User:The Godfriend/SandboxArchives

Unnamed NPCs (Hollow Knight) This is a list of NPCs that are do not have an official name in-game. Some have names in the files that are commonly used, and others are referred to by their location or occupation.

Hot Spring bugs After the Mantis Claw has been acquired, two bugs, similar to the ones in the grandstand of the Colosseum of Fools, appear bathing in the Hot Spring in the Forgotten Crossroads and exchanging gossip. Upon approaching them, they fall silent. If they are splashed with water they react by grumbling and withdrawing further into the water. Using the Dream Nail on them reveals some information about the Colosseum of Fools:


 * "Another weak one. I'd suggest it try its nail within the Colosseum, though it'd no doubt be squashed in an instant."

Distant Villagers The Distant Villagers, named "Royal" and "Fake" in files, are found in the entrance room to the Beast's Den in the Distant Village of Deepnest.

They can be listened to and all soothingly try to convince the Knight to sit on the Bench in the middle of the room. However, after the Knight sits on it, they are then stuck there by webs, and all the Distant Villagers converge upon the Bench, causing the music to distort and the screen to fade to black. After a series of violent sound effects and a loud roar, the Knight is then transported into Beast's Den.

After the Knight has been transported into Beast's Den or when Herrah has been defeated, the Distant Villagers abandon their cloaks and shells and are never seen again.

Listening to them gives the following dialogue, from left to right:


 * "Greetings. You are very tired. Sit and rest."
 * "We are friends. Welcome. Sit and rest."
 * "Please sit and rest."
 * "It is warm and safe. Sit and rest."
 * "Welcome. You need rest. Sit and rest."

Grimmsteed Two bugs with a similar appearance to Willoh, named "Grimmsteed" in game files, sit in front of the Grimm Troupe's main tent.

They arrive together with the Troupe, when the Nightmare Lantern is lit. They disappear after Nightmare King Grimm has been defeated or the Troupe is banished.

They do not speak, but using the Dream Nail on them gives the following dialogue lines:


 * "A new land. Different from the last. How many more will we see?"
 * "The roads between are dark and long, but the Master's light will always guide us."

Mace Bug After defeating False Knight in the Forgotten Crossroads, the head of his mace is revealed to be a living creature, named in the files "Mace Head Bug". It can be hit to send it rolling in a direction while also stunning it, but it does not take damage and simply scurries off-screen when it gets the chance. Hitting it with the Nail does not grant SOUL, though hitting it with the Dream Nail does.

Using the Dream Nail on it also gives the following dialogue:


 * "Free at last!"

Trivia
 * Trivia we have on them

Charm Synergies

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 on the map to the right). 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 on the map). After Dream Nailing the corpse, the previous room must be returned to, where the torch is now lit. By striking the brazier at the foot of the torch multiple times a small cutscene triggers, showcasing the Nightmare Lantern Interlude.

Grimm and the Grimmchild When returning to Dirtmouth, two tents of the Grimm Troupe have appeared, with the larger one containing Grimm. Speaking with Grimm grants the Grimmchild Charm, and, as long as it is equipped, it is possible to fight the Grimmkin, scattered across Hallownest and take their flames (marked on the Knight's Map).

The first Grimmkin fought are the Novices, and once all three are defeated, returning to Grimm upgrades the Grimmchild and allows for fighting the next Grimmkin, the Masters. Defeating these and returning to Grimm initiates the Troupe Master Grimm boss fight. Defeating Grimm upgrades the Grimmchild once again, grant the Grand Performance achievement, and a Charm Notch, and allows 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 then tells the Knight that if they so wish, they should meet him where it all began.

Returning to Grimm's tent with three flames collected and Dream Nailing the sleeping Grimm initiates the Nightmare King Grimm boss fight. Defeating the Nightmare King completes the Ritual in Hallownest, granting the Ritual achievement. The Grimmchild is upgraded one final time, and the Troupe leaves Hallownest, with the exception of Divine, who stays 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 removes the Grimmchild Charm from the inventory. Returning to Dirtmouth reveals the presence of a new NPC, Nymm, while the entire Troupe is nowhere to be found. Speaking to Nymm grants 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 rests on a Bench.

Rewards

Achievements

Insert possible Quest navbox here?

Tabbed Charm Testing

Some More Tabbed Charms