In Hollow Knight, this dynamic is largely flipped on its head: while you can always seek out Cornifer and find a map, you’re by and large swinging in the dark, chancing upon routes, secrets and whatever else it conceals. In this take on exploration, you see things and then likely carve a path there. You can climb a tower or tower-like structure, survey the area, and whether or not it gives you a faint or explicit description of the land, you can see everything laid out before you. In a game like Breath of the Wild or even a modern Ubisoft game, exploration has taken on a different meaning than what I’m suggesting Hollow Knight does. The most important step is the last one: you need to explore. That requires you buying a quill so that you can bolden those lines and boundaries while building on the foundation he provides. He draws landmarks and teases what may be there, but leaves it up to you to fill it in. First you need to find Cornifer, the map maker and buy his map, which is at best a faint impression of what’s all there in any given area. Because of this, mapping in Hollow Knight is a much more involved process. It’s a style of exploration that harkens back to the days before games even had built-in map systems. While your typical modern Metroid-style game fills in the map as you run through its chambers, you need to purposefully map out the area yourself in Hollow Knight. It’s a longform escape sequence aided by a great mechanical twist: you don’t have a map of the area. Considering that you do literally fall into this area, your appearance there is an unfortunate accident and it’s one you spend the rest of your time there trying to remedy. It’s violence and terror, personified and realized better than most horror I’ve experienced. You hear the constant chitter of the very enemies that might devour you while their silhouettes writhe in the foreground and you navigate its suffocating passageways. It’s one of the deepest and darkest corners of the kingdom of Hallownest, but exploring it is still exhilarating. It can also be first accessed by taking the Tram to Kingdom's Edge and then using Crystal Heart in a passage northwest of the Hive to end up near Isma's Grove.Nothing quite beats how insufferably oppressive Deepnest is. The hatch can be opened using a Simple Key. The main way to access the Royal Waterways is through a hatch located in the room next to Fountain Square. With the kingdom's ruin, Flukes established a colony in the depths of the waterways and populated the area along with other creatures. All trash carried by the water eventually ends up in the Junk Pit. However, the incessant rain in the city above has washed the pipes clean. The waterways' pipes were built to carry away the capital's waste. In the centre of this side is a shortcut to the City of Tears. On the eastern side, Isma's Grove is located, where Isma's Tear can be obtained. Furthermore, the bosses Dung Defender, White Defender, and Flukemarm can be found on this side too. This side also contains the Junk Pit, where the Godseeker is located. On the western side, the NPCs Tuk and Fluke Hermit can be found. The east part shares many traits with the west but also features acid pools and plant overgrowth. The area is divided into two sections by a broken lift shaft. Several rooms in the waterways are littered with piles of trash. Many areas in the Waterways are flooded by the water constantly dripping from above, originating from the rain in the City of Tears (and ultimately from the Blue Lake).
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