|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.
Initially, all of the buildings are closed off, and the only NPC living there is Elderbug. However, as the player encounters more NPCs 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.
Points of Interest:
- Charm: Nailmaster's Glory (given by Sly as the Nailsage)
- Charm: Grimmchild (given by Grimm)
- Charm: Carefree Melody (Given by Nymm if the troupe has been banished)
- 1 Mask Shard (in Bretta's house)
- 1 Chest: Charm Notch
Sub-area: King's Pass
The starting area of the game, it contains a small set of tunnels with glowing messages. At the far east is a large sealed door that the player must break open to access the rest of the game.
Points of Interest
The Grimm Troupe Content
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 will be home for 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 will offer the Knight a charm, Grimmchild. This tent will also host Grimm's fight. After this fight and once all flames have been collected, an area to the right of the stage will open 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.