Last Judge — Boss Location & Fight (Unlock Act 2)

Find and beat the Last Judge at the Grand Gate in Blasted Steps. Bell requirements, Needolin summon, moveset counters, recommended loadouts, and what unlocks after—with video and map pointers.

Light spoilers for the Act 1 finale. This guide covers the Grand Gate location, how to summon the Last Judge with Needolin, consistent counters, and what opens after.

Summary

The Last Judge represents one of the most significant boss encounters in Hollow Knight: Silksong's opening act, serving as both a skill check for players and a spectacular finale to Hornet's initial journey through Pharloom. This imposing enemy guards the entrance to the Citadel, wielding a massive chained weapon and commanding powerful fire abilities that escalate dramatically as the fight progresses.

Location & Route

Detailed Path to the Grand Gate

The journey to reach the Last Judge requires careful navigation through Blasted Steps' treacherous terrain. Players will encounter several environmental hazards along the way:

  1. Sandy Caverns: Navigate through unstable sandy floors that can shift unexpectedly
  2. Flying Drill Enemies: Deal with aggressive airborne foes in tight spaces - use downward strikes to manage them effectively
  3. Bell Platforms: Utilize the signature bell-hopping mechanics to reach higher areas
  4. Falling Debris: Time your movements to avoid rockfalls triggered by the unstable environment

The runback from the nearest bench to the boss arena is approximately 2-3 minutes of careful platforming, making victory on each attempt crucial for maintaining momentum.

How to Summon the Last Judge

  1. Ensure the grand bells are rung (story progression requirement).
  2. At the Grand Gate antechamber, talk to the two Pilgrims.
  3. When prompted, play Needolin to initiate the Last Judge boss fight.

Complete Moveset Analysis & Counters

The Last Judge fight consists of three distinct phases, each escalating in complexity and danger. Understanding each attack pattern is crucial for consistent victory.

Phase 1: The Foundation (No Fire)

The opening phase introduces players to the Last Judge's core mechanics without fire enhancements. This phase serves as a learning opportunity for the more dangerous encounters ahead.

Jump & Slam Attack

Bell & Chain Throw

Chain Spin (Large AoE)

Phase 2: Fire Ascendant (Enhanced Attacks + New Abilities)

Phase 2 begins with a dramatic roar as the Last Judge channels fire into all its attacks, significantly increasing both damage and area coverage.

Fire Spin Attack (Enhanced Chain Spin)

Fire Ground Slam

Fire Throw Attack

Fire Charge Attack (New)

Phase 3: The Final Trial

Phase 3 introduces minimal new mechanics but significantly amplifies existing dangers.

Enhanced Fire Spin

Self-Destruct Sequence

Step‑by‑Step Strategy

  1. Play patient in Phase 2—windows shrink; take fewer, safer hits.
  2. Reset center when the Judge pushes you to edges; bell retractions clip careless chases.
  3. Heal after long spins or at max range post‑throw; avoid healing between ember rings.
  4. Respect the self‑destruct—create space as soon as the topple animation starts.

Comprehensive Loadout Recommendations

Building an effective loadout for the Last Judge requires balancing offense, defense, and utility to handle the fight's escalating challenges across all three phases.

Essential Tools for Success

Magma Bell (Highest Priority)

Magnetite Dice (High Priority)

Longpin (Situational)

Threadstorm (Optimal Choice)

Crest Selection

Reaper Crest (Top Recommendation)

Weapon Upgrades

Needle Enhancement Priority

Alternative Loadout Options

Defensive Build

Speed Run Build

Rewards & Progress

Tips & Common Mistakes

FAQ

Route & Map Pointers

Map Preview

Open Interactive Map

Opens the full interactive Silksong map in a new tab.

Open Map

Sources