Blasted Steps
Ruined stone structures featuring treacherous cliff-side pathways and ancient deteriorated architecture.
Walkthrough
Blasted Steps is a windy, worm‑ridden slope of cages and sand; master hazards, unlock checkpoints, and prep for a tough gatekeeper.
Buy the map, open the upper Bench and Bellway, learn Needle Strike, then clear pickups and face the Last Judge at the Grand Gate.
1. Find the edge of the map.
Fast‑travel to Shellwood Shellway, rest, then head left into the Blasted Steps.
Continue all the way left to the world border, then return to the proper entrance.
2. Collect the Memory Locket from the first room.
Optional: pay 80 Rosaries to open the starting Bench; not essential.
Beware wormy sand (double‑damage) and east wind. Climb left/up, then drop to the far‑right ledge below to grab the Memory Locket.
3. Buy the Blasted Steps map from Shakra.
Dispatch a Driznit carefully; loot a caged body for a Frayed Rosary String below.
Proceed to Shakra and purchase the area map for 70 Rosaries.
4. Collect the Silkeater in the secret room.
From Shakra, climb past a Driznit, Judges, and Pilgrims to the right ledge with a Rosary cache.
Avoid the falling boulder, break the right wall, and collect the Silkeater inside the spider egg.
5. Unlock the upper Bench and Bellway.
Enter the cages shaft; flip the lever to lower cages and ease climbing.
At the top‑left, unlock and rest at the Bench (60), then a bit further left open the Bellway (80).
6. Defeat the Great Conchflies.
From mid‑left walkway in the cages shaft, enter the arena against two Great Conchflies.
Focus one (visual eye cue distinguishes them); once one falls, the other flees—fight ends.
7. Learn Needle Strike from the Pinstress.
Exit left and make running jumps across gaps to a blue balloon home.
Meet the Pinstress and train to unlock Needle Strike (hold Attack to charge a heavy hit).
8. Meet Lumble The Lucky.
Return through the arena, rest at the Bench, then go to the lower exit of the second cages shaft.
Meet Lumble; optional Dice game with ±5 Rosaries—pure flavor.
9. Kill the Squirrms.
Take the next higher exit (cloth sign). Briefly spot Grindle, then reach a lore plaque above wormy sand.
Drop into sand to lure unique worms (Needolin helps), then cull them—good for the Hunter’s Journal; break the nearby Shell Shard statue.
10. Rescue the Flea.
From that room, climb the spike‑lined shaft to the top using careful dodge‑jumps.
Rescue the Flea at the summit, then backtrack out.
11. Collect the Craftmetal below the sand dunes.
From the Bellway Bench, go east into a large gauntlet room.
At the two bronze balls far right, float down between them to a hidden tunnel; take the first left and claim the Craftmetal.
12. Defeat the Last Judge.
Exit to the Grand Gate; speak with the Tall Pilgrim and play Needolin if the five bells are rung.
Boss tips: ball‑and‑chain slams, AoE, throws; Phase 2 fiery upgrades and charges. Expect a runback through the prior room—equip accordingly and persevere.