Light spoilers for a mid‑early boss. This guide covers mechanics, arena hazards, and progression outcomes.
Summary
- Region: Deep Docks (far eastern end), duel‑style arena with lava edges.
- Requirement: Swift Step needed to reach the gate lever and trigger the encounter.
- Why it matters: Beating Lace opens the route toward Far Fields and main‑story progress; expect a later rematch.
Location & Requirements
- Area: Deep Docks — head east until you reach a locked gate near a narrow platform.
- Unlock: Acquire Swift Step to access a lever above/behind the gate, then return to initiate the fight.
- Audio cue: Lace hums/sings near the gate, confirming you’re close.
- Bench: Rest at a nearby bench before attempts to shorten runbacks.
Arena & Hazards
- Narrow, single platform bordered by lava on both sides; staying centered preserves reaction time.
- A mistimed dash can send you into the lava. Stun‑locks near edges can tick extra damage (for both you and Lace).
Moveset → Counters
- Parry → Flurry Riposte: She posts the pin like a guard; striking into it triggers a multi‑hit riposte (often 2 masks). Counter: Don’t swing front‑on—hop past or Swift Step behind, then punish.
- Lunging Thrust: Points the pin forward, then slides across half the arena. Counter: Short hop over the lunge and tag the recovery.
- Two Wide Slashes: Forward‑carrying double arcs. Counter: Jump the first arc; hit during the flourish.
- Jumping Dive Slash: Brief hang, then a diagonal dive from apex to impact. Counter: Run under on the jump tell.
- Flashing Air Assault (phase): A bright white circle appears in mid‑air; Lace blurs through it several times then ground‑slams. Counter: Exit the circle, wait it out, punish the landing.
Step‑by‑Step Strategy
- Play mid‑range to widen reaction time for aerials and thrusts.
- Bait a commit, then back‑stab: short‑hop the thrust or dash through the double‑slash, then hit from behind.
- Respect the parry: if the guard is up, disengage or reposition with Swift Step.
- Phase attack: treat the flashing circle as a no‑hit zone; punish only after the slam.
- Healing: Short air‑heals between patterns are safer than grounded heals; don’t heal near edges.
- Arena use: Extra lava ticks are nice, but don’t chase at the edge—reset center control.
Recommended Tools/Crests
- Mandatory pathing: Swift Step for approach; still valuable during the duel for repositioning.
- Tools: Straight Pin (chip damage without silk) and any reach boosters if available for safer punishes.
- Crests: Prioritize movement control and healing safety early; add damage only once consistency is high.
Rewards & Progress
- Route unlock: Opens the way toward Far Fields and subsequent main‑story beats.
- Expect rematch: Lace appears later in a new arena with adjusted patterns.
Tips & Common Mistakes
- Don’t swing into the parry guard; it often costs two masks.
- Avoid cornering yourself near lava; maintain mid‑screen spacing.
- Over‑dashing through the thrust can overshoot into the edge—use short hops when unsure.
No‑Hit Notes (Advanced)
- Mid‑screen anchor: Keeps both thrust and dive within short hop / run‑under reaction windows.
- Micro‑buffers: Tap jump on thrust telegraph to guarantee a clean hop without pogo.
- Circle phase: Stand just outside the radius; step in the moment her slam recovery begins.
Route & Map Pointers
- After victory, sync nearby benches and bells for routing. See 100% map route for broader progression context.
FAQ
- Is Lace optional? No—the first encounter gates progress toward Far Fields.
- Can I heal safely? Yes—prefer short aerial heals between patterns or after a whiffed thrust.
- Is there a second fight? Yes—guides note a later rematch in a different arena.
Related Guides
Sources
Location, requirements, attack patterns, and route implications reflect launch‑window guides and verified gameplay uploads. Re‑check in‑game logs and storefront notes for any patch adjustments.
Open Interactive Map (All Areas)
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