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The Trial of the Fool is the third and final trial available in the Colosseum of Fools to the player.

Requires Geo800 to open.

Upon clearing it for the first time, the player will receive Geo2700 and the Fool achievement. Subsequent completions will reward Geo3000.

Tips

Trial of the Fool Hollow Knight

Trial of the Fool Hollow Knight

Equipment, Spell and Ability

As a late game area, the Knight is expected to have almost maximum equipment, especially the Pure Nail, as well as all form of Nail Arts. It is also recommended to have at least 8 Masks and 2 Soul Vessels.

Charms

  • Nailmaster's Glory is very helpful, allows the Knight to charge must quicker to survive clutching moment using Nail Arts. Cyclone Slash tears through most foes, while Great Slash and Dash Slash usually kill flying enemies in a single hit. With very low cost of 1 Notch, it is recommended even if the player go for a spell build or hybrid build.
  • Shaman Stone allows Shade Soul to kill many flying enemies (most notably Primal Aspids) in a single blast, allowing the player to deal with enemies from afar and not risk getting hit. This is especially useful during the section without any floor, as the Soul can't be spent on healing anyway.
  • Mark of Pride and Longnail can help with down-striking, which is especially useful during the floor-less section. The increasing reach is helpful when standing on a platform.
  • Dream Wielder allows the player to easily gather lots of Soul for spells or healing using the Dream Nail. If a slow enemy is saved until the end of a wave, it can be farmed for Soul, and the player can heal to full.
  • If timed properly the Knight can use the Dream Nail on the Garpedes during wave 13 to obtain some soul.
  • Weaversong turns the final boss trivial. Simply sticking to one of the walls of the arena using the charge of Crystal Heart keeps the Knight completely safe while the weavers slowly kill the two enemies.
    • Together with Grubsong the weavers can generate a fair amount of soul. Even more so if a weak enemy is kept alive until the end of a wave and one allows the weavers to hit it repeatedly.

Many charms are helpful in some specific situation.

  • Hiveblood can be used to heal during the section without a floor.
  • Grubsong and Thorns of Agony turn any hit into your advantage (Soul and damage output, respectively), and you will likely get hit a lot during this intense, draw-out battle.
  • Dreamshield provides protection (albeit not very reliable) against most form of projectiles. It's also give an additional reach while standing on platforms or clinging to walls.

Waves Information and Advice

This table contain advice mostly for nail build, if you are a spell or hybrid builder, please considering expand this article.

  • Shielded Fool is not very aggressive, only has melee attack and is slow, therefore it is the best target for soul farming and healing. Always leave this foe the last so you have an easy time healing and refilling your soul.
  • Primal Aspid, in any situation, is a gravely threat, kill it as fast as possible, either using Great Slash, Dash Slash or Shade Soul upgraded by Shaman Stone.
  • Armoured Squit usually appear in multiples, they are very fast and usually strike at the same time. The Cyclone Slash can protect the Knight from both sides and easily deflect them all.
  • Mantis Petra and Soul Twister are very dangerous airborne foes, but fall down in a single Great Slash. It is recommended to deal with them fast before they have a chance to do anything.
Wave 1
Transition: None
HJ Heavy Fool Heavy Fool, left

HJ Sturdy Fool Sturdy Fool, right

Defeating one of these enemies spawns the next row.
HJ Armoured Squit Armoured Squit x2, centre Defeating the remaining enemies spawns the next row.
HJ Shielded Fool Shielded Fool, left

HJ Shielded Fool Shielded Fool, right
HJ Primal Aspid Primal Aspid, top centre

HJ Winged Fool Winged Fool, left

HJ Winged Fool Winged Fool, right
HJ Sharp Baldur Sharp Baldur, left
HJ Sharp Baldur Sharp Baldur, right

Cyclone Slash can protect the Knight from all directions while damaging foes left and right.
Wave 2
Transition: Two platforms spring up, followed by spikes covering the floor.
HJ Sturdy Fool Sturdy Fool, left

HJ Sturdy Fool Sturdy Fool, right
HJ Primal Aspid Primal Aspid, top centre

Stay on the platform and take down the Primal Aspid, spikes will take care of those Sturdy Fools.
Wave 3
Transition: Ceiling drops down to about 75% of arena height.
HJ Battle Obble Battle Obble, top left

HJ Battle Obble Battle Obble, top right
HJ Battle Obble Battle Obble, centre
HJ Winged Fool Winged Fool, centre

After taking down the Winged Fool, it is a good time to heal as Battle Obbles do not actively try to aim at the Knight.
HJ Furious Vengefly Furious Vengefly, top left

HJ Furious Vengefly Furious Vengefly, top right

Prepare your Nail Art beforehand as Furious Vengefly is extremely aggressive and may cause panic to the player.
Wave 4
Transition: The platforms and spikes go away.
HJ Heavy Fool Heavy Fool, left

HJ Heavy Fool Heavy Fool, right

Stay clinging at high as possible, let those Belflies take care of the rest.
HJ Belfly Belfly x6 (one after another)
Wave 5
Transition: The ceiling rises, returning the arena to its original state.
HJ Death Loodle Death Loodle, top centre

HJ Death Loodle Death Loodle, top left
HJ Death Loodle Death Loodle, top right

The Death Loodles spawn one after another
Wave 6
Transition: Four platforms rise up.
HJ Death Loodle Death Loodle, bottom left

HJ Death Loodle Death Loodle, top left
HJ Death Loodle Death Loodle, top centre
HJ Death Loodle Death Loodle, top right
HJ Death Loodle Death Loodle, bottom right

Wave 7
Transition: The platforms go away, returning the arena to its original state.
HJ Death Loodle Death Loodle, left

HJ Death Loodle Death Loodle, right
HJ Death Loodle Death Loodle, centre

Wave 8
Transition: Four platforms stacked in a column rise up in the center and spikes cover the floor.
HJ Armoured Squit Armoured Squit, left

HJ Armoured Squit Armoured Squit, top right

Defeating each above enemy spawns 1 of each enemy from the next row.
Kill 1 Squit, then wait for the Primal Aspid to spawn and take care of it before killing the other Squit.
HJ Primal Aspid Primal Aspid, top left

HJ Primal Aspid Primal Aspid, top right

Defeating 1 Primal Aspid spawns the next row.
HJ Primal Aspid Primal Aspid, left

HJ Winged Fool Winged Fool, right

HJ Garpede Garpede x4 Crawling across the arena, reaching each platform at a different time. They cross platforms in this order: 3, 4, 2, 1 (1 is the top platform).

Once all four Garpedes are done crossing, the next row spawn. Stay at the top platform to get the longest possible time to heal.

HJ Winged Fool Winged Fool, top left

HJ Armoured Squit Armoured Squit, right
HJ Armoured Squit Armoured Squit, top right

Wave 9
Transition: Platforms and spikes go away, returning the arena to its original state.
HJ Shielded Fool Shielded Fool, left

HJ Heavy Fool Heavy Fool, right
HJ Primal Aspid Primal Aspid, centre

Defeating 2 of the above enemies spawns the next row.
HJ Mantis Traitor Mantis Traitor, centre Defeating 1 of the above enemies spawns the next row.
HJ Mantis Petra Mantis Petra, centre Defeating all of the above enemies spawns the next row.
HJ Mantis Petra Mantis Petra, left

HJ Mantis Petra Mantis Petra, right
HJ Mantis Traitor Mantis Traitor, centre

Defeating 2 of the above enemies spawns the next row.
HJ Mantis Petra Mantis Petra, left

HJ Heavy Fool Heavy Fool, right

Defeating all enemies spawns the next row.
HJ Soul Twister Soul Twister x2
HJ Mistake Mistake x3

3 (one after another)

Leave 1 of them alive to farm soul with the Dreamnail.
HJ Soul Warrior Soul Warrior

HJ Folly Folly
spawn every 8 seconds until Soul Warrior is beaten.

Wave 10
Transition: Six platforms rise up and spikes cover the floor.
HJ Volt Twister Volt Twister, top centre
HJ Soul Twister Soul Twister, top centre
HJ Volt Twister Volt Twister, top right
HJ Volt Twister Volt Twister, right
HJ Soul Twister Soul Twister, right
Wave 11
Transition: The platforms and spikes go away, returning the arena to its original state.
HJ Soul Warrior Soul Warrior
HJ Soul Twister Soul Twister
Wave 12
Transition: The walls close in, shrinking the arena floorspace to about half.
HJ Winged Fool Winged Fool, left

HJ Sturdy Fool Sturdy Fool, right

HJ Lesser Mawlek Lesser Mawlek, left

HJ Lesser Mawlek Lesser Mawlek, right

HJ Lesser Mawlek Lesser Mawlek, left

HJ Lesser Mawlek Lesser Mawlek, right
HJ Winged Fool Winged Fool, top centre

Cling as high as possible to safely take down the Winged Fool.
HJ Brooding Mawlek Brooding Mawlek, centre
Wave 13
Transition: The walls close in even more, keeping The Knight stuck in place for several seconds. Then they expand to 3 Garpedes' worth of space.
HJ Garpede Garpede x8 This wave starts with 1 Garpede crawling down in the center. Before it reaches The Knight, the walls open a bit. Then Garpedes crawl down in pairs (except the 5th which crawls down solo), leaving The Knight just enough space to survive each wave.

Wave 1: centre
Wave 2: left, centre
Wave 3: left, right
Wave 4: centre
Wave 5: left, right

With the help of Dream Wielder you can get a handful of soul and heal a decent amount afterward.

Wave 14
Transition: The walls spread out to half of the arena's size and spikes cover the floor.
HJ Winged Fool Winged Fool, centre

HJ Armoured Squit Armoured Squit, top
HJ Armoured Squit Armoured Squit, bottom

HJ Primal Aspid Primal Aspid, top

HJ Armoured Squit Armoured Squit, bottom

HJ Mantis Petra Mantis Petra, top

HJ Armoured Squit Armoured Squit, bottom

HJ Battle Obble Battle Obble x4 Defeating 3 of these enemies spawns the next row.
HJ Winged Fool Winged Fool x2, centre
Wave 15
Transition: The ceiling drops down to about halfway.
HJ Armoured Squit Armoured Squit, centre
HJ Armoured Squit Armoured Squit, centre
Wave 16
Transition: The walls and ceiling return to their original state and 3 platforms rise up.

HJ Death Loodle Death Loodle x14
(one after another)

Stay steady on any platform and let these Loodles kill themselves. It is possible to Dreamnail them and even healing at this time. If the platform is (unluckily) overwhelmed, Cyclone Slash will easily clear it.
Wave 17
Transition: The platforms and spikes go away, returning the arena to its original state.
HJ Heavy Fool Heavy Fool, left

HJ Sturdy Fool Sturdy Fool, right

HJ Mantis Traitor Mantis Traitor, left
HJ Winged Fool Winged Fool, centre Defeating one of these enemies spawns the next row.
HJ Mantis Petra Mantis Petra, centre

HJ Shielded Fool Shielded Fool, right

HJ Soul Twister Soul Twister
HJ Shielded Fool Shielded Fool, right
HJ Volt Twister Volt Twister

HJ Heavy Fool Heavy Fool, left

HJ Sharp Baldur Sharp Baldur, left

HJ Sharp Baldur Sharp Baldur, right
HJ Armoured Squit Armoured Squit, top left
HJ Armoured Squit Armoured Squit, top right

HJ Heavy Fool Heavy Fool, left

HJ Winged Fool Winged Fool, top centre
HJ Shielded Fool Shielded Fool, right

Defeating one of these enemies spawns the next row.
HJ Sturdy Fool Sturdy Fool, left
HJ God Tamer God Tamer

Achievements

Achievement Fool Fool
Complete the Trial of the Fool
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