Silksong dice game guide — consistent wins and Magnetite Dice rewards
Hollow Knight: SilksongWhere to find Lumble, how the timing works, and what the Magnetite Dice actually do.

The dice game in Hollow Knight: Silksong is an optional side activity hosted by Lumble the Lucky in the Blasted Steps. Each throw stakes a small amount of Rosaries, and if you can empty Lumble’s stash you’ll earn a unique Tool: the Magnetite Dice. This encounter sits near the end of Act 1 and is a convenient stop to stock up before the next major challenge.
How to win rolls consistently
Although you can mash and hope for the best, the dice are not purely random. There is a tight timing window that guarantees a winning result if you release the throw at the right moment.
- Hold the throw button to let Hornet “shake” the dice. She keeps a steady rhythm.

- Count the shakes and release on the 14th movement (roughly four seconds). Many players find this more reliable than watching for a visual cue alone.

- Use the cues: just before a winning release, the dice briefly shimmer and Hornet makes a short grunt as she throws. If you hear that voice cue, you hit the window.
- Rolling outside this window reverts to a random outcome, so avoid partial holds or hesitation.
Stakes, progression, and a safe approach to risk
- Each round typically wins or loses 4 Rosaries.
- Plan for about ten successful throws to drain Lumble’s wallet. Losses set you back, so stick to the timing method above to avoid see-sawing.
- Use the nearby bench as a checkpoint. As with other activities, your currency state is tied to your last rest. If a cold streak costs you more than you’re comfortable with, return to the title screen without resting and reload from the bench to try again.
Where to find Lumble the Lucky
Lumble is in the Blasted Steps, roughly between Bellhart and the Citadel. From the area’s Bellway station, descend into the side passages and follow the horizontal corridor marked by sandy pits carved out by burrowing enemies. Lumble stands at the end of this stretch, ready to play.

Why it matters: this spot is a convenient detour shortly before a major boss. If you use the timing window to string together wins, you can leave with extra funds for items and, ultimately, the Tool itself.
All rewards and what the Magnetite Dice do
- Rosaries: Every winning throw pays out a small amount, useful for topping up supplies in the short term.
- Magnetite Dice (Tool): When Lumble has nothing left to wager, he hands over the Magnetite Dice.
The Magnetite Dice is a Yellow Tool that offers a low chance to negate incoming damage when you’re hit. The effect is intermittent but can swing close calls in longer encounters. Because it occupies a Yellow slot, consider when you value survivability over other utility choices in that color.
Alternate acquisition and timing caveats
- If you move the story forward and return later (commonly by Act 2), Lumble may be found dead and the Magnetite Dice can be picked up from his body.
- Some players report that if you ignore the game until Act 3, Lumble may be missing entirely. If you want certainty, secure the reward before pushing deep into the third act.
Quick reference
- Host: Lumble the Lucky, Blasted Steps (between Bellhart and the Citadel).
- Stakes: ±4 Rosaries per throw.
- Guaranteed-win timing: release on the 14th shake (~4 seconds); look for a brief shimmer and a throw grunt.
- Goal: roughly ten wins to deplete Lumble’s Rosaries and receive the Magnetite Dice.
- Tool effect: small chance to ignore damage when hit (Yellow slot).
- Fallback: if Lumble dies later in the story, the Tool can be looted from the body.
With a consistent timing approach, the dice game becomes a short, low-risk stop that pays out both currency and a durable defensive Tool. If you prefer not to gamble at all, check back after advancing the story—just don’t wait so long that Lumble disappears.
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