The Blasted Steps Silksong is one of the game's most punishing locations. Situated at the conclusion of the game's second act, this unforgiving expanse of sand, rock, and wreckage puts Hornet's agility, stamina, and familiarity with her growing arsenal of skills to the test. It is more than a gauntlet of perilous jumps and merciless enemies; however, it concludes with the examination of The Last Judge, a boss whose relentless assault can annihilate the unprepared with little difficulty.
It requires preparation to arrive at the Blasted Steps, and patience and precision to survive on its storm-lashed platforms. This guide will lead you through it step by step: how to get to the place, how to cross its wind-swept ridges, where to search for its secrets, and lastly, how to vanquish its guardian.

Before going out onto the ruined path that leads into the Steps, Hornet must obtain two items that are needed. The first is the Needolin, acquired by defeating Widow in the Bellhart haunted spire. Without the Needolin, you will not be able to get through the sealed gate that forms the true entrance to the area. The second is the Cling Grip, which allows Hornet to climb straight up walls. This ability is essential; all of the Steps' ascents are impossible without it.
With both tools now at your disposal, take the Bellway to Shellwood. Past that, travel west until the forest turns into a broad, dusty wasteland road. That is the straight path, though there is also a shortcut: experienced players can wall-jump and pogo on flowers that hang out over the area to pogo past the gate completely. Either the path ends up being to the same destination, the blasted wastes themselves.
The Blasted Steps simultaneously establishes a feeling of peril. Rocky debris is perpetually dropping from above cliffs, and the terrain is broken up into uneven platforms spanning pits of quicksand that function in almost the same manner as spikes.
Head left until you reach the first vertical shaft. The bottom road is currently out of bounds, so jump up. Cautiously climb, skipping the spike traps, and you will arrive at a small room with a bench tucked away to the left. Rest here; you will be happy for the checkpoint. From here on out, the region's characteristic mechanic raises its head: wind. Wind gusts strike Hornet in mid-air, turning what would be simple jumps into dangerous struggles. Cloak of the Drifter is essential, providing mid-air maneuverability that allows you to glide past obstructions. Make use of it frequently as you traverse over gaps.
Soon you’ll encounter a new breed of foe, armored swordsmen from an ancient order. Though slower than Hornet, they are disciplined and punishing if underestimated. Watch for their shield bash, which comes out quickly, and a two-strike combo that can trap overeager attackers. Bait
their moves, punish during recovery, and keep moving. Stay west across a wide gulf. Here, it's windy, and you may need to alternate cloak glides with wall-jumping or bouncing on the ringing bells that hang between platforms. Both methods work, but bells introduce rhythm as well: strike them delicately to continue without jumping too far. Under one of them is a secret. Slide down slowly, avoiding the sand, to arrive at a secret alcove where a Memory Locket is stored. Take it, then head back out onto the main road.

The following section introduces longer gaps between platforms. Take your time, using the cloak to stretch your jumps and clinging to walls whenever possible. Eventually, the path leads to a narrow ledge where Shakra, the cartographer, sets up her station. Purchase the map of the Blasted Steps here; it will prove invaluable given the area’s vertical complexity. With the map in hand, you now have the lay of the land. The next task is to make it to the upper platforms on the way towards the interior of the region, where the Last Judge awaits.
Move upwards from the position of Shakra, move left, and press upwards. Here you'll encounter a second new enemy class, creatures that shoot spinning cones of energy. The projectiles bounce off surfaces and fly off in random directions, so you'll have to be ultra-careful about the surroundings. Frequent dodging requires vertical movement, so you'll want to use wall clings and cloak floats rather than horizontal dashes.
Behind them, bells are employed once more as tools. Swipe at them in the air to keep your movement going, then latch onto walls and pull yourself up. Below is a group of Rosaries, but the actual route is up. Keep climbing until you reach a gate device. Switch the switch, spilling metal grates to allow continued climbing.
This part is stamina-intensive. Alternate between cloak-gliding, bell-bouncing, and wall-grabbing until you reach a small platform with a hole at the top. Behind it lies another checkpoint: a bench that you can purchase using Rosaries. Unlock it, then look at triggering nearby Bellway as well. Both will save you from having to do backtracking if you die in the ensuing combat. A detour to the left quickly will reveal a flea, which is useful to the caravan quest. When you are ready, head back to the split hallway and proceed to the right, the path that specifically leads into the Judge's lair.
The path to the Judge is one final test of platforming. Gusting winds will try to blow you off of ledges, and swordsmen and cone-shooters will pop up in cramped places. Take them out carefully before attempting finicky jumps. The route requires you to string together a few techniques: cloak gliding to take control of your fall, pogoing from bells to ascend, and clinging to the walls while reorienting. Mastering the rhythm is key since death means having to replay extensive areas. A giant gate rests at the top. Shatter its lock using the Needolin. There's a cutscene, the melody shifts, and the Last Judge's arena comes into view in front of you.
The Last Judge Silksong is a towering adversary clad in heavy armor, wielding a colossal blade. His attack patterns emphasize relentless pressure and the manipulation of space; you’ll rarely have room to breathe.
Opening Assaults: He favors wide horizontal swings that cover nearly the entire platform. Stay
mobile, dashing through his attacks rather than trying to outdistance them.
Judgment Slam: Every so often, he raises his sword and brings it down, creating a shockwave
that ripples out into the arena. Leap and cloak-float off of it.
Summoned Bailiffs: In battle, ghostly bailiffs are summoned, leaving you on several threats; kill
them quickly with nail shots or projectiles; if they're still alive, the Judge's own attacks are too
much.
Phase Two: At lower health, his speed increases. He can chain combos, cancel into bashes,
and his shockwaves have increased range. Be patient, greed here is instant reward.
The key to victory is restraint. Use the cloak as your crutch, using it not only for travel, but to
stabilize yourself in combat as well. Wait through his long recoveries, then attack twice or thrice
before retreating.
The fight is tough and extensive, but perseverance pays off. Through constant attempts, his
routines become decipherable, and opportunities present themselves.

Defeating the Last Judge isn't just defeating a hard boss; it's a change in narrative. With the Judge defeated, the Blasted Steps stand open as a gateway into new areas, starting Act Two of Silksong. Rest at the nearby bench and take stock of your victory. You’ve endured one of the harshest environments in Pharloom, weathered its winds, crossed its impossible gaps, and silenced its ancient guardian. From here, the journey grows even darker, but your success proves Hornet is ready to face whatever trials lie ahead.
The Blasted Steps embody the essence of Silksong’s design: brutal platforming paired with tense combat, set against a backdrop of howling winds and ancient ruins. They demand every tool you’ve gathered so far, the Drifter’s Cloak, the Cling Grip, and the Needolin, and reward mastery with progression into the heart of the game. Subdue the Steps, and you not only survive a test; you hack a trail into the inner mysteries of Pharloom, behind you leaving the sands of the Blasted Steps and the shadow of the Last Judge.
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