feud Good Deed

    The quest begins in Jeljin. When you arrive, you’ll find yourself near a church with lots of cemeteries and mausoleums nearby. Inside the ruins of this church, you’ll meet Edwyn Tosan, who tells you about his problem. His father’s ashes are supposed to be placed in the columbarium here, but they’re with his brother, who refuses to come to Jeljin. Edwyn doesn’t ask you to help, but you’re free to do so. He only mentions that his home is across from a graveyard.

    Where to Find the Urn

    By now, you may already have unlocked the location of Edwyn’s brother and the ashes. The urn is in Marastan, which becomes accessible after helping survivors escape from Talju. So, you’ll need to do some exploring through the game before you can grab the ashes.

    Once in Marastan, head to the town center and go uphill past the graveyard where you find fragments of the tablet. Climb the ladder at a house on the outskirts of town to enter. Inside, you’ll find the urn and a letter from Edwyn’s brother explaining his disappearance.

    Bringing the Urn to Its Columbarium

    With the urn in your possession, return to Edwyn, who’s still at the same spot where you first met him. He’s grateful and explains that once the monsters in the area are gone, he plans to take the urn to its proper resting place in the southern mausoleum. But Edwyn won’t do this himself, so it’s up to you. The urn will be sitting on a bench next to him. Pick it up using the Key – Columbarium to unlock its final resting place.

    The mausoleum isn’t far away. Travel south until you reach the broken fence leading to the dig site. Inside a small building, you’ll find a unlocked columbarium. Place the urn inside automatically after unlocking it, completing the deed.

    After that, the task is done. You can go back and thank Edwyn if you want, but it’s not required. And don’t forget to visit Gildas afterward for a reward.

  • How to Complete the Sharpdart Ability in Hollow Knight: Silksong

    How to Complete the Sharpdart Ability in Hollow Knight: Silksong

    The Wormways is a quick, straightforward area that serves as a pause before reaching Shellwood. When you first enter, there isn’t much to do, and later visits are usually just to accomplish a single, brief task. To access the Wormways from Moss Grotto, you’ll need a Simple Key, which can be costly or require traveling a long distance if you choose not to buy it.

    It’s highly recommended to have Swift Step equipped here because of the many worms or Gorms falling from the ceilings at a rapid pace. While you could theoretically explore without it, having Swift Step makes navigating much easier.

    In this region, you’ll encounter only four types of enemies, most of which are easy to defeat:

    • Gromling
    • Grom
    • Winged Pilgrim Bellbearer
    • Akrid

    Gromlings tend to be the most annoying since they often respawn even if you don’t leave the room, popping up from multiple points across the map.

    NPCs in the Wormways include:

    Shakra:
    She’s the first major NPC you’ll meet. She sells the map of the area for 70 Rosary. You can find her by progressing from the bottom of the Wormways-Moss Grotto connection, heading toward the northeast room near the northern exit. Look to the left halfway up for a small path leading to her alcove marked by her glowing chakram.

    Alchemist Zylotol:
    Accessible once you get Cling Grip. Located in the map’s top section, to reach him, go through the northmost room to the left of the central vertical chamber. Jump up a narrow tunnel to find Zylotol and a bench at the end. Starting his quest allows you to purchase Plasmium to refill your Plasmium Vial for 50 Rosary each time, regardless of Charges remaining.

    Collectible items include:

    • Memory Locket: Found in the southwest room’s bottom right corner, down a shaft near a pit of spikes, on a pilgrim’s body.
    • Dead Bug’s Purse: Located directly above Shakra, in a room north of her location. Proceed northeast through the area, climb a shaft with falling worms, and find it guarded by two enemies on a grave.

    Area progression tips:
    Enter via the south or through a Simple Key using the Moss Grotto door. For most, using the key is the natural method. When first exploring, head left immediately upon entering, jumping over spike pits and avoiding falling worms. The third long room is your cue to find an exit at the top, continuing left without needing to explore every corner.

    Important tip:
    At this stage, skip the lower passages leading to a Memory Locket unless you have the tools or charms to navigate safely. You can return for it later during the Alchemist’s quest, which is more efficient.

    To reach Shakra and get the map:
    Progress northeast, drop down in the vertical room to the right, and keep descending platform by platform until you reach a ledge with a long path leading left. The map is at a grave guarded by enemies nearby.
    Afterward, head northeast to find the Dead Bug’s Purse, located in a room above Shakra’s spot, accessible by climbing a shaft with falling worms. Continue northeast past falling worms, then left along a ledge to find it on a grave.

    Wish locations:

    • Alchemist’s Assistant:
      Complete by collecting three Plasmium: one under Zylotol, one in the east underpassages, and one in the west, all reachable after acquiring Cling Claw. The final is in the west corner.

    • Lost Fleas:
      Located in a secret room to the bottom right, past a hidden path. Free the flea by defeating its captor.

    Progression outline with Cling Claw:

    1. Use Cling Claw to find Zylotol at the top.
    2. Collect the Plasmium in the central room beneath him.
    3. Traverse east to find another Plasmium in the bottom-right corner.
    4. In the west room’s bottom-right, find the Memory Locket.
    5. Hunt down the last Plasmium in the bottom-left corner.

    Bonus: Seek out the dead Alchemist helper in a secret room to the left of the last Plasmium. Interacting with him and Zylotol with Needolin activates special dialogue.

    Final step:
    Once you acquire the Faydown Cloak and can double-jump, return to Weavenest Karn in the west of Wormways. Proceed left, jumping over pits, avoiding enemies, until reaching Herrah’s statue. Here, you will unlock Sharpdart, letting you dash through enemies and gain brief immunity—similar to the Hollow Knight charm, Sharp Shadow.

  • How To Complete Conductor’s Melody in Hollow Knight: Silksong

    How To Complete Conductor’s Melody in Hollow Knight: Silksong

    Hollow Knight: Silksong features 28 different biomes. Some of these are part of the main storyline, while others are optional and can be missed. Even within the main biomes, some are particularly challenging, especially if you lack certain abilities or tools.

    High Halls is one such biome, accessible via the Choral Chambers. In this area, you’ll face tough platforming sections and a challenging fight, which isn’t even a boss but still one of the hardest challenges in the game.

    How to Enter High Halls

    To access High Halls, you first need the Clawline ability, which is only available in the Underworks area after defeating Trobbio. Acquiring this ability takes some time, but once you have it, you can go to the top left of the Choral Chambers. If the path isn’t unlocked yet, you can reach it by defeating the Cogwork Dancers boss, then heading left until you find a bench on the edge of the map.

    Before entering, you’ll see a ring above a bench that you can Clawline to. Continuing along the rings, some will lift you higher. Follow these rings, and you’ll find the entrance to High Halls on your right.

    How to Reach the Conductor’s Melody

    Once inside High Halls, you’ll need to navigate a path filled with parkour and enemies. Start by jumping onto the platform on the right using Clawline. Keep doing this until you pass the first room, fighting an enemy along the way.

    In the next area, you’ll see rotating mechanisms with Clawline rings. When a ring is at the bottom, jump and Clawline to it to ascend. At the top of the circle, jump and Clawline to either side ring, then use Cling Grip to go further up. After defeating a Minister enemy here, use the left wall to ascend to the top right exit.

    The following room is similar to the first, involving continuous Clawlining and a fight with a Maestro enemy. Further up, two Ministers will appear when you hop onto the next platform. Defeating them is part of a challenging sequence that leads to a final room.

    In the final segment, you will need to Clawline across spikes while defeating enemies. Falling down to the bottom, you’ll find a bench, the High Halls map, and a Ventrica on your right. Activating the bench allows you to proceed to a large fight—the Conductor’s Melody—after which you’ll find the score.

    How to Beat the High Halls Gauntlet Fight

    The final challenge in High Halls is intense, consisting of 11 enemy waves. This isn’t a traditional boss fight, but the waves are tough and require strategic planning.

    You’ll face various enemies in each wave:

    • Wave 1: Chorister, Reed, Envoy
    • Wave 2: Two Choristors
    • Wave 3: Reed, Choir Bellbearer, Clawmaiden
    • Wave 4: Two Ministers, Clawmaiden
    • Wave 5: Two Maestros
    • Wave 6: Choir Clapper (mini-boss)
    • Wave 7: Reeds, Choir Bellbearer
    • Wave 8: Two Bellbearers, Choristor, Clawmaiden
    • Wave 9: Ministers, Bellbearer
    • Wave 10: Maestro, Reed
    • Wave 11: Two Choir Clappers

    The fight extends beyond what might be expected, often going past the sixth wave. Losing at any point resets the fight back to the first wave at the bench on the right. But there’s a way to make it easier—using special tools.

    How to Make the Final Fight Easier

    The last wave involving large enemies is nearly impossible to handle normally, as they attack constantly and jump relentlessly. To gain an advantage, you can use the Cogfly and Tacks traps, which deal significant damage.

    First, acquire the Ascendant’s Grip from the merchant in Songclave once you unlock her. Position yourself in the top corners during the fight, where attacks can’t reach you. Upon reaching wave 10, place all your Tacks on one side and deploy Cogflies. Use the blind spot, along with traps, to damage the enemies and eliminate one miniboss more easily.


    Secret Locations in High Halls

    Aside from the main path, there are hidden areas with valuable items:

    • Psalm Cylinder: Found by breaking a wall on the left in the spike area after the Minister fight, then defeating a larger enemy.
    • Hidden Rosaries: Located above in the ring area before descending into the spike zone.
    • Frayed Rosary String: After the spike area, instead of descending, take the left exit to find this item and push it into falling water, then climb up the silk wall.
    • Simple Key Room: Just before the gauntlet, a room with Rosaries, a Pale Rosary Necklace, and the Rosary Cannon.
    • Cogfly Tool: After descending in the spike room, take the left exit of a Minister enemy to find the crafting table for this tool.
    • Spool Fragment: Using the double jump ability, climb to the upper left to find this part.

    These secrets add valuable gear and lore to your journey through High Halls.

  • How to Defeat Lace in the Cradle by Completing and Solving in Hollow Knight: Silksong

    How to Defeat Lace in the Cradle by Completing and Solving in Hollow Knight: Silksong

    Since the first game in the series, the creators of Hollow Knight: Silksong have shown a fondness for bosses that repeat multiple times. You face these bosses on the main path several times, and each encounter is more difficult, with increased health and new attack patterns.

    Lace is one of these recurring bosses. Although she appears small, she’s quite dangerous. After defeating her in Deep Docks, you’ll see her again in The Cradle, which is the final part of the main story.

    Where to Find Lace in The Cradle

    If you’ve just defeated Lace in Deep Docks and wonder if she will appear again, the answer is yes. But you’ll need to progress quite far in the game first. First, reach the Citadel and go through Choral Chambers to defeat the Cogwork Dancers at the top. Doing so unlocks three new objectives, which involve collecting three melodies from different parts of the Citadel.

    Once you’ve collected all three, play these melodies at the Cogwork Dancers’ arena to activate statues. This will summon a large elevator. Take the elevator to the top, and you’ll immediately face Lace once again.

    How to Defeat Lace in The Cradle

    Most boss fights in Hollow Knight: Silksong require patience as you wait for the right moments to strike. But fighting Lace is the opposite; she attacks so quickly that waiting for her to finish her moves can be deadly. The fight is fast-paced, with her attacking in rapid succession—often just a second apart.

    Besides her standard attacks, Lace has a special mechanic for her idle times, which will be explained below. It’s important to learn what to expect from each attack:

    Attack Wind-Up Tells and Description Recommended Counter
    Slash Attack She charges her needle, barely visible in her hand, then swings three times while moving forward Move backwards if there’s space or jump up to strike downward during her swings
    Jump Attack She crouches slightly with her needle near the ground, then leaps diagonally upward and dashes toward your position Wait for her to jump and walk towards her or dash to her if you’re far away
    Dash Attack She holds her needle horizontally before rushing through the arena, dealing double damage if hit Jump to dodge, and you can strike as she dashes past
    Parry Counter When idle, Lace can parry your attack, triggering an AoE attack either on the ground or in the air Avoid attacking when she’s idle, then immediately jump to dodge her counter
    AoE Attack Last phase move where she forms a big circle around herself and then slams the ground Stay outside the circle and wait for it to end; move far enough away to avoid the second one

    Note: Lace has little time between her attacks, and this short window gets even shorter in later phases.

    The fight has three phases, each starting when she roars, which signals a new phase. Sometimes, she gets stunned at the same time, causing you to miss the cue. Expect her new attack patterns after each stun. Her health at each phase begins as follows:

    Phase Approximate HP Changes from Last Phase
    1 100% Starts with her basic moves
    2 ~60% Jump and Dash attacks become faster and more aggressive
    3 ~20% Unlocks the AoE attack and increased aggression

    In later phases, her Jump and Dash attacks are buffed:

    • During the Jump Attack, she creates three rings around her which explode when she lands, limiting your movement.
    • Her Dash Attack may occur up to three times in a row, instead of just once.

    Tips for the Fight

    Lace’s low health might suggest an easier battle, but her speed makes it challenging. Her attacks happen quickly, and there are gaps of little to no safe space. You must time your own attacks and healing carefully. During her Jump Attack, it’s one of your best chances to land hits.

    Since many of her attacks involve downward strikes, it’s recommended to equip a separate crest specifically for this fight, rather than relying on the default.

    When you’re low on health, wait for her Dash Attack, jump away as she starts to dash, and heal immediately afterward. This timing lets you recover without taking damage. You can also bait her parry stance to land a few hits, as she tends to enter parry mode after certain attacks. Wait for her stance to end before attacking again for the best chance to deal damage.

  • How to Complete The Hermit Mystery in Hell Is Us

    How to Complete The Hermit Mystery in Hell Is Us

    “Hell Is Us” offers vague guidance, encouraging players to figure things out on their own and explore the world of Hadea more deeply. You’ll need to learn about the complex events that led to the current civil war. Just like in real life, you’ll encounter many characters who believe they hold the truth about what’s really happening.

    While there are a few such characters, the first one you’ll meet is the Hermit. True to his name, he lives apart from society and draws extreme conclusions from seemingly disconnected clues. This makes unraveling the mystery all the more challenging and confusing.

    Starting the Hermit Mystery

    Let’s begin by finding the Hermit. Once you enter Acasa Marshes, you can locate him in the eastern part of the area. He’s just south of the tunnel where the ON vehicle crashed. Look for his small shack and start a conversation.

    He’ll talk about his big discoveries and claim he’s close to a breakthrough, especially concerning an odd monument south of him. But first, he needs more pictures. Right now, it’s too dangerous to get close to the monument. He wishes he had a better camera.

    Next to him, there will be a few photos he took of the Lymbic Entities around the marshes. Although these are interesting, they are not relevant at this point. For now, we need to help the Hermit, which involves progressing the story to Act Two. So, for now, just leave him alone.

    You can also find a newspaper behind his house that details some of his sightings and discoveries.

    Getting a Zoom Lens for the Hermit

    You don’t need to buy a new camera for the Hermit—just a better lens for his current one. To do that, you need to find the Zoom Lens, which is located in Talju. This requires you to reach Act Two, which involves placing the Keystone of Grief into its pedestal at the Lymbic Forge.

    When you’re in Talju, head toward City Hall and navigate around it to reach the main street. There, you’ll see the Photo Shop, which is in poor condition (partly burned down). The Zoom Lens is sitting in the window and is undamaged.

    If you pick up the map from the mechanic after arriving in Talju, the Photo Shop will be marked on it.

    Once you have the Zoom Lens, return to the Acasa Marshes and give it to the Hermit. He’ll be pleased, saying it’ll help him do better research. He asks you to check back later, when he should have more photos.

    You can leave and come back anytime since there’s no deadline for this mystery.

    Solving the Puzzle Near the Hermit

    When you return, the Hermit will have additional photos of the Lymbic Entities on his wall. However, these are red herrings. The real focus should be on the strange structure nearby, which has four symbols on it. This structure is the key to solving the monument puzzle just south of the Hermit.

    You might notice that one of the symbols from one of the photos is visible in the mountains next to his shack, though it’s very small. The upgraded zoom lens will have helped with that.

    Go to the monument, and locate the platform’s plinth that has a part connecting to its center. Use your compass to confirm it faces east—that’s the direction of the mountain structure with the symbol.

    Your task is to recreate the pattern of symbols from the mountain structure onto the four plinths at the monument. The east plinth corresponds to the tip of the mountain structure, so follow that pattern for the other plinths, ensuring that the symbols face inward toward the center.

    The symbol order is as follows:

    • East Plinth: Arrows pointing up and down.
    • North Plinth: Bow and arrow.
    • West Plinth: Ring with a gap at the top.
    • South Plinth: Claws.

    Position everything correctly, and you’ll hear a rumble. The platform will open, revealing a chest containing:

    • Five Steady Tuning Stones
    • Feed On Fear – Enhanced Terror Glyph
    • The Perfect Guard – Enhanced Neutral Glyph
    • Aarlon’s Last Stand Passive Relic

    That completes the Hermit Mystery. He won’t ask any questions—so the puzzle is solved!

  • How to Open the Locked Door in Jova in Hell Is Us Using Completing and Solving

    How to Open the Locked Door in Jova in Hell Is Us Using Completing and Solving

    Hell Is Us prefers to keep things unclear. While some storylines and puzzles are fairly simple, there’s satisfaction in solving them without much help. Usually, you’re never completely at a standstill, because the game provides tools to assist, most of the time anyway.

    Some puzzles can be a bit more difficult because you might not have a clear starting point. The Enlightenment Mystery is one such challenge. Depending on when you start collecting clues, you might feel more lost than expected. You can’t finish it all on your first try, but the rewards are worth the effort.

    How to Start the Enlightenment Mystery

    When you enter the Acasa Marshes, its many secrets become yours to uncover, including the Enlightenment Mystery. The problem with this puzzle is that it involves exploring the entire marsh, including areas you don’t have access to until later in the game.

    There’s a helpful clue in the marshes around the village. If you have the right password, you can go further into the mystery earlier than expected.

    The main goal is to open a special door in the area. Go to Jova’s town and find the well at the center. Climb down into the sewers and navigate around until you find a large, locked wooden door with five symbols around it. You’ll need more clues to open it, so let the hunt begin!

    Getting The Symbols Notebook

    To solve the puzzle, you need to find the symbols scattered across the marshes and use them to unlock the door. But without knowing where these symbols are or how they look, it’s tricky. There’s a useful hint in the marshes near the village.

    Leave Jova from the north and head for the small outpost. From there, you should see some ruins to the east, behind a fence. Along the path, you’ll spot a sparkle on the ground—the clue. Before approaching it, eliminate the Lymbic Entities that emerge from the marsh—they’re easy to defeat since they’re regular enemies.

    Picking up the item gives you the Notebook – Symbol Research. Its pages show the same symbols found on the door beneath Jova’s well, along with descriptions. These symbols are:

    • U-shape
    • Lightbulb
    • Cartwheel
    • V-shape
    • Eye

    The notebook also describes whether the symbols are dotted or solid, which becomes clearer once you start matching them in the game.

    Finding The Five Symbols

    In the marshes, five locations contain torch setups with a symbol beneath each. Activating the correct torch in each spot opens the door in Jova if done correctly. Here’s where to find each one and which torch to activate.

    Tip: These locations are dark, so turn on your flashlight to see better.

    Symbol #1 – Near ON Peacekeepers

    Travel to the southern monument. At the base, stairs lead inside, where you’ll find stranded ON Peacekeepers and a locked Lymbic Door. Opposite the door are the torches. This first symbol is the Lightbulb. You need to activate the Solid Lightbulb—the one on the left with smooth rings around the shape. Light it up to complete this part.

    Symbol #2 – Beneath Pathem Abbey

    Next, head under Pathem Abbey. You can access this only after reaching Act Two, which happens after placing the Keystone of Grief in the Lymbic Forge. When it’s unlocked, find the torches near the area where Jaffer might be present. Here, the symbol is the Cartwheel, and the required torch is the Dotted Cartwheel, located to the right of the exit. Light it to finish this step.

    Symbol #3 – Vigil Training Grounds

    Located northeast of the marshes, near the Hermit and the crash site, these grounds need to be unlocked by solving the Martial Lineage mystery—hit the four pillars in the correct order, counter-clockwise. Inside, find the torches with the U-shape symbol. Activate the Dotted U-shape on the left wall to proceed.

    Symbol #4 – Cave Beneath Observation Post

    This cave is in the marsh outside Jova, near the ON Outpost, and next to the place where you first found the Symbol Research notebook. Although you usually get the password for the gate here as part of the story, you can open it anytime. Inside, find the vault with the V-shape symbol. Activate both v-shaped torches—solid and dotted—located here to continue.

    Symbol #5 – Jova Sewers

    In the sewers under Jova, beneath the locked door and near the initial discovery point, you find the last torches. The final symbol is the Eye, and you need to activate the Solid Eye torch on the left. Doing so triggers a rumble, indicating the symbols are correctly aligned.

    Entering the Door

    Once all five symbols are correctly activated, a rumbling sound confirms the puzzle is solved. Head back to the door—you’ll see it open, revealing plenty of items inside, including the Twin Axes of Grief, the Polearm of Ecstasy, and the Crucible of Fire passive relic.

    With that, the Enlightenment Mystery is complete.

  • How to Find and Defeat Bears in Valheim by Completing and Solving

    How to Find and Defeat Bears in Valheim by Completing and Solving

    Valheim’s Black Forest is a terrain players often approach with caution, as Trolls hide among the trees and Skeletons patrol the area. But there’s another dangerous creature lurking in the underbrush: bears. These animals don’t hunt in packs and can aggressively attack a Viking unprepared, often defeating them quickly if caught off guard.

    Whether you’re gathering resources or just passing through to other biomes, understanding how to spot and deal with bears is vital. Tackling a bear can seem intimidating at first, but with the right tactics and preparation, they’re manageable. Defeating them offers valuable rewards worth the challenge.

    ### How To Find Bears

    Bears can be seen roaming through the Black Forest, appearing during both daytime and nighttime hours. Unlike creatures like Neck or other group-based enemies, bears are solitary animals, so you won’t have to worry about multiple threats attacking at once. Still, their size, power, and aggressive behavior make them a serious danger if you’re not careful.

    > Make sure you approach the forest with gear equipped for a fight; once a bear notices you, it won’t hesitate to attack.

    ### How To Defeat Bears

    Once engaged, bears rely on brute strength and follow a predictable attack pattern. They will sometimes charge up, lunge forward, and swing massive paws at their target. If their attack hits, it can cause significant damage, but their movements are deliberate enough that you can counter them. If they miss their attack, they typically pause briefly to recover, which is your chance to strike.

    Defeating a bear depends on patience. Using a shield to block their swings can stagger them, creating an opening to land heavy blows. Alternatively, if you prefer to stay defensive, dodging their lunges by rolling away works well. The key is not to overcommit; land a few hits during their recovery phase, then retreat. Repeating this cycle will gradually drain their health until they fall.

    > Patience and careful timing are essential to defeating a bear without taking too much damage.

    ### What Do Bears Drop?

    Bears leave behind three main items:

    – Bear Hide
    – Bear Trophy
    – Bear Paw

    These materials are useful for crafting armor, weapons, and decorative furniture. Additionally, bears can drop Bear Meat, which is a valuable food item that restores a large amount of health when consumed.

  • Achieving Fine Pins in Hollow Knight: Silksong Through Completing and Solving

    Achieving Fine Pins in Hollow Knight: Silksong Through Completing and Solving

    Beyond the main storyline of Hollow Knight: Silksong, there are many hidden areas and secret spots that contain rare items. You can discover some of these through side quests called wishes, but some wishes require grinding in specific zones.

    One such wish is called Fine Pins. It spans the Choral Chambers area, but there’s an easy way to complete it if you know what enemies to look for.

    How to Get the Fine Pins Wish

    If you’re after an easy wish that rewards you with a lot of Rosaries, Fine Pins is perfect. However, you’ll need to progress pretty far in the game first. To start this quest, you first have to unlock the Choral Chambers. This requires defeating the Last Judge boss and then proceeding through the Underworks.

    Once you return to the Choral Chambers, head to the right side of the biome and climb upwards to find the next boss fight. Before entering the fight, clear the silk around the bell in the top right section of the biome. Doing this unlocks the Songclave area.

    Tip: Clearing the silk also spawns a bench nearby, giving you a save point.

    After unlocking the Songclave, you can receive the Fine Pins quest from the wish board there.

    Where to Find Fine Pins

    To find Fine Pins, search for two specific enemies in the Choral Chambers area: Reed and Choristor. Both enemies hold a pin in their hands, and they can be found crawling around this zone.

    • The Reed is a flying creature that primarily uses melee attacks but can also throw its pin at you. It can sometimes parry your blows and then counterattack.
    • The Choristor appears more like a knight; it stays on the ground, attacking with both melee and ranged moves. It can also leap at you while spinning to inflict damage.

    If you’re lucky, defeating either of these enemies will cause them to drop a Fine Pin. The item is not guaranteed, but you’ll recognize it when it drops — there will be a bright white glow on the enemy’s body and falling ground particles. Move toward the glow and pick up your shiny new Fine Pin.

    Tip: A good place to farm these enemies is the Grand Bellway, where you can reset them using a nearby bench. Just outside the Bellway, you’ll find a Choristor first, followed by a Reed a little further along.

  • How to Access Vaas’ Office in Hell Is Us: Completing and Solving

    How to Access Vaas’ Office in Hell Is Us: Completing and Solving

    In Hell Is Us, nearly everything is shrouded in mystery. Items may be right in front of you, but you’ll need to search for them yourself, which makes it all the more tough. A simple compass is your only guide, so stay alert, watch, and listen closely at all times.

    There are also literal puzzles—quests that are caused by mysteries you have to solve alone. For example, trying to find the right alcohol to bribe a drunk soldier into letting you into his boss’s office, which could be full of loot and evidence.

    Starting the Captain’s Office Mystery

    Your first real task is to find Jova and its Blacksmith, the only person you’re connected with there. But when you go back to Jova, you find it’s been taken over by the Asterian Armed Forces who have slaughtered the village. They’ve pushed out or killed all the Palomists living there. Captain Vaas is overseeing everything.

    Vaas has a locked office at the entrance of Jova guarded tightly. Through the windows, you can’t help but wonder what’s inside. One of the soldiers, who’s a little drunk, is willing to help. You can find him behind the building. Talking to him, you’ll learn he’s holding the key to Vaas’s spare office, which he shares openly. However, if you want the key, you’ll need to offer him something first—some locally brewed Cynon Mead, ironically made by the Palomists they recently killed.

    Finding your first bottle of mead

    There’s a bottle of Cynon Mead waiting for you in Jova, slightly to the east. Head toward the back of the village, near the soldiers posted at the fence by the Lymbic Entities. You’ll find another building surrounded by guards. Climb to the second floor from outside to get inside.

    Downstairs, you’ll see another family slaughtered by the forces, and there, in the fridge, lies the Nearly Empty Bottle of Mead. Grab it and take it back to the drunk soldier near Vaas’s office.

    He’s glad for the effort but isn’t going to get drunk on a nearly empty bottle. You’ve satisfied him—for now. But he’ll want a full bottle before giving you the key. To get a full bottle, you’ll need to progress further in the story.

    Finding a full bottle of mead

    In Jova, there are two important characters: Jaffer, a priest of Pathem Abbey, and his niece, Rebecca. Jaffer is familiar with Cynon Mead, but there’s none left in Jova, as Pathem Abbey is locked by Vaas’s soldiers.

    Help Jaffer and Rebecca however you can, and keep Jaffer informed about Rebecca. After that, you should advance to Act Two by placing the Keystone of Grief in its pedestal at the Lymbic Forge beneath Lake Cynon. Doing this moves the story forward and opens up new locations.

    When you return to Acasa Marshes, you’ll find Vaas, many soldiers, and Jaffer have left Jova for Pathem Abbey, taking Jaffer with them. Vaas released Lymbic Entities which killed him and his troops.

    Talk with Jaffer when you find him, as he’ll give you the next destination, progressing his personal story. Although you could head straight to Lake Cynon, it’s best to first get the Keystone of Ecstasy to keep the story on track.

    After acquiring the Keystone, head back to Lake Cynon and visit the previously empty houses by the lake. You’ll find Jaffer and Rebecca have moved here after fleeing Jova. Talk to them and see how they’re doing, along with other characters who moved here, such as the dog and the woman from the “Love Thy Neighbor” quest, both from Jova.

    Near Jaffer, among the casks, there’s a yellow sparkle hiding the Full Bottle of Mead. With it in your possession, you can finally return to the drunk soldier in Jova—one of the few soldiers remaining who didn’t leave for Pathem Abbey.

    Getting into Vaas’s office

    The soldier will recognize the full bottle of mead. Give it to him to thank him and receive the Key to Jova’s Office in return. But you can’t just walk in—Vaas’s office is still protected, and the soldiers won’t leave you unguarded.

    Following a tip from the soldier, climb the ladder to the roof, then drop down onto the balcony. Use the key to open the door from there. This is your way into Vaas’s office.

    Inside Vaas’s office

    Once inside, you’ll find several items:

    • Recording – Vaas’ Plan: Reveals his true motives—stealing loot to leave Hadea wealthy.
    • Prison Manifest Research: Lists civilians held in labor camps across Hadea.
    • Collar of Grief – Bargaining: A defensive item that restores health using Lymbic Energy.
    • Sabinian Cap: Left behind by Vaas, but probably not worth keeping if you dislike him.

    Collecting all these items marks the completion of The Captain’s Office Mystery and provides some useful loot.

  • Where To Find Metformin and Satellite Radio in Hell Is Us: Completing and Solving

    Where To Find Metformin and Satellite Radio in Hell Is Us: Completing and Solving

    There are many secrets in Hell Is Us, and you’ll only uncover them if you take the time to explore on your own. Without a map or a quest log, you’ll need to search your notes to figure things out. You’re not the only one lost in Hadea.

    When you first enter the Acasa Marshes, everything will seem much smaller, and even a space like this can feel enormous without proper markers or maps. Trapped here are some ON Peacekeepers, surrounded by Lymbic Entities, exhausted and unable to call for help or return to base.

    How to Start the Waylaid Good Deed

    While the Good Deed won’t show progress directly, it’s the first sign that you need to do something. This is one of the earliest Good Deeds you can find, but it requires completing a large part of the game’s story to finish. It’s a good idea to start early.

    Once inside Acasa Marshes, head south using your compass for guidance. Be careful, as there will be many enemies and narrow bridges that can cause you to fall into the water and die easily. Moving slowly is wise. Alternatively, follow the main road along Jova to reach your destination more safely.

    As you go south, you’ll see a tall tower in the distance. At its base, there are small steps leading underground. Follow these down to find two stranded ON Peacekeepers, along with some other items that might catch your attention.

    There is a locked Lymbic Door here, part of the “Lymbic Door – Acasa, Western Monument” mystery, and opposite it, a sconce on the wall is linked to the “Enlightenment” mystery.

    Talk to the two Peacekeepers, Typhon and Roho. They got separated from their unit and couldn’t escape because of all the Lymbic Entities. To make things worse, Typhon has run out of Metformin medicine, and Roho’s radio is broken, so he can’t call for help. Things look grim for them.

    Right now, there’s nothing you can do to help. Beating the nearby enemies won’t help much either. You’ll need to wait until you progress further in the story, so for now, leave them be—they’re safe enough.

    Finding the Supplies for the ON Peacekeepers

    Both Typhon and Roho need items, and giving them these will complete the Good Deed. However, their items are in separate locations, and time is partly critical. You’ll need to make strategic choices about where to go to help them both.

    Once you pick up either item, the Waylaid Good Deed will activate.

    Getting the Metformin Pills

    Typhon isn’t specific about where to find more Metformin. The sensible guess would be somewhere with medicine, but there’s no obvious location nearby. Instead, you should make your way to Talju, which has a pharmacy—though reaching it isn’t straightforward.

    In Talju, most people are gathered at City Hall, with some survivors scattered around. The pharmacy, marked by a neon green sign, is close to City Hall, but its front door is blocked. To get in, enter through the back. First, find the pharmacy key, which is located on a small walkway above town, marked by a glowing yellow sparkle. After obtaining it, go to City Hall.

    Speak with Caspian there, who asks you to find his son. You can find him near the school in the northwest part of the map. Once you locate the boy, return to City Hall so Caspian can give you the key to the parking lot, filled with Lymbic Entities. After defeating all enemies there, Caspian and other survivors will leave Talju in their parked ON vehicle, blocking the pharmacy’s back entrance.

    Remember: Before entering the parking lot, give flares to all survivors. When the lot is cleared, they’ll automatically leave, and failing to rescue all four would cause the “Light In The Dark” Good Deed to fail.

    Use the pharmacy key to unlock the back door and find the Pill Bottle labeled Metformin inside. You can deliver it now or wait until you also have the radio.

    Acquiring a Satellite Radio

    Next, you need to get Roho’s Satellite Radio, which involves less work than the Metformin but still requires some exploration. Head to the Lethe Ministry of Cultural Primacy.

    Inside, you’ll see ON Peacekeepers attacking citizens and massacring staff. Many dead Peacekeepers are also inside. Before entering, pick up the nearby Keycard – Ministry, which is necessary to open a door inside the building. Use the keycard to get through the door, where you’ll find the Satellite Radio on a dead Peacekeeper.

    Tip: Before you go inside, give the Woman’s Clothing item to the Peacekeeper trapped inside. If you don’t, she will die the next time you visit this area.

    Returning Supplies to the ON Peacekeepers

    With both the Metformin and the Satellite Radio, return to the trapped Peacekeepers in Acasa. Give Typhon the medication and Roho the radio. Although they’re still in a dangerous situation, they’re now in a safer position and have a better chance of returning to Jova.

    Progressing further in the story can change some outcomes. If you gather all three Keystones before saving these Peacekeepers, they will die — so it’s better to rescue them first. If you save them beforehand, they will eventually make it back to their commander, Zhao, at the small ON Outpost outside Jova.

    You can also return to Gildas in the Watcher’s Nest in Vyssa Hills afterward to earn a proper reward.

  • How to open the Senedra Forest locked door in Hell Is Us by completing and solving

    How to open the Senedra Forest locked door in Hell Is Us by completing and solving

    Hell Is Us makes several daring decisions, such as depicting the brutal and unforgiving realities of war. One of the most important gameplay choices is leaving most of the discovery and exploration up to you. There are no quest markers or maps—just notes and your instincts guide you.

    Early in the game, you’ll come across the Forlorn Fate Good Deed mission. In this task, two people are trapped and locked in, with no obvious way to free them. Since people can’t stay locked up forever, you need to find the key quickly, which involves a lot of traveling.

    ### How to Start the Forlorn Fate Good Deed

    After entering the trenches in Senedra Forest, you can explore different locations, including the area near the cave’s entrance. Instead, follow the trenches until you’re walking above them, heading east. Along the way, defeat the Lymbic Entities, and you’ll encounter smaller sections of trenches that are cut off from the main ones. Proceed down these trenches to find a small room with a locked door, similar to the one in the earlier ruins from the Secrets of the Ram Mystery.

    The doors are locked, and inside, you’ll hear someone calling out for help. Though you can’t respond, they will share information. They were locked in by someone helping them, but that person took the key with them. They fled back to Talju to find a map they had forgotten, and they are part of the Vanderlyn group. For now, that’s all you know, and it will be a while before you can do anything about it. So for now, just leave them be.

    ### Where to Find the Map for the Locked Door

    To open this door later, you need to reach Talju, which becomes accessible after progressing far enough in the story. After you go beneath Lake Cynon to the Lymbic Forge and place the Keystone of Grief, you’ll start Act Two. This unlocks exploration of Hadea and allows you to find the remaining Keystones.

    Head to Talju to find a mechanic named Boru Joven in the garage area. Talk to him to get a map of the town, which makes navigating much easier. Equip this map to your quick slots, and you’ll see the Vanderlyn Trust offices marked on the southwest side. This is your destination.

    Make your way there, fighting enemies and unlocking shortcuts. Inside the building, you’ll discover the Symbol – Flame, which is used to open the locked door back in Senedra Forest, as well as the Map – Senedra Forest. Both are located in the same area, so no extra searching is needed.

    With these items, you can leave Talju and return to the locked door in Senedra Forest, using the Symbol – Flame to open it.

    ### Returning the Map and the Key

    Once you have the map and key, go back to the door and insert the Symbol – Flame to unlock it. Inside are two survivors, relieved to be freed. They mention they are not from here and are unsure how to navigate the mountains south of Hadea without their guide.

    Fortunately, you found the map they were seeking in the Vanderlyn Trust building. Offer it to one of them in exchange for their thanks, the Cufflinks Research Item, and complete the Forlorn Fate Good Deed.

    ### Changes Based on Story Progress

    As you progress through the story, the survivors’ desperation increases. The more Keystones you’ve collected and placed, the more distressed they become, crying out for help when you approach the door. If you gather all Keystones before freeing them, they will die, and the Good Deed will fail. Make sure to open the door before that happens, as failed Good Deeds don’t count toward your trophies or achievements.

    ### Additional Tips

    – When the survivors mention they don’t know how to pass through the mountains, it’s crucial to give them the map you found. If you skip this step and continue the storyline, they will leave without your help, and you won’t receive any reward or closure. Avoid this by offering the map immediately.

    – After completing the Good Deed, consider returning to Gildas at the Watcher’s Nest in Vyssa Hills for extra rewards.

    ### Note on Rewards

    The rewards you get vary with each Good Deed, but it can be tricky to determine if you’ve submitted multiple ones at once. Pay attention to what you receive for each completed deed.

  • Where To Find And How To Complete The Great Conchflies In Hollow Knight: Silksong

    Where To Find And How To Complete The Great Conchflies In Hollow Knight: Silksong

    Of all the optional fights in Hollow Knight: Silksong, the Great Conchflies stand out as a boss that would fit well into the first game. They’re fun, fair, and a little silly, making them a nice challenge on the summit of the Blasted Steps. You’re more likely to find them by accident than intentionally.

    Even though fighting them is enjoyable, you definitely don’t want to lose. If you do, you’ll have to trek a long way back from the nearest bench—often quite far away. Winning is essential because the reward at stake is worth the effort.

    How to Find the Great Conchflies

    The conchflies are an optional boss that blocks your way to the nail art called Needle Strike. The nail art is taught by the Pinstress on the far west side of the Blasted Steps map, and the Great Conchflies are waiting in the arena before her.

    To get to their arena, climb up the Blasted Steps from the Shellwood area:

    – Head up where possible after entering Shellwood.

    – Use the bench above as a checkpoint.

    – Climb the room west of the bench to enter the central vertical chamber.

    – Exit the chamber at the first left part when you’re halfway up.

    – Jump left across several platforms guarded by smaller conchflies.

    It’s a good idea to grab the map from Shakra in the room east of the vertical chamber on your first climb.

    How to Defeat the Great Conchflies

    The boss fight is simple but requires you to learn just two or possibly three moves. The fight won’t take long to learn once you get the hang of it. To avoid running back and forth between the arena and the bench, it’s best to do these two things:

    1. Study the move table and compare it with a video guide.

    2. Practice dodging projectiles by fighting the smaller conchflies around the area.

    The most common attack they use is Pinburrow, where they turn to point their shells at the wall and drill into it. They disappear and reappear somewhere else in the arena, with dust and shell tips showing where they’ll next strike. Timing your dodges to side-step and avoiding corners is key.

    They also perform Pin Shot: firing a small conch shell that ricochets off walls up to three times before being destroyed on the fourth hit. You can side-step these shells or hit and destroy them to bounce them back at the conchflies. Usually, the other conchfly won’t appear until after the shot has been fired. The firing conchfly then burrows, and they sometimes perform synchronized Pinburrows within a couple of attack cycles.

    The fight is straightforward because the conchflies only have the Pinburrow and Pin Shot attacks, making it easy to understand and counter. Practice and understanding their attack patterns will make it quick to defeat them.

    The main challenge is the long run between the arena and the bench, but the fight itself doesn’t have complex phases. To make things easier, review the move table carefully and practice against the smaller conchflies to handle projectiles better.

    The most frequent attack is Pinburrow, which can appear on either side of the arena, so stay alert at every wall. When dodging, keep your dashes precise and don’t spend too much time in the air, using jumps only when necessary. Setting traps early in the fight can also help, especially using items like Sting Shard paired with the Pollip Pouch for extra effectiveness.

    The other attack is the Pin Shot: a bouncing shell you can side-step or destroy. After firing, one conchfly typically burrows, and both perform synchronized Pinburrows in quick succession.

    Keep facing the two flies, defeating at least one to make the boss retreat. There’s no reward for defeating the boss here unless you continue further left in this area to meet the Pinstress for the hidden nail art. Be cautious with the platforming to the left, as it involves strong winds and sand worms that double damage. If your health is low or you’re nervous about platforming, it’s wise to lure some small conchflies to the right to fight for silk before proceeding.

  • How to Defeat Trobbio in Hollow Knight: Silksong by Completing and Solving

    How to Defeat Trobbio in Hollow Knight: Silksong by Completing and Solving

    As you explore the vast biomes across Pharloom in Hollow Knight: Silksong, you’ll encounter many tough challenges, including dangerous creatures and tricky jumping sections. The hardest moments often come after clearing an area and facing the main boss at the end.

    Trobbio is one of these bosses. Compared to others, this fight might feel a bit easier because its attack pattern stays the same through all phases. Still, you need to be careful about where you step.

    Where to Find Trobbio

    Trobbio can be found in the Whispering Vaults. To get there, you first need to climb on the right side of the Choral Chambers after defeating the Underworks area. While doing this, you’ll pass through a small stage area blocked on the right. This is the Trobbio fight spot. But to reach it, you must enter the Cogwork Core after defeating the Cogwork Dancers, then enter the Whispering Vaults from there. The stage where the fight begins is located in the bottom left corner of the Vaults.

    How to Beat Trobbio

    Trobbio is an interesting boss because it’s teased earlier in the game, but you won’t face it until much later. The fight takes place in a single phase, which is pretty unusual for a boss so far into the game. Even though Trobbio gets stunned after several attacks, it doesn’t gain new moves—just an animation change and a roar later in the fight.

    A key aspect is Trobbio’s ability to go underground. During the battle, you’ll see floors that pop up, and Trobbio moves beneath them. You can track its movement by watching these floors. It reappears where the floors stop moving or performs a move called the Smoke Attack. Here are the main attacks you’ll need to recognize:

    Attack Wind-Up Tells & Description How to Counter
    Smoke Attack Trobbio throws three bombs that release smoke either horizontally or vertically after a short delay. Dodge around since the bombs usually won’t hit you. If hit, they’ll cause damage. You can also hit the bombs to send them back.
    Fireworks Attack Before this, Trobbio jumps and makes a loud fireworks noise. Circular spots appear on the field, then explode when filled. Stay in the clear zones without fireworks or try to jump into the air to avoid damage.
    Tornado Attack Trobbio moves to a corner, then charges with a tornado around it, launching tornadoes in horizontal and diagonal directions. This attack is tough to dodge. Jump to avoid the first, and learn the tornado paths to dodge the second.

    When Trobbio roars and shifts into the second phase, it will launch smoke bombs underground just before spawning. It always reappears from the last smoke bomb.

    Tips for the Fight

    After defeating bosses like Widow, Cogwork Dancers, and the Last Judge, this encounter becomes more straightforward. Focus mainly on dodging because many attacks limit your movement. You can find easy openings to hit Trobbio during the Smoke Attack. During the Tornado Attack, downward strikes work well since Trobbio passes through your position.

    Trobbio moves around unpredictably, so avoid using dashes too much, as this might cause you to get hit. Patience and careful observation are key.

  • How To Defeat The Cogwork Dancers in Hollow Knight: Silksong by Completing and Solving

    How To Defeat The Cogwork Dancers in Hollow Knight: Silksong by Completing and Solving

    The world of Hollow Knight: Silksong is filled with dangerous creatures trying to prevent your progress toward the Citadel. Among these enemies, some stand out because they have unique move sets, known as the main bosses.

    As you travel to the Citadel, you’ll encounter many bosses, with the first being the Cogwork Dancers after you enter the area. These bosses follow a straightforward pattern that you can learn to avoid, but staying patient is key.

    Where to Find the Cogwork Dancers

    To reach the Cogwork Dancers, first enter the Citadel after defeating the Last Judge in Blasted Steps. Just after entering, you’ll need to go through the Underworks, where you’ll face many enemies. Once past it and back in Coral Chambers, head to the top right edge until you reach Songclave. Activate the dormant shrine there. From the bench in Songclave, take the top left exit and navigate the corridor guarded by elite guards. Defeat three guards to open the door to the boss fight room.

    Every time you lose, you’ll need to defeat the three guards again to access the boss room.

    Phase One of the Cogwork Dancers

    The first phase has the bosses charging their attacks simultaneously, dashing in their fixed directions. Their moves involve shining a beam of light towards a target direction and then charging in that direction. If they charge in the air, they simply reach the destination and stop. If they charge to the ground, they stomp in a small area.

    In this phase, the attacks are slow, and you can typically hit them two or three times after each charge. Position yourself close to the boss that will land on the ground after its charge, but keep your distance to avoid stomps.

    Attack Patterns

    • Attack 1: Both dancers dash simultaneously in different directions—either up, down, left, or right.
    • Attack 2: One dancer moves to the middle top and then charges down or sideways; the other moves to the middle sides, charging in the opposite direction.
    • Attack 3: Dancers are diagonally opposite, moving towards each other’s starting points.
    • Attack 4: Both dancers are on the ground on one side, with one charging horizontally and the other bowing.

    Learning these patterns helps you know where to go and when to dodge.

    Phase Two: Increased Speed

    After enough damage, the dancers reset to their slots with cogs turning behind them. The second phase starts, where attacks occur roughly twice as fast, giving you less time to react. The attack patterns are similar, but with shorter charge times, requiring quicker responses.

    Phase Three: Alternating Attacks

    Once the health drops further, the bosses attack separately rather than together. The right dancer charges first, followed by the left one a second later. Attack frequency remains similar to the second phase but feels less intense because they alternate. This phase is simpler—focus on avoiding their attacks and staying safe rather than predicting combined moves.

    Final Phase: A Sad Ending

    When you defeat one dancer, the other tries to continue attacking but less frequently. Its attacks are less aggressive and easier to avoid. After a few more attempts, the second dancer also falls, concluding the fight.

    Mastering these attack patterns and phases is essential for defeating the Cogwork Dancers and progressing in Hollow Knight: Silksong.

  • How to Find All Three Plasmium by Completing and Solving in Hollow Knight: Silksong

    How to Find All Three Plasmium by Completing and Solving in Hollow Knight: Silksong

    The Wormways in Hollow Knight: Silksong are not safe places to linger—they are crumbling and filled with danger. However, daring explorers who risk their silk might unlock secrets to longer life by discovering the mysterious substance called plasmium.

    If you encounter the Alchemist inside the tight tunnels of the Wormways, he will consider you his assistant in studying this strange material. With the proper tools, you can harvest the blue liquid similar to Lifeblood and gain the power it offers.

    How to Start the Alchemist’s Assistant Quest

    To talk with the Alchemist and start this quest, you must have unlocked the Wormways. That requires the Simple Key, which you can find in one of two places:

    • Purchased from Pebb for 500 Rosary
    • Dropped by a tough enemy at the top of Sinner’s Road

    The first method is usually quicker, but either method works. Once you have the key, use it to open the Wormways door at the top left part of the Mosslands.

    Note: If you’ve already reached Sinner’s Road before getting the key, it’s better to cross through Shellwood and enter from the top Wormways entrance instead of wasting the key.

    Once inside, the Alchemist is located at the top center of the map. To reach him, you need the Cling Grip ability, which requires defeating Sister Splinter in Shellwood and claiming Cling Grip from the Herrah statue at the top of Shellwood.

    Getting the Cling Grip

    If you don’t have Cling Grip yet:

    1. Go to Shellwood
    2. Defeat Sister Splinter
    3. Claim Cling Grip from the Herrah statue

    With Cling Grip, you can climb walls to reach the Alchemist.

    Tip: It’s best to wait until you’ve saved the residents of Bellhart to get the Needolin ability. This gives you deeper insight into your quest and makes the journey more rewarding.

    Inside the Wormways and Finding the Plasmium

    Once inside, head to the top middle of the area where the Alchemist is. From there, descend into the main Wormways area, taking a slight left past the falling worms, climbing a small hill, and then floating down toward a blue light to find a hidden alcove containing plasmium.

    There are three plasmium deposits:

    • Two are located at the bottom of the Wormways
    • The third is along the way to the lower depths

    Each plasmium looks like a bright blue flower filled with liquid. To collect it, use your trap button and hold it down until the vial charges, then release to absorb the plasmium.

    Where to Find Each Plasmium

    1. First Plasmium
      This one is closest to the Alchemist but less obvious. After leaving his room, go down into the main Wormways, then:
    • Take a slight left, drop past the worms
    • Climb a small hill on the left
    • Float down toward a blue light and alcove on the right, where the plasmium is nestled
    1. Second Plasmium
      From the Alchemist’s room, go downward through two rooms, staying to the right. Navigate through dark corridors, and when moss appears, head right. Follow the blue light to find the plasmium hidden in moss.

    2. Third Plasmium
      From the second deposit, aim for the bottom left. Head up and left, avoiding falling worms, go through a narrow entrance, dash across a room with worms, and descend a wall. Break the false wall on your left to reach the final plasmium, which is tucked into a shadowy alcove at the bottom.

    Note: Exploring the area thoroughly is recommended, as a deceased pilgrim with a Memory Locket is hidden here.

    Bonus: Finding the Last Assistant

    From the third plasmium, jump across spikes to a ledge. Behind a shadowed breakable wall on the left, you’ll find a large chamber containing the previous assistant of the Alchemist, now overgrown with plasmium or lifeblood—no reward is given, but talking to this assistant unlocks special dialogue with Zylotol.

    Rewards for Completing This Task

    Returning the plasmium to Zylotol grants you a new charm: the Plasmium Vial. This trap item, when used, temporarily grants a blue mask of health. It doesn’t consume scrap, holds 20 charges, and can be used up to three times per rest. Although masks disappear when resting at a bench, its utility in tight situations makes it invaluable.

    Special Effect: If you have the Pollip Pouch charm equipped, the Plasmium Vial will instead grant a purple mask, which bursts into venom when it expires, damaging nearby enemies—adding a strategic twist to its use.

  • How to Gather Crawbug Ragpelts in Hollow Knight: Solving and Completing

    How to Gather Crawbug Ragpelts in Hollow Knight: Solving and Completing

    Crawbugs are among the most frustrating enemies early in Hollow Knight: Silksong. It’s understandable that the owner of the Halfway House asked us to help get rid of them. In Crawbug Clearing, your task is to collect supplies needed to put an end to these unwanted pests at the tavern.

    Fortunately, Crawbugs are plentiful in Greymoor. Finding them won’t be difficult, but battling enough of them to build a large enough scarecrow to scare these pests away is quite challenging. Going solo against swarms can quickly become overwhelming, but there’s a simple trick that makes it easier.

    How to Start the Crawbug Clearing Mission

    Clearing Crawbugs is one of the first quests available at the Bellhart board. To unlock it, you must have freed Bellhart from a possession. Once the quest appears, take it from the Wish Board and read the details. Then:

    • Head to the Halfway House in Greymoor.
    • Talk to Creige about the Crawbug problem.

    Creige will ask you to defeat Crawbugs to help craft a scarecrow. You’ll need 25 Ragpelts, which is a tall order.

    How to Collect Ragpelts Quickly

    The key to this quest is that you don’t have to fight only normal craws. Any bird creature in Greymoor will drop Ragpelts. Larger creatures tend to drop more Ragpelts, making them more efficient targets.

    There are two other Crawbug species to look for:

    Species Description
    Squatcraw Throws golden pins shaped like tripods.
    Tallcraw Has a long cane and prefers diving and thrusting attacks.

    Each of these drops about four Ragpelts on average, while standard Crawbugs only drop one.

    Fastest Way to Gather Ragpelts

    The quickest route is to go directly from the Halfway House, heading past the Greymoor-Far Fields exit toward Craw Lake—the large dome area on the map. If you haven’t already, take on the Craw House challenge:

    • Enter the dome on the far right of the map.
    • Proceed into the top right room.
    • Defeat the waves of Crawbug enemies.

    If you’ve completed the challenge before, simply running between Craw Lake and the Halfway House should give you enough Ragpelts to meet your quota.

    Sometimes, a few Crawbugs still spawn near the Halfway House. Exiting and re-entering the exterior room will cause them to respawn, helping you reach 25 Ragpelts faster.

    Additional Tips and Details

    The fastest way to reach your 25 Ragpelt goal is to start right from the Halfway House and make your way toward Craw Lake. Crops like the Craw House challenge can be very useful, and running back and forth in that area ensures consistent drops.

    You can also leave the area momentarily and re-enter the exterior of the Halfway House to respawn Crawbugs, ensuring a steady supply of Ragpelts.

    Completing the Quest

    Once you’ve collected 25 Ragpelts, deliver them to Creige. This will reward you with two significant benefits:

    1. A massive Craw — called a Scarecraw — will appear on top of the Halfway House after your next rest. This giant Craw prevents the Craw on top of the house from spawning again.
    2. You’ll receive an upgraded Crafting Kit, which increases the damage of all your traps by one level.

    This makes clearing Crawbugs easier in the future and is a worthwhile reward for defeating some birds in Greymoor.

  • Expanding the Bellhart Shop in Hollow Knight: Silksong Through Completing and Solving

    Expanding the Bellhart Shop in Hollow Knight: Silksong Through Completing and Solving

    Shops in Hollow Knight: Silksong are among the most important places to visit. The one in Bellhart is especially vital for your progress, as it helps you prepare for the climb to the top. When you free Bellhart, the shop becomes accessible, but don’t expect much at first.

    After saving the town from its enemies and fate, the store opens with very limited stock. It turns out the shopkeeper ate most of his supplies. A courier is supposed to restock the store, but he seems to be lost or confused. To make full use of the shop, you’ll need to find this courier.

    How to Restock the Bellhart Store

    The store starts with only a few items available:

    • Memory Locket: 330 Rosary – Increases your memory slots
    • Rosary Necklace: 140 Rosary – Safeguards 120 Rosary for later use

    To get more items, you need to find the courier who didn’t make it to Bellhart. Before that, accept the related Wish on the nearby Wishboard called “The Missing Courier.”

    Once the quest begins, you can locate Tipp, the courier. Tracking him will reveal new items in the store, such as:

    • Multibinder: 800 Rosary – Heals more masks but takes longer to activate
    • Spool Fragment: 270 Rosary – Increases how much Silk you can carry
    • Shard Bundle: 50 Rosary – Grants an extra 80 Shards in emergencies

    How to Find the Courier

    Start the quest by talking briefly to Frey, the Bellhart shopkeeper. Frey will tell you that the courier was last seen in Shellwood. Travel west of Bellhart into Shellwood and follow the bottom path. You’ll eventually pick up the courier’s scent, guiding you to the west Shellwood bench.

    If you haven’t opened the gate beyond the west Shellwood bench, the best route is to go north, drop into the Mosslands from the Blasted Steps (up and left). Otherwise, you’ll need to buy a Simple Key from Pebb in Bone Bottom and complete the Wormways first.

    After following the trail, you’ll reach the top of the Mosslands. Cross the large chasm but don’t enter the Wormways. Instead, look two ledges down, where Tipp is being attacked by enemies. Defeat the enemies before talking to Tipp. After exhausting his dialogue, he will return safely to Bellhart, which will update Frey’s store with new stock.

    Note: This quest is necessary for the “My Missing Brother” wish. Tipp must be spoken to at Bellhart, located above Frey’s shop on the second floor, for the next quest phase to unlock.