How do you unlock the Wall Jump in Hollow Knight Silksong? Hidden in one of the many deep tunnels that comprise the haunted kingdom of Pharloom is a handy ability that lets you use any sheer wall as a ...
Where do you get the Apostate Key in Silksong? So, you've made it out of The Slab, but you're not satisfied. There are still doors to be opened in the slammer, and you're still missing the final key ...
Nahda Nabiilah is a writer and editor from Indonesia. She has always loved writing and playing games, so one day decided to put the two together. Most of the time, writing gaming guides is a blast for ...
Double Jump in Hollow Knight Silksong is an ability for Hornet that you can obtain during the late-game content. While it is not necessary to beat the game in Act 2, you will need this ability to ...
The Silksong pogo jump is an essential mechanic that you should try to master as early as possible, being both useful for combat and required for some platforming puzzles. It's a returning mechanic ...
There are many initially inaccessible places in Silksong, as you would expect with any Metroidvania worth its salt, with upgrades allowing you to reach these places, and as such, we've explained how ...
Most of us had difficulties in platforming sections in Blasted Sands area of Hollow Knight Silksong due to Sandcarvers dealing a lot of damage. The new patch is set out to deal with that problem. Here ...
The Cling Grip Skill in Hollow Knight: Silksong gives Hornet the ability to double jump on walls, meaning she can traverse some previously unexplored areas and essentially climb vertical walls with ...
Callum is a seasoned gaming managing editor for a number of publications and a gamer who will always try to shine a spotlight on indie games before giving AAA titles the time of day. He loves nothing ...
Hollow Knight: Silksong's double jump is one of the most useful abilities in the entire game; there are numerous moments I can mention in the early game and beyond where it'd be handy to have an extra ...
Double jump is often the moment in a Metroidvania where a game becomes much more open; insurmountable tasks become possible thanks to an extra little hop mid-air, and exploration becomes that much ...