How to get FIRE BENDING (Last Hand of gloVa) skills in Dying Light: The Beast
Deep research, zero fluff. Become the Sun’s intern and fling flaming justice.
Consumable Blueprint • Secret Route • National ParkIntro
Alright, arson wizard—let’s get you that 🔥 “fire-bending” blast in Dying Light: The Beast. The thing you’re after is the Last Hand of gloVa—a recurring Techland Easter egg that lets Kyle yeet a fiery hand-projectile like a budget Avatar. In The Beast it’s a consumable/blueprint, not a permanent skill tree node, so you craft charges and pop them when a crowd needs cremating.
What it actually does
- Type: Consumable you equip in your consumables slot.
- Effect: Fires a short wind-up fireball/hand-blast that ignites and knocks back clustered infected. Think panic button / opener, not a full build.
Crafting & charges (current reports)
- You’ll get a few charges on site, and after that you craft more from the blueprint.
- Reported craft values right now: 2 uses per craft; example costs seen: 15 Rags, 6 Alcohol, 4 Cleaning Supplies. Treat as limited, high-impact ammo (numbers can change with patches).
Step-by-step with context
- Get your bearings: The Monastery/railway bridge cluster is your landmark in the National Park. If you already grabbed The Elite pistol from a train car on that bridge, you’re hot—this secret is on the opposite side in the ruined tunnel.
- Platform 9¾ moment: Find the tunnel wall marked “9” and just… walk through it. No prompt. It’s pure Easter-egg energy.
- Minecraft maze: Break the chunky voxel walls. You’ll get some stray infected in there; clear as you go. A heavy bat/axe saves time.
- Golden train room: Loot the Last Hand of gloVa blueprint + any pre-made consumables and Golden Train Tickets. Some players found 2–3 zombies in the final room; the golden “bricks/tickets” smack hard if you want to style on them.
- Equip & use: Put Last Hand of gloVa on your consumable wheel/quick-slot and trigger it when a mob is bunching or a big lad needs a fiery nap. (Exact button varies by platform.)
Combat tips so you feel like the Sun’s intern
- Chokepoints > wide fields. The blast is best in doorways, stairwells, and bridge bottlenecks; you’ll knock down/ignite multiple targets.
- Open → swap. Start fights with a fireball to soften packs, then swap back to melee or firearms to conserve charges.
- Night safety valve. Keep 1–2 charges for night panics or when a surprise biter train forms behind you.
- Craft between runs. Materials are common, but output is small—top off before story beats or Volatile hunts.
Lore & receipts (why “gloVa” keeps showing up)
Techland has run this gag for years—Right/Left/Last Hand of gloVa variants across Dying Light, Dying Light 2 (famously the Left Finger of gloVa finger-gun in a dev room), even Dead Island throwbacks. The Beast’s “Last Hand” is the latest riff—this time with a fireball.
Extra: exact area cues & visual references
- Setting/timing: This is a live 2025 release secret—so you’re not chasing ghosts.
- Route memory: If you’re at the bridge with The Elite pistol, you’re basically on top of it. The sequence is fake “9” wall → Minecraft blocks → golden train.
Exact area cues & screenshots
Speed-run route card
- Spawn: Monastery safe zone → hop the railing toward the bridge spine.
- Line: Sprint the west catwalk, drop to the embankment, hug the collapsed tunnel.
- Clip: Aim center on the painted 9 and walk through.
- Bust: Two-hander swings on the voxel walls; ignore stray biters, keep momentum.
- Loot: Pop the crate & cart; prioritize blueprint > tickets > meds.
- Exit: Reverse path or fast-travel to reset spawns; craft at a bench.
Controls & quick-slot sanity
| Platform | Open Consumables | Use Item |
|---|---|---|
| PC | 3/Mouse Wheel | Middle Click or bound key |
| PlayStation | D-Pad (hold) | R1 / R2 (binding) |
| Xbox | D-Pad (hold) | RB / RT (binding) |
Remap so your fire-hand isn’t three fingers away during panic. Comfort beats default.
Materials farming mini-routes
- Rags: Civilian apartments, clothing shops, ambulance trunks.
- Alcohol: Kitchens, bars, picnic areas in the National Park.
- Cleaning Supplies: Utility closets, maintenance sheds by the rail line.
Do a quick triangle: bridge north cabins → picnic loop → maintenance shed, then craft.
Synergies & cheeky combos
- Ignite → Molotov mop-up: Fire-hand staggers; toss a Molotov for dot damage while you reposition.
- Blast → Drop-kick: Knockback creates free lines for parkour kicks or cliff punts.
- Volatile kite: If a Volatile commits, open with fire-hand to force a brief flinch, then UV & sprint.
- Bridge gauntlet: Use railings for funnels—zero flank angles, maximum bowling-pin physics.
Troubleshooting & gotchas
- Can’t walk through “9”: You’re on the wrong face or off-center. Nudge slightly left/right and push forward—no prompt appears.
- Blocks aren’t breaking fast: Two-handers chew voxels; swap from knives to hammers/axes.
- No blueprint? You might’ve looted on a previous run. Check your blueprints tab.
- Charges feel weak: This isn’t a primary weapon. Treat as opener/panic button.
Mini-FAQ
Q: Is Last Hand of gloVa a skill tree unlock?
A: No—it’s a consumable blueprint. You craft limited charges.
Q: Can it oneshot big enemies?
A: Not reliably. Think ignite + stagger, not boss delete.
Q: Does it scale with anything?
A: Balance can shift with patches; treat it as utility, not a scaling build.
Patch watch
- Balance Craft outputs or material costs may shift—recheck after updates.
- Spawns If the tunnel feels empty/busy, fast-travel and retry to reshuffle.
Printable checklist
- Monastery spawn → bridge → collapsed tunnel with “9”.
- Walk through fake wall → smash voxel corridor.
- Loot golden train → Last Hand of gloVa blueprint + charges/tickets.
- Equip on quick-slot → use for ignite + knockback.
- Farm rags/alcohol/cleaners → craft refills before night runs.