Overview
The Last Judge is the Act‑1 capstone at the Grand Gate, east of Blasted Steps. After meeting the bell requirement and playing Needolin at the antechamber, the boss appears and blocks Citadel access. Equipping the Magma Bell dramatically reduces fire/magma chip in later phases, turning many 2‑mask burns into 1 and opening heal windows.
TL;DR Plan
- Equip Magma Bell (buy in Deep Docks from Forge Daughter; ≈110 Rosaries + 1 Craftmetal).
- Runback: From Blasted Steps bench, pogo bells, wall‑hop right side, and dash‑skip enemies (~30–60s when practiced).
- Phase 1: Learn Jump+Slam, Bell Toss/Retract, and close Spin. Punish post‑Spin. Never stand on the toss‑retract axis.
- Phase 2 (Ignited): Same moves with fire follow‑ups. With Magma Bell, mistakes are survivable—hop waves and punish micro‑stuns.
- Finish: On kill, dash away to avoid the self‑destruct puff.
Get the Magma Bell
- Vendor: Forge Daughter (Deep Docks), near a bench.
- Cost: ≈110 Rosaries + 1 Craftmetal.
- Effect: Blue Tool that reduces flame/magma damage—huge for Phase 2 and for Deep Docks routes.
- Short on Rosaries? See currency farms in Deep Docks or your nearest loop.
Location & Runback
- Where: Grand Gate antechamber east of Blasted Steps.
- Summon: Speak with the Pilgrims, then play Needolin.
- Runback: Pogo bells → wall‑hops → dash past enemies. Aim for sub‑minute attempts once learned.
Moveset & Phases
Phase 1 — Learn the Core Patterns
- Jump + Slam: Sidestep, then take 1–2 hits during recovery.
- Bell + Chain (toss → retract): Never stand between the boss and the bell on retract.
- Chain Spin (close): Step out, then punish the end lag.
Phase 2 — Ignited (Magma Bell shines)
- Flaming Spin: Expanding heat rings; stand in safe lanes and punish the brief stun.
- Flaming Jump + Slam: Impact spawns slow fire waves; hop once, then strike.
- Flaming Bell Toss: Bell explodes on landing; avoid the delayed AoE and mind the retract line.
- Flame Dash: Short dash with fire plumes; jump over and avoid trails.
On kill: The boss emits a small self‑destruct—create space immediately.
Strategy Loop
- Phase 1: Sit just outside melee; bait Spin, step out, punish. Respect toss‑retract lines.
- Transition: When the chant starts, reset center and prep for fire variants.
- Phase 2 cycle: Convert Spin stuns, hop slam‑waves, step out of bell blasts, jump dash‑trails.
- End: As soon as topple begins, dash away from the explosion.
Minimal loadout: Magma Bell + a survivability pick. Any Needle upgrade shortens Phase 2 substantially.
Common Mistakes
- Standing on the retract line after the toss.
- Trading inside Flaming Spin—wait for the micro‑stun.
- Panic‑jumping slam waves (they’re slow)—one hop suffices.
FAQ
- Is Magma Bell a “charm”? It’s a Tool (blue slot), often called a charm by players. Same effect.
- What’s the exact cost? ≈110 Rosaries + 1 Craftmetal at Forge Daughter in Deep Docks.
- How long is the runback? With clean bell‑pogo and skips, ~30–60 seconds.
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Sources
- Video: https://www.youtube.com/watch?v=oKGMCyGw8Eo
- Game8, PCGamesN, Fextralife, Destructoid, and community notes validating gate location, Needolin trigger, Magma Bell effect, and runback patterns.
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