User:The Godfriend/Sandbox

"Sorry for the mess."

- Godfriend

Grimm Troupe (Quest)

The Grimm Troupe's Quest is Troupe Master Grimm's request to help the Troupe's Ritual in Hallownest. It has two possible endings, with different rewards, achievements, and characters involved. The two endings are mutually exclusive.

Quest Outline

Summoning The Grimm Troupe In order to start the quest, the Knight must first travel to the Howling Cliffs and go through two breakable walls (marked by circles). Then find "The corpse of a large bug" by travelling to the end of a short corridor and through another small hidden gap to the room where it lies (marked with an arrow). After dream-nailing the corpse, the previous room must be returned to, where the torch should now be lit. By striking the brazier at the foot of the torch multiple times a small cutscene will trigger showcasing Nightmare Lantern Interlude.

Grimm and the Grimmchild Returning to Dirtmouth will show two tents of the Grimm Troupe that have appeared, with the larger one containing Grimm. Speaking with Grimm will grant the Grimmchild, and as long as it is equipped, it is possible to fight the Grimmkin, scattered over Hallownest (and marked on the map) and take their flames.

The first Grimmkin fought are the Novices, and once all three are defeated, returning to Grimm will upgrade the Grimmchild and allow for fighting the next Grimmkin, the Masters. Defeating those and returning to Grimm will initiate the Troupe Master Grimm bossfight. Defeating Grimm will upgrade the Grimmchild once again, grant the Grand Performance achievement, grant a Charm Notch, and allow the Knight to find and fight the final Grimmkin, the Nightmares.

Brumm and the Nightmare King The final phase of the Ritual has not three but four flames scattered around Hallownest. One of those four flames is carried by Brumm in Deepnest. When listened to, Brumm will suggest breaking the cycle of the Ritual and banishing the Troupe from Hallownest. He will then tell the Knight that if so they wish they should meet him where it all began.

Returning to Grimm's tent with three flames collected and Dreamnailing the sleeping Grimm will initiate the Nightmare King Grimm bossfight. Defeating the Nightmare King will complete the Ritual in Hallownest, granting the Ritual achievement. The Grimmchild will be upgraded one final time, and the Troupe will leave Hallownest, with the exception of Divine, who will stay behind until all Fragile Charms (Heart, Greed, and Strength) are made Unbreakable.

If instead Brumm is approached at the Howling Cliffs, the Knight can help him destroy the Nightmare Lantern and banish the Troupe. Doing so will remove the Grimmchild charm from the inventory. Returning to Dirtmouth will reveal the presence of a new NPC, Nymm, while the entire Troupe is nowhere to be found. Speaking to Nymm will grant the Carefree Melody Charm, which takes up the same slot in the inventory as the Grimmchild. The Banishment achievement is then granted the next time the Knight sits on a bench.

Rewards

Achievements

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Some Quest Infoboxes I guess we'll want these one day, so, why the hell not make these.

Also, if anyone wants any other quest boxes to be designed here, tell me, I'll happily make them.

Tabbed Charm Testing

Delicate Flower (Quest)

The Delicate Flower Quest is Grey Mourner's request to bring a Delicate Flower to the grave of the Traitors' Child.

Possible Routes

Isma's Tear is needed to access the Queen's Gardens. Before accepting the flower, it is recommended to go to the Queen's Gardens and unlock the shortcut in the room twice to the right of the one containing the Traitors’ Child's grave. This is because the path to the grave of the Traitors’ Child is located in the same room as the entrance of the said station. If the shortcut is unlocked, the Knight will have to face only one Mantis Petra in the Gardens on the way to the grave. If not, it is a very long way fraught with difficult platforming and powerful enemies, which are almost guaranteed to destroy the flower.

It is a good idea to do this quest before the Forgotten Crossroads becomes Infected, as the Furious Vengeflies are extremely fast and aggressive. This will limit the movement options since it is impossible to get the Monarch Wings without triggering the Crossroads to become Infected. However, on the optimal route, the only threatening enemies faced will be one single Mantis Petra and a few Spiny Husks. It is recommended to have at least the Great Slash, a Coiled Nail and Fragile Strength for dealing with those.

Setting a Dreamgate at the Grey Mourner's bench makes it possible to return quickly if the flower breaks.

If the Crossroads are already Infected, it is recommended then to wait to have a Pure Nail and use the Grubberfly's Elegy in combination with Quick Slash and Fragile Strength. An easier yet longer way to reach the grave is to go through the City of Tears, Fungal Wastes then Fog Canyon.

Having Kingsoul allows The Knight to cast Vengeful Spirit/Shade Soul at any time, which can be used to pick off enemies without having to get close.

One good route is to leave the Resting Grounds through the Blue Lake and into the Forgotten Crossroads. Once there, head towards the room to the bottom left of the map, the one with the acid pool. Dive into the acid and take the shortcut to Fog Canyon, then head into the Queen's Gardens. Ooma and Uoma are very passive, making the trek fairly easy to do without being damaged as long as there is no collision with anything on the way down through the vertical shaft. In the Queen's Gardens, take the shortcut towards the Stag Station. There are three spiky sections in the corridor that leads to the grave.

The grave can also be approached from Fog Canyon through the Fungal Wastes, as showcased here.

For those who struggle with combat, the easiest but most time-consuming method is to pick a route from the grave to the Grey Mourner and kill everything along the way without using a bench to save or heal. Some enemies like Furious Vengeflies and Mantis Petra do not respawn until the Knight sits on a bench. When carrying the flower to the grave, the Knight will only need to worry about environmental hazards and weaker enemies such as Aspid Hunters, Mossflies, and Uoma as long as a bench has not been used.

Using Sharp Shadow will help at the passage before the Traitors' Child's grave. The extra distance will help to get over the first jump. Alternatively, in the last jump, clinging to the wall with the Mantis Claw and then using Crystal Heart is a good idea to cross that jump, due to the amount of timing it needs to be dashed across with the Mothwing Cloak or Shade Cloak.

Suggested Charms

Rewards

Achievements

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