Hollow Knight

Hollow Knight

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The Grimm Troupe DLC Guide 【Hollow Knight】
By Ty Fyter
A basic outline of The Grim Troupe DLC for Hollow Knight.
   
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Introduction
The Grimm Troupe DLC finds the Knight summoning the mysterious titular Grimm Troupe to the derelict town of Dirtmouth. The eponymous Troupe Master Grimm requests the Knight's aid in the Troupe's eternal Ritual to of death and rebirth.

It has two possible endings, with different rewards, achievements, and characters involved. The two endings are mutually exclusive.
Summoning The Grimm Troupe


To start the quest, the Knight must travel to the Howling Cliffs. Howling Cliffs can either be accessed from the Stag Nest, or from either Greenpath or the King's Pass; both requiring the Mantis Claw.
After scaling down the LHS of the cliffs, there are two breakable walls the Knight must go through (marked on the image) before going through a passage and finding "the corpse of a large bug" in a hidden room to the right of the passage (marked on the image with an arrow).

Dream Nailing the corpse will release red Essence, and returning to the previous room the torch is restored. By striking the brazier with your nail will light the torch, and the Nightmare Lantern Interlude will play, signalling the Troupe's arrival in Dirthmouth.


Meeting Troupe Master Grimm
Upon returning to Dirtmouth, the Grimm Troupe will have arrived. The larger tent on the right housing Troupe Master Grimm. After speaking with Grimm he will give you the Grimmchild charm and requests you fight the Grimmkin scattered across Hallownest and thereby allowing the Grimmchild to consume their Nightmare Flames (which will be marked on the Knight's map).
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 round of Flames will be held by the Grimmkin Novices, and after defeating all three and returning to Grimm, will upgrade the Grimmchild to level-2. With level-2 the next set of Nightmare Flames are unlocked on the map, the Grimmkin Master. Defeating these and returning to Grimm initiates the Troupe Master Grimm boss fight. Upon defeating Grimm will upgrade the Grimmchild to level-3, unlock the "Grand Performance" achievement, and a Charm Notch. The Night can now set out for the third and final set of Nightmare Flames held by the Grimmkin Nightmares.


Brumm and the Nightmare King
The third and final phase of the Ritual is divergent from the previous rounds. This time there are four Nightmare Flames scattered across Hallownest, not three. And Brumm is noticeably missing from the big top.

Seeking the Flame within the Distant Village of Deepnest will reveal that one of the four Flames is held by Brumm. Brumm, while initially encouraging, has had second thoughts about perpetuating the Ritual and considers himself and the Troupe enslaved to it. He will suggest breaking the endless cycle of death and rebirth by 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 the last three flames will open up a passage to the right of the arena where Troupe Master Grimm was fought earlier. Here you will find Grimm hanging upside-down asleep. Dream Nailing Grimm will transport the Knight to the Nightmare Realm and the Nightmare King Grimm boss fight. Defeating Grimm here will complete the Ritual and grant the "Ritual" achievement, as well as rewarding the Knight with the level-4 Grimmchild charm and the Nightmare King entry in the Hunter's Journal. The Grimm Troupe leaves Hallownest, with the notable exception of Divine, who will stay behind until all the Fragile charms (Heart, Greed, and Strength) are transposed as Unbreakable.




Instead, if you rendezvous with Brumm at the Howling Cliffs (where you found the brazier), you can assist him destroying the Nightmare Lantern and banishing the Troupe from Hallownest. Doing so removes the Grimmchild Charm from the inventory. Upon returning, the Grimm Troupe has vanished from Dirthmouth, and instead a new NPC called Nymm has arrived. Speaking to Nymm grants the Carefree Melody charm, which takes up the same slot in the inventory as the Grimmchild did. The "Banishment" achievement is then granted the next time the Knight rests on a Bench.


Other Errata
If the Nightmare Lantern room is exited before breaking the brazier, Brumm disappears and the Banishment ending becomes unavailable forever.

Due to how the Banishment ending works, any unacquired Unbreakable charms are permanently unobtainable if the Knight decides to banish the troupe. If Divine has a charm currently consumed when the Grimm Troupe is banished, then it is left on the ground, still in its Fragile form, upon returning to Dirtmouth.

The Grimmchild and Carefree Melody charms are mutually exclusive, one per save file.


The "Ritual" and "Banishment" achievements are mutually exclusive, one per save file.
2 Comments
ViperTXI Mar 31 @ 1:00pm 
Thank you!!!!
V1tor Nov 16, 2023 @ 1:07pm 
Thanks, dude!