In order to cross, you'll have to pogo off the Garpede while it moves. Once you've arrived, you'll notice that you'll be standing on the edge of the surface and that you'll have to cross to make it to the other side. Another point of interest that you can find is the Ancient Tramway, and in order for you to reach it, you'll have to go through the narrow passageways and try to head southeast until you reach the entrance leading to the tram.įor now, you can ignore that and try to make your way to the northwestern side of the section until you reach a section you can jump up to. So for now, head back up into the previous section where the Garpedes are.
This path leads to the Sharp Shadow charm but can only be crossed if you've upgraded the Mothwing Cloak ability into the Shade Cloak. Continue sliding down the wall and then dash through the opening to your right to find a path that is being blocked by a stream of void. From here, you can dash to your left to find a secret room containing a corpse of a Garpede, inspecting it will allow you to add details regarding the enemy in the Hunter's Journal. Upon entering the narrow passageways, head east until you reach an opening that you can drop down into. Before acquiring the Vessel Fragment, you'll want to take a detour and further explore the area. From the bench, to your right you'll be entering a section that has narrow passageways that are filled with Garpede enemies, these creatures are considered as environmental hazards and cannot be killed. Once you've acquired the map, continue going west, around the narrow caverns and then all the way down to find a Hot Spring and a bench for you to use. Now, head left and climb up the first passage you see then continue going to the top-left corner of the room to find Cornifer hiding behind a rock, speak to him to buy a copy of the map for 38 Geo. From here, walk a bit to either the right or left side and the ground will break where you'll respectively find yourself in Deepnest. There are two ways to get into Deepnest, first is through the Mantis Village via the arena of the Mantis Lords and second is dropping down into the area via the Fungal Wastes, it is recommended to enter Deepnest by dropping into the area via the Fungal Wastes where you can acquire 1x Mask Shard. In the exceedingly rare cases where I can think of where something ruined my save, like Skyrim (I turned into a vampire and didn't notice, and the storyline is basically ruined once that happens if you don't have the antidote), I couldn't be bothered to load an old save and would either make a new character/file or stop playing the game entirely.Deepnest Walkthrough Heading into Deepnest I always end up making the backup saves with the idea in my head that they're there if I ever get stuck or if I want to make a different choice, but I don't think I've ever actually gone back and loaded an old save in those scenarios. For long games where losing progress would be really annoying, or maybe even disheartening, I'll usually use three save slots (e.g.: Persona, Skyrim, etc). Also, if the game is one where a scenario of getting stuck, or wanting to backtrack to make different decisions isn't really an issue, then one save is usually fine. If the game automatically generates quick-saves and auto-saves then I'll only use one slot.
Old habits die hard, I guess.ĭepends on the length of the game and what the built-in save system is like.
But otherwise, I tend to put all my faith in that one slot. There are a few notable exceptions - if a game has a bit of a reputation for jankiness, such as Bethesda's open-world RPGs, I'll tend to keep three or four saves on the go, overwriting in rotation so the most recent saves are preserved.
Hollow knight backup save manual#
But still, I find myself sticking to just the one manual save slot on most of the games I play. Of course, these days the ubiquity of auto-save functionality and heaps of internal storage mean that's no longer an issue. Save space was precious back then, especially in the PS1 era - I had a single fifteen-block memory card to save all of my games on, meaning I had to stick to a single save file for each game to maximise the space on my card.
Back then you either had internal save systems on cartridges with very limited saving options, or external memory cards which almost always had very little space and cost a fair bit to own multiples of. I think it's a holdover from the days before consoles had internal hard drives as standard.