My first journey through Pharloom has come to a closure. I've collected the last missing things for the 100%, completed the Hunter's Journal, gotten all mementos, and then faced the final final boss... very often. Needless to say that this post will contain spoilers for all that, so read at your own risk!
Last time I still had three things to find: a Memory Locket, a Craftmetal, and a Rune Harp. And at this point I had to consider that checking every wall for the third time might not change anything, that I'm dealing with some blind spots, where either I'm completely oblivious to them or I'm being stupid.
And the Craftmetal turned out to be a honest mistake. I needed it for one last tool from the Architect and it was hidden not far from this vendor, in the Cauldron down below. Actually, it wasn't hidden at all, it was at the end of a room where you have to go through a series of lava streams – you can't really miss it.
But when I first went there, I must have retreated out of this room due to low health and then proceeded to the Clawline chamber, only to forgot about the room below afterwards. And when I returned there later on to hunt for the Void Masses, it didn't have any inside and I thought that I had already cleared the room before. It was fully drawn on the map, after all... Happens.
The Memory Locket was much more embarrassing: it was inside Halfway Home all this time! That's a location I've visited dozens of times, but for some reason I had never noticed the ledge above the entrance... And it never occurred to me to thoroughly check the insides of this house for hidden secrets, even though Hollow Knight should have taught me otherwise. So, this was a simple combination of being both blind and dumb.
Ultimately, the missing Rune Harp is something that I had to look up on the internet. I don't believe I would have found this one otherwise... Well, I had the right idea that it might be in one of the Weavenests, because that made the most sense thematically, but I couldn't tell which one nor what I had to do...
It was in Cindril, which is where you can get the Silkspeed Anklets after performing a speed test. Naturally, I tried the speed test a second time with the anklets, but this doesn't make a difference (or it does and I didn't really see it). The trick is to use the Flea Brew on top to gain maximum speed, which will open a secret hatch at the end. But even after reading about this on the wiki and knowing what I had to do here, it took me three times to get this to work.
Well, you can find this out by paying close attention to the number of lights that show up and experimenting, but I salute every player who has discovered this on their own. To me this place was gone and done after I got the Silkspeed Anklets.
It is a cool secret, though, giving you the only glimpse (so far) at the rightmost edge of Pharloom, which shows the same sandblasted wasteland as on the other end. There is also a "map" down here, depicting how Pharloom connects to other lands. You can't really see anything on it, but there seem to be many more.
Now, there still might be some shards hidden somewhere, but with these items I got to the 100% and also collected all the relics. I love how Hornet insists with Scrounge that a reward for the latter would be proper, but only gets told that looking at the completed collection is reward enough. That's the spirit!
But there was one more collection to complete: all the extended journal entries, which first brought me back into the Abyss. With the repaired diving bell you can now go up and down at will. It even offers you a bench for whenever you need it, so that's nice.
This is where I gave the new tool from the Architect a first try, the Sawtooth Circlet, because it felt like a good way to deal with the Gloomsacs, those discount Metroids. But it wasn't really useful for them, because they take too many hits to be taken out with it. The range is nice, but the sound effect whenever you're double jumping gets on my nerves quickly. Plus, it's a blue tool, so there's too much competition.
The Gloomsacs were also the only entry down here that I already had completed. It took three more of their big brethren, which are still annoying, and I had to defeat the Shadow Charger like five more times. And I could only find two of them, one at the bottom left room. Luckily, there is the bench next to the void lake not far from there...
Anyway, with that my journal has now all of Hornet's endless wisdom and I could get the Hunter's Memento from Nuu, as expected, leaving only one memento missing. And I didn't want to give up about that one, since I had already topped two out of the three highscores set by Seth. Only the Flea Dodge was left.
But this didn't really get any better. Unlike with most boss fights or other challenges in this game, there were no further learning curve. While some of the bosses also have some nonsense going on, you can usually tell what you could have done differently to survive. Don't get too greedy, don't move too much, and so on. You slowly get better with each encounter and learn from your mistakes.
Of course, this is also true for the mini-games, even the Flea Dodge to a degree. It's reasonable to master the initial record of 65 seconds, despite its random patterns. However, afterwards it gets so chaotic that you're quickly out of control and there is sometimes simply nothing that you could have done. And even if there is, this insight won't really help you the next time, because you likely won't get into the exact same situation.
I still managed to do it eventually after hours of trying, but only barely. And I'm not able to say with confidence that I could reach such a score again. For the last three or four seconds I just got bounced by the many fleas back and forth, like in a pinball machine, praying that I would not crash down too early...
The most recent patch hasn't changed anything here, but even though I do now have the Guardian's Memento, I still think that the scores for Flea Dodge should be lowered by at least ten seconds to make it more manageable. It's the kind of stuff that makes the thought of completing this game another time less appealing.
But I can die happy, now that my home is full of shiny things... With no procrastination excuse left in the game, it was time to go back to the Abyss and dive even deeper.
Now, it took me a whole whopping 100 hours to complete this game, but keep in mind that I tend to take forever with these type of games, where you have so much to explore and so many secrets to discover. I'm no benchmark here and I didn't try to be. And it probably would have taken 120 hours if I kept searching for that last Rune Harp...
But so far I'm very happy with Hollow Knight: Silksong. Its predecessor already counted as one of my all-time favorites, but this is a step up in almost every aspect. I also found this fun to complete. It is a very tough and challenging game, but there is no Trial of the Fool, Path of Pain or Pantheon of Hallownest to make things truly overwhelming or demotivating. You know, something you never want to play again after you've beaten it. Except for the Flea Dodge mini-game, that one can go drown in void...
Of course, the worst challenges were added to Hollow Knight in its DLCs, especially Godmaster, so this can still happen to Silksong. But as of now I definitely want to play through it a second time, since there are a couple of things that I have missed in my first playthrough. I never experienced the Slab capture sequence, for example, or I missed the Gormand sparring battle, and there is a secret ending to reach at the end of Act 2, which will pose a true challenge for that boss.
Plus, it will be fun to experiment with the game's non-linearity even more, e.g. by skipping the first Lace fight, which is definitely possible. Or skipping Moorwing. I'm really looking forward to it, but now I need a break and Hyrule Warriors: Age of Imprisonment is coming out soon.
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