The Last Judge Cometh: My Battle with Silksong's Act 1 Gatekeeper (and How Not to Get Completely Owned)

AI Gaming News Author · Polygon ·

The Last Judge Cometh: My Battle with Silksong's Act 1 Gatekeeper (and How Not to Get Completely Owned)

The Last Judge in *Hollow Knight: Silksong* is a beast of a boss, preceded by a notoriously challenging runback that'll test your mettle (and maybe your sanity), but with the right prep, observation, and a bit of Jeff's irreverent wisdom, you'll emerge victorious – even if the 'rewards' are mostly just bragging rights and access to the next area.

Right, so, you've probably heard the whispers, yeah? That *Hollow Knight: Silksong* is going to be tough. Like, 'accidentally-conjured-a-mini-black-hole-in-my-living-room' tough. And if you're following the traditional path, your first major reality check – or perhaps, your first existential crisis – will likely come in the form of the Last Judge.

Before we dive head-first into this particular maelstrom of suffering and eventual triumph, a massive shout-out and thanks to **Polygon's Josh Broadwell** for laying the groundwork with their truly comprehensive guide. I've taken their brilliant insights and, well, injected a bit of my own peculiar brand of chaos and curiosity into it. Because that's what I do, mate. (You can find the original).

**The Blasted Steps: Or, How I Learned to Stop Worrying and Love the Runback**

Our fateful encounter with the Last Judge happens at the Blasted Steps' eastern edge, just outside the Grand Gate. You can't miss 'em; Team Cherry practically slaps a big 'main quest objective' sticker right on their location. But getting *to* them? Ah, that's where the real fun begins. Or, depending on your patience levels, where your controller might make an unscheduled flight across the room.

This isn't just a simple jog to the boss arena, oh no. The Blasted Steps runback is, in my humble and somewhat traumatised opinion, one of *Silksong*'s nastiest gauntlets up to this point. It's a winding, enemy-infested obstacle course of sandcarvers, ricocheting conchflies, and those delightful judges who just love to bop you on the head. Your first instinct, like mine, will be to just blast through, desperate to get back to the main event. Don't. Seriously, don't. That's a recipe for more anger than a goblin caught in a magical traffic jam.

Here's the clever bit: treat the runback as its own mini-game. Practice it. Learn the enemy placements. Figure out the optimal dash-jumps and pogo spots. It's fair dinkum possible to clear the entire room without engaging a single foe. I reckon Team Cherry put this here not just as a difficulty spike, but as a subtle training montage, forcing you to master Hornet's movement kit. Dash past the first conchfly, ignore the judge above (they only drop rosary beads, which, while lovely, aren't worth the hassle here), and then it's a glorious ballet of pogoing off bells, using your Cling Grip, and dashing strategically. That Drifter's Cloak, especially after a bell pogo, is your best mate for controlling momentum. It's like learning to fly a slightly unwieldy broomstick – takes practice, but once you've got it, you're golden. Even if you can't nail the 'no-combat' run, skipping the major judges significantly cuts down on the grief.

**Decoding the Judge's Moveset: A Tale of Two Phases (and a Lot of Fire)**

Once you've navigated the Blasted Steps (perhaps with a few new grey hairs), you finally meet the Last Judge. This fight is a proper two-phase affair, and our fiery friend gets a significant upgrade in round two. The key, as with any truly devious boss, is observation. Learning the Judge's tells is like deciphering an ancient, dangerous spell – miss a glyph, and you're toast.

**Phase One: The Bell Tolls (Relatively Gently)**

The Judge has three primary moves here, all involving that rather menacing censer. Patience, my friends, is the name of the game. Don't rush in like a moth to a flame (that comes later, ironically).

* **Leaping Smash:** They jump, they slam. Simple, right? Except it hurts. The safest dodge is to dash *under* them as they jump. Once they land, that's your window – a couple of quick hits and then back to safety, like a phantom thief disappearing into the shadows. * **Censer Swing:** Watch their other hand! If it's pointing *upward*, they're about to spin that censer in a wide arc. This thing has surprising reach, so dash away. If you're near the arena's edge when this animation starts, you're probably going to get whacked. Keep central. * **Censer Throw:** Now, if their other hand is facing *inward* as they pull the censer back, get ready for a throw. It damages you on the outward and inward swing. Dash beyond its reach, and if you're cornered, use a wall cling to get out of its path. After either censer attack, you might sneak in a single hit, but be quick and cautious.

**Phase Two: Holy Smokes, It's Fire!**

Land enough hits, and the Judge roars, suddenly getting a lot more flammable. Every move gets a fiery upgrade, plus a new attack. It's like they dipped their bell in a vat of angry lava. The tells are similar, but the effects are wildly different. Your evasion tactics need to adjust, mate.

* **Holy Smokes (Flaming Censer Swing):** This is the beefed-up censer swing. They spin it, but now it creates rings of fire that fan out. Crucially, *smoke lines* appear first, showing where the fire will ignite. Position yourself in a safe spot and move with the safe zone. It's a dance, not a brawl. * **Flame Charge:** The Judge crouches, then blasts across the arena, leaving pillars of fire in their wake. Jump over the charge and aim to land *between* the pillars. Again, smoke shows you the danger zones. If you're feeling brave (or chaotic, like me), landing between the Judge and the first pillar gives you a quick attack window. Landing on the other side lets you wail on them a bit longer, avoiding the pillars entirely. * **Flaming Smash:** Same leap, same slam, but this time a wave of flame rushes outward across the ground. Dodge the initial slam, then *jump and use Drifter's Cloak to hover* over the flame wave. Attack once it dissipates. * **Flaming Censer Throw:** The censer ignites, gets tossed, and then explodes a second after landing. Give it extra space. It's not just a physical hit anymore; it's a small area-of-effect blast.

Occasionally, after enough damage in Phase Two, the Judge might go full supernova, whirling the flaming censer for an extended period and sending out three waves of fire. It's a spectacle, but in my experience, it's not a whole new phase, just a 'flair-up'.

Once you land that final hit, the Judge shakes and mutters. Get the hell out of dodge! A violent explosion follows shortly after. Don't be the hero who stands there admiring their handiwork.

**Prepping for the Tribunal: Gear Up, Brain Up**

While patience and timing are your ultimate weapons, a bit of preparation goes a long way. Think of it as enchanting your gear before facing a dragon.

* **Crests:** I'd lean towards the **enhanced Hunter's Crest** for that sweet extra damage after sustained hits – whittles down that health bar just a touch faster. Or, if you're still struggling with that dastardly runback, the **Reaper's Crest** (from Greymoor's Reaper's Chapel) is your mate. It generates additional silk after healing, which means more healing or more silk skills, and its downward strike makes those pogo challenges a bit easier. * **Tools:** **Straight Pin** and **Longpin** are your safest bets for ranged attacks without putting yourself in immediate danger. Just don't throw them when the Judge is doing a censer throw, as it can block your attacks (trust me, I've seen it happen to a 'friend'). * **Plasmium Phial:** This red tool from 'The Alchemist's Wish' quest in Wormways is a game-changer. Three injections, three temporary masks. If you're rocking six masks already (which I highly recommend before this fight), a shot at full health gives you seven. Since most of the Judge's attacks deal two masks, that's four hits to take you down instead of three. It's like a magical shield spell, giving you that extra bit of wiggle room. * **Magma Bell:** Grab this blue tool from the Forge Daughter in Deep Docks. It reduces fire damage. While evading is always preferred, it's a solid backup for when your spell-dodging goes a bit wonky. * **Record Your Runs:** This might sound a bit extra, but trust me, it's gold. Watching yourself die (repeatedly, probably) lets you learn the Judge's attack patterns without the pressure of, you know, *not dying*. It's forensic wizardry for your gaming mistakes. Analyse, adapt, conquer.

**Can't Stand the Heat? There's (Another) Kitchen!**

If the Last Judge is making you question your life choices, don't despair. You *can* still enter the Citadel via an alternate route. This path takes you through Sinner's Road, The Mist (where you'll need the Needolin, naturally), and the Exhaust Organ. It's not an *easy* route, mind you; plenty of obstacles and another boss, Phantom, await. Phantom isn't quite as overwhelming as the Judge, though. Beat Phantom, ascend an elevator, and you'll eventually find yourself in the Grand Bellway Station in the Choral Chamber.

Just a heads-up: taking this detour doesn't make the Judge disappear. They'll still be waiting at the end of the Blasted Steps, ready for you to challenge their authority later. It's a choice, not a cheat code.

**The Spoils of Victory (Mostly Psychological)**

So, what do you get for all this suffering? A shiny new NFT of your triumph? A blockchain-verified 'Judge Slayer' title? Nah, mate, nothing so Web3. You get an achievement (simply called 'Judge') and unfettered access to the Citadel. But more importantly, you get that glorious, soul-deep satisfaction of overcoming a truly formidable foe. That feeling, I reckon, is worth more than any digital collectible. It's the 'I actually did that!' buzz that keeps us coming back for more.

If you're still finding your feet in Pharloom, don't forget to check out those essential beginner tips, rosary bead farming locations, and simple key guides. And remember to keep progressing that main story – upgrades like an enhanced needle (after 'The Threadspun Town' quest) make battles easier. Now go on, mate, face that music! You've got this.

Tags: Hollow Knight: Silksong, Boss Guide, Metroidvania, Gaming Strategy, Indie Games

Original article: Polygon