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The Trial of the Conqueror is the second trial in the Colosseum of Fools available to The Knight.

Requires Geo.png450 to open.

Upon clearing it for the first time, the Knight receives a Pale Ore, Geo.png2000-2020, and the Conqueror achievement. Subsequent victories reward Geo.png2000-2020.

Tips

Remember to heal at least once between waves.

As with all other Colosseum trials, Nail Arts are invaluable in dealing with enemies such as Armoured Squits. This is especially true during the floorless sections.

Using the Mantis Claw or the Crystal Heart to stay on the upper left or right walls on Waves 6 and 7 allows the Knight to avoid all 4 Belflies. Ignore the Heavy Fool, as either the Belflies or the spikes below will take care of it.

Heal as much as possible before engaging the Grub Mimic at wave 10.

The Battle Obbles at Wave 16 can be Dream-nailed for Soul. This allows the Knight to enter Wave 17 with full SOUL and health.

For tips with Wave 17, the Oblobbles, see Oblobbles.

Wave 1
Transition: None
HJ Heavy Fool.png Heavy Fool, centre
HJ Winged Fool.png Winged Fool, left

HJ Winged Fool.png Winged Fool, right

HJ Winged Fool.png Winged Fool, top centre

HJ Heavy Fool.png Heavy Fool, centre

Wave 2
Transition: Platforms rise up.
HJ Armoured Squit.png Armoured Squit, top left

HJ Armoured Squit.png Armoured Squit, top right

Wave 3
Transition: Spikes cover the floor.
HJ Armoured Squit.png Armoured Squit, top left

HJ Armoured Squit.png Armoured Squit, top right

Wave 4
Transition: Two platforms fall away, leaving only a single platform in the centre.
HJ Winged Fool.png Winged Fool, top left
HJ Armoured Squit.png Armoured Squit, right
Wave 5
Transition: Six more platforms rise up all around the arena.
HJ Primal Aspid.png Primal Aspid, left

HJ Armoured Squit.png Armoured Squit, top right

Defeating one of these enemies spawns the next row.
HJ Armoured Squit.png Armoured Squit, left

HJ Primal Aspid.png Primal Aspid, top right

Defeating two enemies spawns the next row.
HJ Volatile Gruzzer.png Volatile Gruzzer, top left

HJ Volatile Gruzzer.png Volatile Gruzzer, top right
HJ Volatile Gruzzer.png Volatile Gruzzer, top centre

Defeating two enemies spawns the next row.
HJ Volatile Gruzzer.png Volatile Gruzzer, top centre

HJ Volatile Gruzzer.png Volatile Gruzzer, centre

Wave 6
Transition: A triple platform rises up in the centre and the other platforms go away.
HJ Heavy Fool.png Heavy Fool, right
HJ Belfly.png Belfly, left

HJ Belfly.png Belfly, right
HJ Belfly.png Belfly, centre

Wave 7
Transition: Two platforms go away, leaving only one platform in the centre.
HJ Belfly.png Belfly, centre
Wave 8
Transition: The platforms and spikes go away, returning the arena to its original state.
HJ Hopper.png Hopper x4

(one after another)

Defeating two enemies spawns the next row.
HJ Hopper.png Hopper x4

(one after another)

HJ Great Hopper.png Great Hopper, top centre
Wave 9
Transition: The walls close in to about 25% of the arena's original floor space.
HJ Great Hopper.png Great Hopper, top centre
Wave 10
Transition: The walls return to their original width and the ceiling drops to about 50% of the arena's original height.
HJ Grub Mimic.png Grub Mimic, centre
Wave 11
Transition: The ceiling returns to its original height and a single platform rises up in the centre.
HJ Shielded Fool.png Shielded Fool, left

HJ Shielded Fool.png Shielded Fool, right

HJ Winged Fool.png Winged Fool, top centre Defeating two of these enemies spawns the next row (and the platform goes away).
HJ Winged Fool.png Winged Fool, top centre
HJ Heavy Fool.png Heavy Fool, centre

HJ Armoured Squit.png Armoured Squit, top left

Defeating one of these enemies spawns the next row.
HJ Armoured Squit.png Armoured Squit, top right
Wave 12
Transition: The walls close in to about 50% of the arena's original floor space.
HJ Heavy Fool.png Heavy Fool, centre
HJ Winged Fool.png Winged Fool, top centre
Wave 13
Transition: Spikes cover the floor.
HJ Armoured Squit.png Armoured Squit, centre
HJ Winged Fool.png Winged Fool, centre
HJ Armoured Squit.png Armoured Squit, centre

HJ Armoured Squit.png Armoured Squit, top centre

Wave 14
Transition: The walls return to their original state, 3 platforms rise up, and spikes cover the floor.
HJ Winged Fool.png Winged Fool, left

HJ Winged Fool.png Winged Fool, right

HJ Winged Fool.png Winged Fool, top centre

HJ Armoured Squit.png Armoured Squit, top left
HJ Armoured Squit.png Armoured Squit, top right

Wave 15
Transition: The arena returns to its original state before 4 platforms rise up.
HJ Battle Obble.png Battle Obble, left

HJ Battle Obble.png Battle Obble, right
HJ Battle Obble.png Battle Obble, centre
HJ Battle Obble.png Battle Obble, top centre

Defeating two of these enemies spawns the next row.
HJ Battle Obble.png Battle Obble, top left

HJ Battle Obble.png Battle Obble, top right

Defeating two of these enemies spawns the next row (and spikes cover the floor).
HJ Battle Obble.png Battle Obble, top left

HJ Battle Obble.png Battle Obble, top right
HJ Battle Obble.png Battle Obble, bottom centre

Wave 16
Transition: The spikes and platforms go away and the ceiling drops to about 50% of the arena's original height.
HJ Battle Obble.png Battle Obble x2, left

HJ Battle Obble.png Battle Obble, right
HJ Battle Obble.png Battle Obble, bottom right

Wave 17
Transition: The ceiling rises to about 75% of the arena's original height.
HJ Oblobble.png Oblobbles, top left

HJ Oblobble.png Oblobbles, top right

Achievements

Achievement Conqueror.png Conqueror
Complete the Trial of the Conqueror

Delicate Flower.png

Quests

Grimm TroupeDelicate FlowerTrials (WarriorConquerorFool)
Pantheons (The MasterThe ArtistThe SageThe KnightHallownest)
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