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Silksong’s Last Judge: Route, Boss Fight, and Act 2 Entry

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The Last Judge is less a boss and more a customs officer with a grudge. In Silksong, Hornet reaches the Citadel entrance after clawing through the lower half of Pharloom, talks to a pair of bugs outside the gate, and plays the Needolin to ring the entrance bells. The door stays shut. Instead, an ominous figure rises in the background: the Last Judge, the final test every pilgrim must survive before the Citadel opens its doors. As of 2026, this encounter remains one of the sharpest difficulty spikes in the game—a filter for pilgrims in the fiction and for players in practice. Where the Last Judge Waits The fight sits at the very top of the Blasted Steps, a wind-tortured wasteland connected to Shellwood and located left of Bellhart. Players must cross much of the zone, and the leech pits are not decorative: falling in deals two Masks of damage. The safe rhythm is to reach the Bellway Station in the middle of the zone, then sprint, dash, float, and wall jump through the large, dangerous room directly to the right of the Bench. The Blasted Steps are a wind-scoured obstacle course, like trying to thread a needle while a hurricane argues with your hands. Before the Citadel entrance, in the wide-open room with the bell jump, players should look for a breakable wall on the left side, just before the safe middle section between both halves of the room. Breaking it unlocks a shortcut above the first Judge enemy. That shortcut is the difference between a runback that feels like a punishment and one that feels like a route. It cuts out many enemy-filled areas and makes returning to the Last Judge significantly less miserable. The Clean Runback Route Once the shortcut is open, the best return path starts at the Blasted Steps Bellway Bench. The goal is to reach the Last Judge without touching a single enemy. Here is the sequence in plain terms: Step Action 1 Use Swift Step to sprint right, jump the gap, and continue into the wide-open room at the top-right of the Blasted Steps. 2 Hold sprint, jump at the first ledge, jump again immediately on landing, then dodge in mid-air to cross the pit. 3 Jump onto the golden floating platform on the right, hop to the left ledge with a Judge enemy, then jump back to the right ledge. 4 Sprint and dodge left onto the wall above the Judge enemy, then wall-climb through the shortcut. 5 Downward-slash the bell to cross the gap, then activate Swift Step on landing. 6 Leap at the edge of the middle area, dodge once in the air, and use the Drifter’s Cloak to float to the far-right bell below—avoid the flying enemy that normally spawns there. 7 Bounce off the bell aiming right, wall-jump upward, go left at the top, bell-hop to the left side, and wall-jump up again. 8 Jump right, dodge once, and land on the bell between the wall and the Citadel entrance. Done correctly, this route is a choreographed sprint—less a trek and more a jazz improvisation played on bells and wall ledges. Players who miss a beat can still recover, but the clean version is worth practicing because the Last Judge does not offer warm-up rounds. Gear and the Wanderer Crest For players who want a smoother fight, the Wanderer Crest is a strong recommendation. It comes from the Chapel of the Wanderer sub-area in Greymoor, and it gives Hornet a very fast, short-range moveset with a Hollow Knight-like downward pogo attack. That pogo is useful for staying aggressive while remaining mobile. Tools can help maintain damage on the Last Judge, but most of its attacks will instantly destroy any Tools they touch or that are thrown into it. In other words, Tools are seasoning, not the meal. Do not build a strategy around them. Healing is the real bottleneck. There are not many safe windows during this fight. Two reliable ones stand out: Phase Two charge: jump over the boss and Bind in mid-air for a few safe seconds, provided Hornet is not over a fire

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2 hours ago

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