
The Grimm Troupe quest ends one of two ways. Finish the Ritual and keep the Grimmchild, or banish the Troupe for the Carefree Melody charm.
The Grimm Troupe quest has two endings, and they are mutually exclusive. Per the wiki, once you commit to one path the other is gone for that save file, so the choice matters more than most side quests in the game.
According to the wiki, both paths start the same way. You summon the Troupe to
Dirtmouth, take the
Grimmchild charm from
Troupe Master Grimm, and gather flame from Grimmkin across Hallownest.
The wiki specifies the split comes at the very end. You either complete the Ritual by fighting Grimm and then the Nightmare King, or you side with
Brumm and banish the Troupe.
This guide covers the shared setup, both endings in full, the rewards each one gives, and the exact moment your choice locks in.
Ritual beats Grimm then the Nightmare King and keeps the Grimmchild.
Banishment destroys the lantern with Brumm and grants Carefree Melody.
One charm only Grimmchild and Carefree Melody cannot coexist.
The final act killing the Nightmare King or breaking the lantern.Per the wiki, both endings need the same groundwork first. You light the Troupe banner brazier in Dirtmouth, summon the Troupe, and accept the Grimmchild charm from Grimm.
According to the wiki, you then equip the Grimmchild and hunt
Grimmkin to collect
flame in three waves. The Novices come first, then the Masters, then the Nightmares, and each wave feeds the Grimmchild and pushes the quest forward.
The wiki notes the final flames sit in tougher spots, including the
Distant Village, the Fungal Wastes near the Mantis Village, and the Ancient Basin. In practice, gather all of them before you decide, since both endings open only once the flame is collected.
Per the wiki,
Divine travels with the Troupe. If you plan to banish, recover any Fragile charms from her first, because banishment can strand them.
Per the wiki, the Ritual path stays loyal to Grimm. Once the flame is gathered, you return to the
Troupe tent and challenge Troupe Master Grimm in a full boss fight.
According to the wiki, beating him grants the Grand Performance achievement. The Grimmchild matures further, and the lantern then lets you summon
Nightmare King Grimm, the hardest form of the boss.
The wiki specifies that defeating the Nightmare King completes the Ritual and grants the Ritual achievement. You keep the
Grimmchild in its final form, a flying companion that spits fireballs, plus a Charm Notch. In real runs, this is the path players take when they want the companion charm and the tougher fight.
Per the wiki, the Banishment path sides with Brumm against Grimm. After the first Grimm fight, Brumm leaves the tent and can be found in the Distant Village, then at the brazier in the
Howling Cliffs.
According to the wiki, you help him destroy the
Nightmare Lantern at that brazier. Doing so banishes the entire Troupe, removes the Grimmchild charm from your inventory, and grants the Banishment achievement.
The wiki notes that back in Dirtmouth the Troupe is gone and a new musician named
Nymm appears, implied to be Brumm without his memories. Speaking to him gives the
Carefree Melody charm, which takes the same slot Grimmchild would have. In actual play, this path also blocks any unbreakable charm upgrades you had not finished, since Divine leaves with the Troupe.
Per the wiki, the two endings give different charms and lock out different things. This table lays out the trade.
| Factor | Ritual | Banishment |
|---|---|---|
| Charm kept | Grimmchild | Carefree Melody |
| Hardest fight | Nightmare King Grimm | None beyond the first Grimm |
| Achievement | Grand Performance and Ritual | Banishment |
| Unbreakable charms | Stay available | Locked if not yet done |
According to the wiki, the choice fixes the moment you either land the final blow on the Nightmare King or break the lantern. Up to that instant you can still switch sides.
The wiki specifies that Nightmare King Grimm can still be fought later in
Godhome even after banishment. In practice, banishers who want that fight back find it in the Hall of Gods and the Pantheons.
The Grimm Troupe ties charms, bosses, and the wider ending list together. These spokes pick up the connected threads.





Game data and screenshots adapted from hollowknight.fandom.com, used under CC BY-SA 3.0. Original content remains the property of the wiki contributors and Team Cherry.