Dirtmouth

"Ho there, traveller. I'm afraid there's only me left to offer welcome. Our town's fallen quiet you see.

The other residents, they've all disappeared. Headed down that well, one by one, into the caverns below."

- Elderbug

A small village sitting atop most of Hallownest, encountered at the beginning of the game. This is where the Knight is first able to enter Hallownest properly.

Initially, all of the buildings are closed off, and the only NPC living there is Elderbug. However, as more NPCs are encountered during the game, several make their way back to town and open up several buildings, including a Stag Station, two Merchants, Bretta and Confessor Jiji's (or Steel Soul Jinn in Steel Soul Mode) cave.

It connects to the Forgotten Crossroads and King's Pass, the area where the Knight starts their journey, as well as to Crystal Peak via an unlockable lift.

Sub-area: King's Pass
The starting area of the game, it contains a small set of tunnels with glowing lore tablets. At the far east is a large sealed door that must be broken open to access the rest of the game.

This area can later be returned to through Howling Cliffs or by going back through the eastern entrance using Mantis Claw or using Crystal Heart by most western point of Crystal Peak.

The Grimm Troupe's Tents
After the Knight has started the Grimm Troupe's ritual, two large tents will appear in Dirtmouth, shocking its inhabitants. The smaller tent is home to Divine, an NPC who can turn Leg Eater's Fragile Charms into unbreakable ones, for a large amount of Geo.

The larger tent contains a grand stage in which Grimm offers the Knight a charm, Grimmchild. This tent also hosts Grimm's fight. After this fight and once all flames have been collected, an area to the right of the stage opens up. At the end of a long corridor, Grimm can be found sleeping. With the Grimmchild equipped he can be dreamnailed in order to start the Nightmare King Grimm battle.

The eastern corridor of Grimm's Tent also contains a passage leading to a secret room. It can be accessed by climbing up the second arch from the left. The secret room has several inaccessible chests, the masks of the Grimmkin, and an unknown device in the middle. If a Spell is used in this room, a red barrier lights up.

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