Silksong Act 1 to Act 2: A Witty Guide to the Last Judge

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This Silksong Act 2 route through the Blasted Lands shows how to beat Act 1: restore Bellhart, get the Needolin, and defeat The Last Judge.

So you’ve discovered that Silksong has acts, and Act 1 is less a gentle tutorial and more a very polite hostage situation. The screen announces Act 1: Pharloom, and I immediately think: great, another beautiful kingdom that wants me dead. Hornet’s opening goal is simple on paper — reach the Citadel, learn why she was brought there, and figure out who had the audacity to capture her. In practice, that means mandatory bosses, required abilities, sprawling zones, and one boss runback I can only describe as cardio with spikes. As of 2026, the route is still the same, so here’s how I get from Act 1 to Act 2 without pretending I’m calm.

Silksong Act 2 route through the Blasted Lands

The short version, for people who like checklists

StepWhat I doWhy it matters
1Reach Haunted Bellhart after beating Moorwing in GreymoorOpens the road toward the Weaver and the Needolin
2Use Drifter’s Cloak to break the ceiling in the far top-right corner of Far FieldsThis is how I get into Greymoor in the first place
3Defeat the Weaver above Haunted Bellhart, entering from Shellwood’s top-right cornerRestores Bellhart and grants the Needolin
4Go to Shellwood’s Bell Beast Station and continue leftFinds the entrance to the Blasted Lands
5Cross the Blasted Lands to the far top-right cornerLeads to the Citadel entrance and The Last Judge
6Play the Needolin at the Citadel gate and defeat The Last JudgeTriggers Act 2: Citadel of Song

Step 1: Greymoor, Moorwing, and the world’s least relaxing ceiling

To get to Greymoor, I first need the Drifter’s Cloak and a strong desire to break architecture. The entrance is in the far top-right corner of the Far Fields, where I use the cloak to smash through the ceiling. From there, I push through Greymoor until Moorwing goes down. That fight is not exactly a tea party, but beating Moorwing gets me to Haunted Bellhart. The name alone should tell me this is not a vacation spot.

Step 2: Restore Haunted Bellhart by beating the Weaver

Haunted Bellhart needs help, and by help I mean a boss fight. The Weaver’s room is directly above the town, but I cannot just knock on the front door. I have to approach from the top-right corner of Shellwood. Is it convenient? No. Is it mandatory? Yes. Defeating the Weaver restores Haunted Bellhart and gives Hornet the Needolin. That musical ability is not just for flavor — it is required to enter the Citadel. So I practice my tunes and pretend I am a very dangerous street performer.

Step 3: Shellwood Station, then left into the Blasted Lands

Once I have the Needolin, I head to the Bell Beast Station in Shellwood and continue left. That path leads to the Blasted Lands, a zone that looks like it was designed by someone who hates comfort. Harsh winds, hazardous ground that deals two Masks of damage, and tough platforming puzzles all take turns ruining my day. What could possibly go wrong? Everything, apparently, and usually while I am mid-jump.

Hornet facing The Last Judge in Silksong

Step 4: The Blasted Lands runback, also known as character building

I make my way to the Bench next to the Bell Beast Station shown on the map, then push toward the far top-right corner. This is one of the most challenging boss runback routes in the game, and I feel that in my soul. The Blasted Lands do not care about my feelings. They care about wind, spikes, and my ability to remember a jump pattern under pressure. Do I enjoy it? Absolutely not. Do I keep going? Obviously.

Step 5: The Citadel gate, the Pilgrims, and The Last Judge

After surviving the runback, I finally reach the Citadel entrance. Inside the entrance hall, I talk to the Pilgrims and learn that I must play music to break the seal on the gate. I play the Needolin, the bells on the door ring out, and for a few moments I think maybe this will be peaceful. Then The Last Judge appears. Of course it does. I defeat this boss, continue through the gate, and watch Hornet enter the Citadel in a cutscene that previews the areas ahead. Then the text Act 2: Citadel of Song appears, and Act 1 is officially over.

Hornet entering the Citadel in Silksong

The exploding boss warning I wish I could tattoo on my brain

Act 2 begins as soon as I defeat The Last Judge, and the cutscene should play after the boss goes down. But here is the trap: The Last Judge explodes on death. That explosion can kill Hornet and reset the fight. So yes, I celebrate carefully. I do not stand next to the dying judge like it is a fireworks show. I have learned that lesson in the most embarrassing way possible.

Act 2 Citadel of Song title card in Silksong

What I should know before leaving Act 1

Do I need to do everything in Act 1 before moving on? Not for the main path. The mandatory checklist is above. But I still like to arrive prepared, because the Blasted Lands are unforgiving and The Last Judge is not interested in my excuses. Once I reach the Citadel, a new Fast Travel system unlocks for Act 2 areas. There is also a Bell Beast Station within the Citadel, and it connects Hornet back to Act 1 areas in Act 2 and beyond. So if I miss something, I can come back later. That is a relief, because my Act 1 memory is already a museum of questionable decisions.

So is Act 2 worth the runback? Yes. The Citadel of Song is gorgeous, terrifying, and full of new problems for me to solve. I just wish The Last Judge would stop exploding with such enthusiasm. ??

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