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    Silksong Twisted Bud Quest Guide: Remove Parasite and Get Witch Crest
  • O onyx359

    Silksong Twisted Bud Quest Guide: Remove Parasite and Get Witch Crest

    Silksong Twisted Bud guide: find it in Bilewater, give it to Greyroot, survive the parasite curse, and earn a powerful Crest.

    In the sprawling, perilous world of Silksong, few quests are as infamous as the Twisted Bud chain. This seemingly innocuous item, once picked up, sets off a series of events that can leave Hornet infested with a parasite, stripping away her core abilities. But for those who persevere, the reward is a powerful new Crest. Here's everything you need to know about the Twisted Bud, from acquisition to removal.

    Locating the Twisted Bud

    To get the Twisted Bud, players must first reach Bilewater. While it's possible to enter via Sinner's Road early in the game, the recommended route is through the Whispering Vaults, as it drops you practically on top of the item's location.

    Enter the Whispering Vaults and make your way to the far bottom-right corner. Drop down into Bilewater, then go right and drop down again. Immediately go left to enter a dark room filled with twisting vines. The Twisted Bud sits in the top-left corner of this room.

    Upon picking it up, the Twisted Bud begins its incessant screeching. Every time you open the inventory menu, you'll hear it crying, even on other tabs. Highlighting it in your inventory triggers a shriek. It's not immediately obvious what to do with it, let alone how to silence the annoying noise.

    Giving the Bud to Greyroot

    The Twisted Bud is tied to Greyroot, a strange NPC living in a hidden hut on the left side of Shellwood. Before Greyroot will take the Twisted Bud off your hands, you must complete its first quest, the Rite of the Pollip.

    After completing that, talk to Greyroot again. It will ask Hornet to assist in 'the final rite.' Accept the Rite of Rebirth quest and continue through its creepy dialogue. Suddenly, Greyroot lashes out, crushing Hornet as the screen fades to black.

    By accepting the Rite of Rebirth, Hornet becomes cursed with a parasite that removes her ability to heal or equip Tools. This is a major commitment—expect to spend an hour or two completing the chain. However, there's a silver lining: if you finish the game while infested, you'll earn the Cursed achievement.

    Escaping the Chapel of the Witch

    After being infested, mash the attack button to break free from the roots trapping Hornet. She'll find herself in the Chapel of the Witch, but something is wrong—she's now a host to the Twisted Bud parasite, which completely changes her moveset, removes equipped Tools, and disables healing and Silk generation.

    To get rid of the parasite, players must embark on a multi-area quest chain. From the chapel's start point, escape the dungeon, then head left and upward to reach the lower section of Shellwood. Immediately go back to Bellhart and enter the Bellway Station. Look for a breakable wall to the right of the Call spot, then enter it to drop down into the bell tunnels below.

    Go left upon landing and you'll find a pipe with the Bell Hermit inside. This NPC is important for several quests and knows how to remove the parasite. Talk to him to learn about Yarnaby, a surgeon exiled from Bellhart for his experiments.

    Finding Yarnaby

    To find Yarnaby, head to the right of Bellhart to enter Greymoor, then climb upward to reach the top-level rafters. Go left to the top-left corner of Greymoor to find a Locked Bellhome.

    Walk up to it and Call Out—Yarnaby will respond from within. After Hornet explains the situation, he opens the door. Enter his bellhome and talk to him. Eventually, he offers the Infestation Operation quest.

    Pick up Infestation Operation. Yarnaby talks about an upgrade to his extricator to break Hornet's shell open. He needs Steel Spines, and knows two bugs in Sinner's Road who can provide them.

    Acquiring Steel Spines

    From Yarnaby's bellhome, go all the way to the right until you reach the area above the Halfway Home. Unlock the elevator shortcut, then jump over the elevator and continue across until you reach a platform on the other side. Climb up to enter Sinner's Road.

    In Sinner's Road, go all the way to the right of the first room, then go up one floor and look for an entrance on the right side, about midway up the tall room. Make your way to the top-left of this room and use a combination of movement skills to get to the top-right corner. The Clawline ability is incredibly useful here, as is the Faydown Cloak.

    Enter the hut to meet Crull and Benjin. Talk to the duo, and they'll offer to part ways with their collected Steel Spines for 220 Rosaries. Either break a few Rosary Strings in your inventory or go back to Greymoor to farm Rosaries. You can also complete quests to earn large strings of Rosaries.

    The Operation and the Witch Crest

    Purchase the Steel Spines and make your way back to Yarnaby. Give him the spines, and a cutscene begins. Hornet is strapped down to an examination chair as a whirring, terrifying machine slowly advances toward her shell.

    The screen fades to black as we hear Hornet's cries amidst brutal machinery, then the interwoven symbol of the Twisted Bud appears. The Twisted Bud shrieks for the last time, getting louder and brighter until it finally breaks and transforms into the Crest of the Witch.

    With the Witch Crest equipped, Hornet's moveset becomes an improved version of her infested state. She swings a long-range whip, her dash and downward slash hit twice, and most importantly, she regains the ability to heal and generate Silk. When she uses Bind with the Witch Crest equipped, she blasts out tendrils that sap the health of any nearby enemies. If no enemies are around, she cannot heal.

    Step
    Location
    Objective

    1
    Bilewater
    Acquire the Twisted Bud

    2
    Shellwood
    Complete Rite of the Pollip, then Rite of Rebirth

    3
    Chapel of the Witch
    Escape and head to Bellhart

    4
    Bellhart
    Find the Bell Hermit

    5
    Greymoor
    Locate Yarnaby and accept Infestation Operation

    6
    Sinner's Road
    Buy Steel Spines from Crull and Benjin

    7
    Yarnaby's Bellhome
    Undergo the operation and earn the Witch Crest

    The Twisted Bud quest is no walk in the park. It demands patience, skill, and a willingness to temporarily lose Hornet's core abilities. But for those who see it through, the Witch Crest offers a powerful new playstyle. Just remember: if you want the Cursed achievement, finish the game while still infested. Otherwise, cleanse yourself and enjoy your newfound power. 🐛⚔️🏆

    Long sessions spent mastering the Witch Crest’s whip and Bind tendrils can be rough on your gear, especially if your controller’s buttons are starting to feel mushy or your headset has seen better days. If you’re thinking about refreshing your setup before the next boss attempt, DealNest is a handy place to browse current offers across gaming accessories and hardware. You can [compare prices here]( before deciding what’s worth the upgrade.

    https://dealnesthq.com


  • I'm Still Stuck In Greymoor While Silksong Speedrunners Beat It In 77 Minutes
  • O onyx359

    I'm Still Stuck In Greymoor While Silksong Speedrunners Beat It In 77 Minutes

    Hollow Knight: Silksong speedrunning records shattered in 2025 as runners blitzed Pharloom; leaderboards now reveal even faster times.

    It is 2026, and I have a confession: I am not a speedrunner. I am a normal player. I put my trousers on one leg at a time, I panic when a boss does a new move, and I have spent more time in Hollow Knight: Silksong's Greymoor than I care to admit. While I was busy being bullied by wave after wave of annoying birds, other people were beating the entire game in less time than it takes me to make a cup of tea and forget where I put it. What is wrong with me? Apparently, nothing. The consensus is that Silksong is pretty darn good. The only hang-up is that it is a little difficult. A little. Sure. And the sun is a little warm.

    Back in September 2025, one week after its internet-breaking release, the speedrunning scene had already gone feral. The first person to post a sub-two-hour run was Onaku, with a time of 1:46. Then, hours later, they improved it to 1:19. Rival speedrunner BlueSR showed up and beat that with a 1:26, then kept plugging away until they shaved more minutes off and finished Silksong in 1:17. A new world record. And then? That record reportedly lasted just 11 minutes. Eleven minutes! I cannot even decide which bench to sit on in eleven minutes. By the time I typed this sentence, someone had probably already beaten the game while blindfolded, using a dance mat, and holding a conversation about gardening.

    Let me put the early chaos into a table, because tables make my inadequacy feel organized.

    Runner
    Time
    What I was doing

    Onaku
    1:46
    Dying to birds

    Onaku
    1:19
    Dying to different birds

    BlueSR
    1:26
    Staring at a map

    BlueSR
    1:17
    Still dying to birds

    Speedruns are only going to get faster, too. Team Cherry confirmed that Silksong's first big update would make early game bosses Moorwing and Sister Splinter easier to beat. Just imagine how quickly people will finish the game once those changes are applied. Actually, do not imagine it. I am already intimidated enough. If Moorwing becomes less of a wall, the wall becomes a door, and speedrunners are going to kick that door down and sprint through Pharloom like they forgot to turn off the oven.

    It is possible people have beaten Silksong even faster, and we will not know for sure just how quickly people are racing through Pharloom for another few weeks. The speedrun leaderboards for the Hollow Knight sequel opened on September 30, 2025. At that point, players could submit their runs and see how they stack up against some of Silksong's other speedrunners. Now that we are in 2026, those leaderboards are probably a graveyard of my self-esteem. The records from that first week are cute little history exhibits. The current times? I do not want to know. But I also absolutely want to know.

    How do we gauge how far people can go? Look at the original Hollow Knight. Its record runs are almost down to just 30 minutes. According to HowLongToBeat, the first game takes, on average, five hours longer to finish than Silksong. Five hours! That is a whole workday of bug-related suffering. Maybe, by the time people are done, we could see players speeding through the sequel in less than half an hour. Maybe someone will beat it during a lunch break. Maybe someone already has. Maybe the true final boss is the leaderboard itself.

    I am no speedrunner. If you are firmly in the camp of people who are enjoying Silksong but struggling with its difficulty, I am right there with you. I mentioned in the headline that Onaku beat the game in less time than it takes me to beat some of its boss fights, and that is kind of true. I am currently stuck on the bit in Greymoor where you have to beat wave after wave of annoying birds before you can progress. I am fairly certain I have been stuck there for at least two hours. Two hours. That is longer than some people needed to finish the entire game. I have not finished one screen. I have not even finished one bird. The birds are winning. The birds have always been winning.

    So what is taking me so long? I would like to blame the game. I would like to blame the birds. I would like to blame the fact that I keep pressing the wrong button because I am too busy admiring the art. But the truth is simpler: speedrunners are built different. They see a boss and think, ah, a minor inconvenience. I see a boss and think, ah, a new reason to lie down. They memorize frames. I memorize the sound of my own defeat. They optimize routes. I optimize excuses.

    Still, there is hope. Silksong is a great game, even when it is kicking my teeth in. The difficulty is part of the charm, or at least that is what I tell myself while a bird the size of a small horse dive-bombs me for the fourteenth time. If you need me, I will be in Greymoor, practicing the ancient art of not learning from my mistakes. The speedrunners can have their 1:17. I will have my two-hour bird marathon. We are both beating the game, just at very different definitions of beating.

    And hey, maybe one day I will submit my run to the leaderboard. I will call it the comedy category. The judges will laugh. The birds will laugh. I will cry. It will be beautiful. 🐦💀

    There is one small barrier between watching a 1:17 run and attempting your own: you actually have to own the game. If the birds of Greymoor have convinced you to take a breather and finally work through the rest of your backlog, or if you are eyeing a second copy for a friend who keeps insisting they could do better, it helps to know where the prices are lowest. DealNest is the kind of place worth bookmarking for that — it tracks down [cheapest steam keys]( across a huge range of titles, so the money you save can go toward the emotional support snacks you will need for Pharloom.

    Speedrunning is expensive in a different way: it costs time, sleep, and possibly a little sanity. Nobody is asking you to route-optimize your afternoon, but there is no reason to overpay for the privilege of getting dive-bombed by a horse-sized bird. Grab the game at a price that hurts less than the boss fights, settle in, and let the leaderboard stay a hypothetical for now.

    https://dealnesthq.com


  • Silksong's First Patch Nerfed Two Bosses, But Pharloom Still Wants Me Dead
  • O onyx359

    Silksong's First Patch Nerfed Two Bosses, But Pharloom Still Wants Me Dead

    Hollow Knight: Silksong patch 1.0.28497 eases two early bosses, but traps and environmental damage remain the true difficulty.

    I still remember the first time I stepped into Pharloom. It was 2025, the year Hollow Knight: Silksong finally launched, and I thought I was ready. I had beaten Hollow Knight. I had beaten its Pantheons. I had convinced myself that I understood Team Cherry's language of pain. Then a moss-covered brute knocked me into a pit of spikes, and I realized I understood nothing.

    Now, in 2026, the first-ever Silksong patch, version 1.0.28497, is part of the conversation. It arrived on PC through the public beta branch before reaching consoles, and it does something I have mixed feelings about: it slightly reduces the difficulty of two early-game bosses, Moorwing and Sister Splinter. I get why. Silksong is harder than Hollow Knight on the whole, and that reputation has scared some players away. But as someone who has died to Sister Splinter more times than I can count, I do not think the bosses were ever the real problem.

    Bosses Are Hard, But They Are Not Unfair

    Let me be honest: Moorwing and Sister Splinter have killed me more times than I want to admit. I have blamed my controller. I have blamed the screen. I have blamed the phase transitions. But when I finally sat down and studied the fights, I realized that every boss in Silksong has a recognizable attack pattern. The game rarely, if ever, builds combos that feel impossible to escape. It punishes greed, panic, and impatience. It rewards observation, spacing, and the willingness to change your strategy.

    That is the core loop. You make mistakes. You analyze your failures. You learn the tells. You try again. A nerf to two early-game bosses might help new players get past the first wall, and I can accept that. What I did not want was for Team Cherry to sand down the entire game. Fortunately, the patch leaves the most difficult parts of Silksong untouched.

    The Traps Are the True Terror

    The real difficulty of Silksong is not a boss arena. It is the environment. Traps and environmental damage are everywhere, and they do not care about your pride. I have won a thirty-fifth-attempt grudge match against a boss, only to walk into a forgotten pressure plate on the way back and die instantly. It is humiliating in the best possible way.

    Traps come in every shape and size. A delayed pressure plate swings a massive bony scythe down at you. An enemy kidnaps you, steals your gear, and drops you into a late-game area before your time. Bilewater poisons your lungs. Hunter's March turns every spike and pogo jump into a test of nerve. The Slab, a giant prison complex, forces you to navigate without weapons while pressure plates close gates and spawn enemies. The first time I entered that room, I thought the game had broken. Then I learned that the room itself was the weapon. I lured enemies into traps, timed my movements, and turned the prison's cruelty against its guards.

    That is unfair, annoying, and deadly on the first encounter. It is also exactly the kind of innovative design that makes Silksong special. I am glad the first patch did not touch it. Even environmental damage, which some players complain is too high, remains unchanged.

    Pharloom's Economy Is Out of Control

    The other great source of difficulty is the economy. Rosaries are the lifeblood of Pharloom, and the game is very good at taking them away. A single incomplete runback can erase every Rosary you have not yet strung into a necklace. Farming spots exist, but prices are high enough that you actively need to farm, or you will be left behind. Silksong charges you to unlock checkpoints, fast travel stations, and in one case, even the door to a merchant's shop. You spend your last few Rosaries on a crucial unlock, then find yourself too broke to buy anything useful.

    The first patch does tweak this slightly. Courier deliveries, relics, and psalm cylinders now give more Rosaries, and some bench and Bellway prices have been reduced. That helps, but I suspect shop prices will stay high. The economy is part of Silksong's calculated difficulty, and it is not going anywhere.

    Patch 1.0.28497 change
    What I think

    Moorwing and Sister Splinter difficulty reduced
    Helpful for newcomers, but not the real hurdle

    More Rosaries from deliveries, relics, and psalm cylinders
    Welcome, yet still not enough to fix the grind

    Some bench and Bellway prices reduced
    A small mercy in a hostile land

    Traps, environmental damage, and shop prices untouched
    Exactly how I want it

    I Hope Future Patches Keep Pharloom Dangerous

    I do not want Silksong to become easy. Its difficulty can be crushing, but it is also the realization of an uncompromised vision. The game takes you on a journey of its own choosing. It forces you to adapt to combat, traps, and an economy that seems designed to keep you humble. If future patches keep reducing boss difficulty while ignoring the real challenges, I will be disappointed. I am glad the first patch does not address Silksong's biggest difficulty hurdles. I only hope the next patches follow suit.

    For now, I will keep exploring Pharloom. I will keep dying to spikes I forgot about. I will keep farming Rosaries and cursing merchant prices. And I will keep coming back, because Silksong's cruelty is not a flaw. It is the point.

    If anything, Pharloom has made me more conscious of how much real money goes into this hobby. Between base games, DLC, and the occasional indie gem that deserves support, a library can start to feel like its own Rosary grind. I have gotten pickier about what I pay full price for, and I have gotten much better at waiting.

    That is partly why I keep an eye on [where to buy cheap games]( at DealNest whenever something on my wishlist goes quiet for a few months. There is no coupon code for surviving the Hunter's March, but there is usually a discount somewhere for the games you actually want to play next.

    https://dealnesthq.com


  • My Painful Journey Through Silksong's High Halls to the Conductor's Melody
  • O onyx359

    My Painful Journey Through Silksong's High Halls to the Conductor's Melody

    Hollow Knight: Silksong High Halls guide details secrets, Clawline use, and mastering the brutal Conductor's Melody arena.

    As I neared the end of Hollow Knight: Silksong, I found myself chasing the last of the three melodies needed to reach The Cradle. And of course, it was the Conductor's Melody that stood between me and the finale. Getting there meant surviving the High Halls and one of the most brutal enemy wave arenas I've ever faced—harder, in my opinion, than most dedicated boss fights in the game. So here's how I did it.

    Accessing the High Halls

    You reach the High Halls through the Choral Chambers. Exit out the top left side of the map, but don't bother unless you have the Clawline (grappling hook) ability. Trust me, you literally cannot explore this area without it. And if you want all the secrets, I'd also wait until you have the Faydown Cloak (double jump). I learned that the hard way.

    High Halls Walkthrough + Secrets

    After climbing the grappling hooks, you enter an area with a cascading stream running downward. Your goal is to go against the current. Stay out of the water by grappling and avoid enemies. The first foe is a sword-wielding bug called a Maestro with three little minions circling him. Jump attack between their gaps and leap over the minions he throws.

    Next, you enter a room where you can either rise up via a rotating grapple or float down while popping into each room. The bottom room has a shard cluster—nothing special—so head up. You'll meet a floating enemy called a Minister. These are deadly and can deal two masks of damage if you get caught in their flurry. Use ranged tools if you have them, or aggro them, wait for their attack to end, then pogo a few times and repeat.

    At the top, there's an exit that needs double jump. If you have it, check it out—it's a rough platforming sequence where you fight two Ministers while grappling up. Survive and you'll get a Spool Fragment. After that, drop back and head right to ascend further upstream. Fight another Maestro, but when two Ministers pop up, ignore them and gun for the exit on the right.

    This takes you to an area where you can go up or down. Up leads to a chest full of Rosaries, so poke around quickly. Then carefully use your Drifter's Cloak to float down through gaps in the spikes below. Latch onto grapples and hang there to reveal gaps and gradually find a path down. You'll come to a room on the left—head inside.

    Inside, there's a workbench where you can craft the Cogfly Tool if you have Craftmetal. This spawns little minions of your own in battle. It has a high shard cost but is very effective. After that, drop down the running waterfall and jump through to reveal a secret path. It has a shard cluster, but an enemy spawns in a tight space, so skip it if your health is low.

    Head back out to the left and keep floating down. Avoid the enemy outside if you didn't kill them—they won't follow. Once you navigate the spikes, go into the left room to find a Frayed Rosary String in a giant baby stroller. Then head back out and down to find a Ventrica Station (unlock for 80 Rosaries) and a bench. You can also buy a map for 70 Rosaries.

    The only unexplored area is the far end of the hall to your left. There's a shortcut back to the Choral Chamber, and further along is the battle arena from hell that stands between you and the Conductor's Melody. Good luck.

    Preparing for the Conductor's Battle Arena

    You could go in blind, but you'll have a bad time unless you prepare. None of this is essential, but it helps massively. Here's the Crest and Tool setup I used:

    Slot
    Tool
    Why

    Crest
    Crest of the Reaper
    Passively collect silk more consistently → heal more often

    Red
    Weavelight
    Synergy with Reaper for silk generation

    Blue
    Warding Bell
    Safety net when you can't heal

    Yellow
    Scuttlebrace
    Extra maneuverability (interchangeable)

    Yellow
    Ascendant's Grip
    Key for final phase—hang on walls indefinitely

    Yellow
    Threefold Pin
    Great for crowd control each wave

    Yellow
    Cogfly
    Passive damage from safety toward the end

    The Ascendant's Grip is crucial. The mini-bosses can't hit you when you're hanging on the wall, giving you time to regroup and harpoon to safety.

    How to Get the Conductor's Melody (Wave by Wave)

    Okay, let's walk through this hell one wave at a time.

    Wave 1: Envoy + two Reeds

    Take out the flying enemies first by continuously pogoing in the air, then kill the Envoy between charge attacks. You can clear this without touching the ground.

    Wave 2: Two Choristors

    Their thread attack hits for two masks. Pogo when safe, but if they wind up for a stronger attack, dash across the room.

    Wave 3: Reed, Bellbearer, Clawmaiden

    Prioritize the Clawmaiden—it steals your silk and healing. Heal or use a silk skill immediately to avoid waste. Watch for bouncing bells from the Bellbearer.

    Wave 4: Two Ministers

    You know these from the High Halls, but now you have a solid floor. Take your time, carve openings, and don't pogo too much—they're more dangerous in the air. When one dies, a Clawmaiden appears. Use your silk and kill it fast.

    Wave 5: Two Maestro minions

    Focus one and clear it fast while watching for Cogfly attacks from the other side. Then the leftover is easy.

    Mini-Boss 1: Choir Clapper

    This hulking beast has four attacks: a slam that creates a light bubble AOE, a slam that creates a pulsing ground wave, a standard slam, and a jumping slam. The standard slam is most dangerous—harpoon or sprint away immediately. Use walls to avoid the bubble, hop toward them for the ground pulse and get a few hits, and when they jump, dash below and hit from behind. Practice makes perfect.

    Wave 6: Two Reeds + one Bellbearer

    Nothing new. Take the Bellbearer out first to avoid stray bells.

    Wave 7: Two Bellbearers + one Reed

    Same strategy. A Clawmaiden will pop in—kill it as fast as it appears.

    Wave 8: Bellbearer + two Ministers

    Take out the Bellbearer fast, then the Ministers are trivial on the ground.

    Wave 9: Reed + Maestro

    Use your Threefold Pin to kill the Reed fast, then deal with the Cogfly enemy.

    Final Phase: Two mini-bosses together

    This is a nightmare. Spam all your weapon tools immediately, then get to the top of the screen and hang on the wall. Use your grapple hook to reach the safest side, get a few hits, then climb the other wall and repeat. Once you clear one, come down and fight the other like the first mini-boss. Survive this, and you've cleared the arena.

    Easier said than done, but I believe in you. The Conductor's Melody is worth every drop of sweat. 🎮💀

    Boss gauntlets like this one reward patience more than raw reflexes, and the same applies to building a library of challenging action games. If clearing this arena has you itching for the next brutal challenge, or you're just curious what similar titles are going for right now, it helps to know where the discounts are before you commit. DealNest keeps an eye on current pricing across platforms, so you can quickly [check game prices]( and see whether that title on your wishlist has finally dropped.

    Whether you're hunting for a sequel, a similar soulslite, or a completely different genre to cool down with after all that wall-climbing, having a reliable price tracker saves both money and time. Give the arena another shot tomorrow—and let your wallet rest tonight.

    https://dealnesthq.com


  • A Hornet's Guide to Every Simple Key in Silksong
  • O onyx359

    A Hornet's Guide to Every Simple Key in Silksong

    Find every Simple Key location and Simple Lock use in Hollow Knight: Silksong with this concise Pharloom guide.

    I still remember the first time I saw a Simple Lock in Hollow Knight: Silksong. It was a smug little door in the Deep Docks, and I had no key. I had Rosaries, a needle, and a bad attitude, but none of that mattered. What good is a key if you forget where the lock is? And what good is a lock if you never find the key? As of 2026, Pharloom has not gotten any kinder, so I am writing down every Simple Key location and every Simple Lock use I have found, so you do not have to backtrack through a thousand crawling tunnels like I did.

    Simple Keys are single-use, which is why I treat each one like a precious secret. There are only four in the game, and each one opens a specific door. If you waste one, you will feel it. So let us walk through the keys first, then the locks.

    The Four Simple Keys of Pharloom

    Key #
    Location
    Cost or Requirement
    What to Remember

    1
    Bone Bottom
    500 Rosaries
    Buy from Pebb the merchant

    2
    Sinner's Road
    Double jump or clawline
    Top northeastern corner, survive the ambush

    3
    Sands of Karak
    Quick traversal before the path vanishes
    Far east bench, body of a dead bug

    4
    The Wandering Merchant quest
    650 Rosaries
    Find Jubilana, then unlock her at First Shrine

    1. Bone Bottom: Pebb's Price

    The first key is the easiest to understand and the hardest to afford early on. I walked up to Pebb the merchant in Bone Bottom, and he wanted 500 Rosaries. That felt like a fortune when I was still learning how to survive. I farmed, completed wishes, and scraped together the cost. If you are short, do not rush into every locked door you see. Trust me, the key is not going anywhere.

    2. Sinner's Road: The Top-Floor Ambush

    Sinner's Road taught me that vertical exploration is its own kind of horror. The second Simple Key sits in the top northeastern corner. You need the double jump or the clawline to cling to walls and climb to the top. Hit the lever to access the top floor, and then get ready. Hornet is ambushed by a big enemy. I died twice before I learned its rhythm, but defeating it rewards the key. Who would have thought a simple climb could turn into a boss fight?

    3. Sands of Karak: A Dead Bug's Gift

    The third key is a test of speed and nerve. In the Sands of Karak, I had to hit a branch and move quickly before the path disappeared. Once I was far east, I kept going in the same direction until I reached a bench with a body on it. I grabbed the Simple Key from the dead bug. It is grim, but in Pharloom, grim is just another word for Tuesday.

    4. The Wandering Merchant: Jubilana's Final Key

    The last key comes from The Wandering Merchant quest. I found Jubilana, then returned to the First Shrine to unlock her as a merchant. After collecting 650 Rosaries, I bought the Simple Key. It is expensive, but by this point you should have a decent Rosary route. If you do not, hunt down wishes and sell what you can spare.

    Where to Use Every Simple Lock

    Now for the part that actually matters. A key without a lock is just a shiny regret. Here is where I used each one.

    Deep Docks: The Bellway Door

    From the Deep Docks Bellway, head right to the lower door. Attack the lever to go down deeper and enter the path below the Forge Daughter. At the end, there is a locked door that reveals a huge part of the Deep Docks. You can access this area later from Far Fields after acquiring certain abilities, but using the Simple Key here gives you a head start with exploration. I chose the early route, and it paid off.

    Sinner's Road: The Green Prince's Cage

    In the vertical room right next to the bench where Shakra is singing in Sinner's Road, I found the Green Prince imprisoned in a cage. Climb a few cages, then glide down the left to access the Simple Lock. The NPC asks Hornet not to free him, but you have to do it to trigger his quest. Sometimes being a hero means ignoring good advice.

    Wormways: The Alchemist's Assistant and Sharpdart

    Upon accessing Wormways, keep going left while avoiding the falling worms until a door eventually appears. This opens more parts of the area, lets you complete the Alchemist’s Assistant quest, and unlocks the Sharpdart skill. That skill is hidden behind a Needolin door that can only be reached by using the clawline and double jump abilities.

    Sharpdart is worth the trouble. It changes how you move and fight, and it makes some later platforming sections far less cruel.

    High Halls: Rosary Cannon and Pale Rosary Necklace

    The door in High Halls is easily accessed from the station location. Unlock the door and head inside to find an obstacle blocking the path leading up. Destroy and navigate the tunnels while avoiding the deadly wheels until you reach the end. There are two paths available. Head down first to get the Rosary Cannon, then go up to collect a lot of Rosaries and open a chest containing the Pale Rosary Necklace. I went up first once, and I regretted it. Learn from my mistake.

    Final Thoughts

    Simple Keys are not just items. They are choices. Each one forces you to decide which part of Pharloom you want to open early, and which part can wait. In 2026, with more players than ever crawling through Silksong, I still see the same question: where do I use this key? My answer is simple. Use it where it hurts least to wait, and where it helps most to explore now. For me, that meant Deep Docks first, then the Green Prince, then Wormways, and finally High Halls. Your path may differ, but at least now you know where every key hides. Good luck out there, and do not waste your Rosaries on regret.

    If hunting down four Simple Keys taught you anything, it's that patience and a bit of planning stretch your resources further than impulse ever will. The same logic applies to building your library. Most of us have a wishlist full of games we'd happily play right now but not at full price, and waiting for the right moment to buy is its own kind of sequence break — you skip the sting and still get where you wanted to go. That's exactly the problem [cheapest steam keys]( was built to solve, gathering discounted keys from reputable sellers into one place so you're not tab-hopping between storefronts comparing numbers.

    DealNest keeps that comparison quick: browse current listings, check the price against what you'd pay on Steam directly, and buy only when the discount actually justifies it. It won't tell you which metroidvania to play next, but it can make the backlog cheaper to build while you wait for the next patch, DLC, or sale. Think of it as one more lock worth opening early — the only difference is that this one saves you money instead of Rosaries.

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  • How I Triggered the Trail's End Quest in Silksong: A Player's Guide
  • O onyx359

    How I Triggered the Trail's End Quest in Silksong: A Player's Guide

    Trigger Hollow Knight Silksong's Trail's End quest with Shakra in Bilewater and earn the Throwing Ring.

    I still remember the frustration of wandering through Bellhart's Wish Board, staring at empty slots, wondering why Shakra's plea for help never showed up. But after hours of trial and error, I finally triggered the Trail's End quest in Hollow Knight: Silksong — and let me tell you, the reward is absolutely worth it. If you're stuck like I was, here's exactly how I did it, step by step.

    What Is the Trail's End Quest?

    Trail's End is a Wayfarer-type quest, much like the My Missing Brother quest. Shakra, the wandering warrior, is searching for her master, and she asks Hornet — that's you — to meet her in the sewers near the Citadel, also known as Bilewater. Completing it rewards you with Shakra's gratitude and a powerful tool: the Throwing Ring. Sounds simple, right? But triggering it? That's where things get tricky.

    How to Trigger the Quest

    First things first: you need to grab the quest from the Wish Board in Bellhart. Of course, the Bellhart curse must be removed for the board to display any available quests, and you can only pick it up in Act 2. But what if the Trail's End quest just won't appear? I ran into that exact problem. Here's what solved it for me:

    • Locate Shakra and purchase all the map pieces if you haven't already. This is crucial — she won't offer the quest if you haven't bought her maps.

    • Complete the first and second batches of wishes already on the board. The game seems to gate new quests behind your progress.

    • Try acquiring some Melodies, like the Architect's and Vaultkeeper's, after defeating the Cogwork Dancers boss. I grabbed both, and the quest popped up shortly after.

    Meeting Shakra in Bilewater

    Once the quest is active, Shakra asks you to meet her in Bilewater to finally find her master. She can be found under a waterfall in the northeast part of Bilewater, along a path that only unlocks during the Trail's End quest. If you've already obtained the Key of Apostate by climbing Bilewater to reach Putrified Ducts, you're in luck — it's the exact same route. For those who haven't, start from the area's Bellway and go up, then turn right. You'll spot one of Shakra's rings, which Hornet can use to track the warrior's trail.

    Step-by-Step Path (From My Own Playthrough)

    • Head right across the swamp into a long vertical room. Another ring appears here.

    • Use the double jump to go up, and use the vertical platforms to shield Hornet from enemy attacks. Climb higher to the room on the right.

    • Keep going in the same direction until another vertical room appears. Take advantage of the green bulbs and enemies to push yourself up with the clawline skill, landing on the higher left platform.

    • Use the same technique to go up towards the path that unlocks through the Trail's End quest, and cling to the wall.

    • Proceed forward along the path until you reach the waterfall where Shakra is with her master.

    Here's a quick summary table I made for myself:

    Step
    Action
    Tip

    1
    Grab quest from Bellhart Wish Board
    Remove curse first, Act 2 only

    2
    Buy all map pieces from Shakra
    Don't skip this!

    3
    Complete first two wish batches
    Progress gates

    4
    Defeat Cogwork Dancers, get Melodies
    Architect's & Vaultkeeper's

    5
    Follow rings in Bilewater
    Use clawline & double jump

    6
    Reach waterfall, meet Shakra
    Quest complete!

    Why Bother? The Reward

    After all that climbing, jumping, and dodging, you finally reach the waterfall. Shakra is there with her master, and the quest completes. Your reward? The Throwing Ring — a powerful tool that I've been using ever since. It's a game-changer for ranged combat, especially against flying enemies. Was it worth the headache of triggering the quest? Absolutely. 🎉

    Final Thoughts

    Silksong doesn't always make its quest triggers obvious. The Trail's End quest is a perfect example: you need the right map pieces, the right wish progress, and even specific Melodies. But once you know the steps, it's a breeze. So, have you triggered Trail's End yet? If not, what are you waiting for? Grab that quest, head to Bilewater, and give Shakra a hand. Trust me — you'll be glad you did.

    If there's one lesson this quest teaches, it's that a little patience and the right route pay off far better than brute force. That same mindset carries over into how I shop for games now — instead of grabbing the first full-price listing I see, I take a few extra minutes to compare prices and see what's actually discounted before committing. Lately, that habit has led me to [game deals today]( where DealNest rounds up current discounts across a range of platforms so you don't have to sift through a dozen storefronts yourself.

    Whether you're filling the gap between Silksong sessions or finally clearing out your wishlist, it's worth checking what's on offer before you buy. A quick look at DealNest can save you enough to justify picking up that next adventure — no backtracking required.

    https://dealnesthq.com

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