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Do not let Hollow Knight fool you. Yes, the art style happens to turn bugs into incredibly cute characters it's impossible not to love. Yes, at its core there is a story with remarkable depth. But the truth is, beneath its adorable surface, it turns out that Hollow Knight is actually a really hard game! Luckily, nothing about that difficulty takes away from the incredible experience this game offers.

Players looking to test their mettle, and find out just how hard Hollow Knight can be, will likely find themselves at the entrance to the Colosseum of Fools. This three-tiered gauntlet will see the Knight tested unlike anywhere else in Hallownest. The Trial of the Conqueror is the second in three possible trials, The Trial of the Warrior, The Trial of the Conqueror & The Trial of the Fool.Related: Hidden Secrets Many Still Haven't Found In Hollow Knight

How to Reach the Colosseum of Fools

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The three trials take place in a ringed fighting pit known as the Colosseum of Fools. The arena sits high atop Kingdom's Edge, an isolated outpost that holds a special place in this unique world.

How to Prepare for the Trial of the Conqueror

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Because the Trial of the Conqueror is the second in a series of three trials, it can only be accessed after completing the Trial of the Warrior. Before moving on to the next trial, consider doing the following:

  • Upgrade the nail as much as possible
  • Earn as many charm slots as possible
  • Find all mask

There is no reason to take on the trials before being fully prepared. The pale ore needed to fully upgrade the nail is earned from this trial, so one step below will have to suffice for the Knight's first time through. Once he is confident in his setup, simply pay the 450 Geo and get ready to fight!

Make sure to equip charms at the bench before initiating the trial as the Knight will not have access after selecting "Yes."

Choosing the Best Charms:

Like any other game with customizable equipment, what actually constitutes the 'best' combination of charms is subjective. There are several important factors to consider when determining what works for the Trial of the Conqueror. These include nail form, available charms and charm slots, and preferred play style. Like so much else in Hollow Knight, the best options for an individual player are found through trial and error. Here are some general thoughts:

  • Any charm that generates extra soul can be the difference between success and failure. Players that take a lot of damage should try Grubsong. Soul Catcher or Soul Eater if space permits.
  • Enhancing damage output with Fragile or Unbreakable Strength can be useful, but players with limited charm slots will lose out on more important charms.
  • Quick Focus can be one of the most useful tools in the trials. Having the ability to heal quickly can make the difference in the long run. It takes three charm slots, so it may be difficult for some players to utilize.
  • If players find themselves with a single slot to fill, there are several viable options. Players who utilize Nail Arts will find Nailmaster's Glory incredibly helpful. Players looking for a low-cost means of causing damage can try Thorns of Agony or Spore Shroom. Grubsong should already be included in every loadout, but if it hasn't been, use it here.
  • DO NOT OVERCHARM! Unless players are extremely confident in their ability to not take damage, overcharm is not worth the increase in damage taken.

As previously stated, it is nearly impossible to say any one combination is 'best.' With a total of 11 possible charms slots, it is up to each player to determine what is best for them.

Fighting Through the Trial of the Conqueror

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This trial is made up of 17 total waves, some with multiple stages. The overall structure is similar to the Trial of the Warrior, so be prepared for enemies to be released from various locations.

Remember! Some stages will begin after only partially completing the previous stage. It is possible to have enemies from two separate stages on screen at once. Each wave is based on the changing structure.

Wave 1:

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First Stage: The trial begins with a lone Heavy Fool.

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Second Stage: Two Winged Fools enter from above, one to the left, one to the right.

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Third Stage: A Winged Fool and a Heavy Fool, both coming from the center area.

Wave 2:

The second wave begins with three small platforms popping up.

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Only Stage: Two Armored Squit, one from the left, one from the right. Watch for the dual strike out the gate.

Wave 3:

Wave three begins with the ground changing to spikes.

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Only Stage: Once again, two Armored Squit appear, one from each corner.

Wave 4:

Wave four begins with two of the platforms disappearing.

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Only Stage: A Winged Fool and an Armored Squit.

Wave 5:

Wave five begins with six more small platforms extending up at various heights and locations. The stages of wave five happen in very quick succession.

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First Stage: A single Primal Aspid (Flying enemies with bright orange torso) and an Armored Squit. Killing the aspid or the squit will initiate the next stage.

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Second Stage: Another Primal Aspid and Armored Squit.

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Third Stage: Three Volatile Grizzers (larger flying bug with trunk and orange infection oozing out of body). Be careful, these explode after death!

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Fourth Stage: Two more Volatile Grizzers.

Wave 6

Wave six begins with a new platform forming in the center, the ground is a bed of spikes.

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First Stage: A single Heavy Fool enters on the right side of the platform. It will charge straight off the platform if the Knight jumps at the right moment.

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Second Stage: Many players have the runs ended here. Three Belflies spawn above the center of the platform, not at once but in close succession. These are the tracking, exploding bat enemies. This is the first area where the Mantis Claw is so important to this trial. Hanging on to the left wall will completely avoid all explosions.

Wave 7:

Wave seven makes the platform considerably smaller.

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Only Stage: A single Belfly attempts to catch the Knight on the center platform. Staying on the left wall will prevent this.

Wave 8:

Wave 8 returns the Knight to solid ground.

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First Stage: Four Hoppers enter the arena.

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Second Stage: Four more Hoppers enter.

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Third Stage: A single Great Hopper enters.

Wave 9:

Wave nine begins with the walls closing in.

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Only Stage: A Great Hopper is released. Use the Howling Wraiths spell if available, it will make quick work of the bouncing robo-spider-thing.

Wave ten begins with the ceiling lowering significantly.

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Only Stage: Oh, yay! A Grub...what a nice...oh, wait...nooooo!

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Do not be fooled by the tricky Grub Mimic.

Wave 11:

Wave eleven begins with the ceiling lifting and a single platform arriving in the center.

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First Stage: Two Shielded Fools and a Winged Fool

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Second Stage: A solo Winged Fool is added when two enemies from stage one are killed.

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Third Stage: Another Winged Fool, a Heavy Fool and an Armored Squit.

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Fourth Stage: A final Armored Squit.

Wave 12:

The twelfth wave closes the walls back in.

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First Stage: A solo Heavy Fool.

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Second Stage: A solo Winged Fool.

Wave 13:

Spikes emerge from the floor here in Wave thirteen. This is one of the trickiest sections due to the lack of any type of safe ground. The Knight must cling to the walls with the Mantis Claw while attacking mid-jump. Using bounce attacks from above can be particularly effective.

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First Stage: An Armored Squit, followed by a Winged Fool.

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Second Stage: Two Armored Squit.

Wave 14:

In wave fourteen, the walls return to their normal distance. Spikes remain on the ground with three small platforms above them.

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First Stage: Two Winged Fools, one on each end.

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Second Stage: A solo Winged Fool followed by two Armored Squit.

Wave 15:

Wave fifteen sees the arena briefly return to its original state, followed by four small platforms rising up. After the second stage, spikes return to cover the floor.

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First Stage: Four Battle Obble (the killer flying bowling balls).

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Second Stage: Two more Battle Obble.

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Third Stage: Spikes are back on the floor. Three more Battle Obble enter the fray.

Wave 16:

Wave sixteen brings the ceiling back down to roughly 50% height. When fighting Battle Obbles, stand directly beneath them to avoid their projectiles.

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Only Stage: Four Battle Obble attack at once.

Wave 17:

The ceiling raises slightly for the final wave.

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Only Stage: The final wave consists of two Oblobbles, one coming from each corner. Once one is killed, the second becomes much more aggressive.

Rewards for Completing Trial of the ConquerorHollow-Knight-Conqueror-Rewards

Upon first completing the Trial of the Conqueror, the Knight will receive at least 2000 Geo and a single chunk of Pale Ore. Each subsequent completion will reward Geo, but nothing else.

Completing the trial will also award the player with the 'Conqueror' achievement.

Hollow Knight is available now for PS4, Xbox One, Switch, and PC.

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