
In virtually every combat-focused fantasy game, you’re likely to encounter a gladiatorial combat arena. This concept resonates well with players, fueled by humanity’s fascination with competition and combat; even insects dive into the fray, as evidenced by the engaging battles in Hollow Knight.
In the intriguing world of Hollow Knight, nestled within the desolate corners of Hallownest, lies the renowned Colosseum of Fools. This unique arena serves as a battleground where daring bugs, both brave and foolish, face off against each other and the terrifying monsters kept in captivity below.
Despite the decay surrounding the kingdom, the Colosseum remains a hub of activity, providing players with an excellent opportunity to amass large quantities of Geo and additional rewards. If you have the skill to succeed, this venue could significantly boost your resources.
Navigating the Arena: Location and Mechanics

The entrance to the Colosseum of Fools can be found at the northern edge of the Kingdom’s Edge area within Hallownest. This region borders several notable areas, including the City of Tears, the Ancient Basin, the Hive, and the Royal Waterways.
To access Kingdom’s Edge, players can either navigate through a flooded nook in King’s Station located in the southeast of the City of Tears or ride the tram from Deepnest or the Ancient Basin (with a Tram Pass).Upon reaching Kingdom’s Edge, ascend the lengthy vertical shaft to discover the Colosseum at the pinnacle, encased in an enormous bug shell.
The arena offers three distinct combat trials. The initial trial is available immediately, with the subsequent ones unlocking upon completion of the prior challenge. To participate, interact with the appropriate sign and pay the corresponding fee in Geo to open the gate. Note that if you perish during a trial, you will have to pay to re-enter, but victorious players can repeat the trial free of charge.
Before engaging in combat, be sure to explore the hatch leading to the lower lobby area, which houses a Bench for resting. A small room adjacent to this Bench is where your Shade will appear if you fall during a fight.
The combat trials are structured in waves, with a fresh set of enemies emerging after each cleared batch. Additionally, the arena layout frequently shifts during certain breaks between waves, introducing or removing platforms and utilizing spikes. Completing a trial rewards Geo, though taking damage will reduce this payout, creating an added incentive for careful play.
Trial of the Warrior

The first challenge, accessible from the start, is the Trial of the Warrior, which requires a fee of 100 Geo to enter. This initial trial serves as a warm-up, pitting players against a series of straightforward ground-based and airborne enemies without the need for complex movement.
Wave 1
- Default terrain
- Shielded Fool x3
- Sharp Baldur x2
Wave 2
- Five additional platforms introduced
- Sharp Baldur x5
Wave 3
- Default terrain
- Sturdy Fool x3
Wave 4
- Three additional platforms
- Primal Aspid x2
Wave 5
- Two more platforms, creating a total of five; spikes appear on the floor
- Primal Aspid x2
Wave 6
- Platforms removed, with two double platforms and one triple platform added
- Sturdy Fool x3
Wave 7
- Double and triple platforms removed; three quadruple platforms added
- Primal Aspid x2
- Sharp Baldur x2
Wave 8
- Quadruple platforms removed; one double platform added
- Vengefly x4
- Vengefly King
Wave 9
- Default terrain
- Sturdy Fool x3
- Shielded Fool x2
- Primal Aspid x2
- Sharp Baldur
Wave 10
- Arena height reduced to 10%
- Sharp Baldur x2
Wave 11
- Arena height increased to 50%
- Volatile Gruzzer x5
- Gruz Mother x2
Wave 12
- Default terrain
- All
Defeating Zote will reward you with a payout between 1, 000 and 1, 024 Geo, along with a Charm Notch on your first successful clear, granting you the Warrior achievement. Notably, Zote won’t return for future attempts, choosing instead to boast in Dirtmouth.
Trial of the Conqueror

Upon completing the Trial of the Warrior, players unlock the next challenge: the Trial of the Conqueror, which requires a fee of 450 Geo to enter. This trial raises the stakes significantly with more waves and an expanded variety of enemy types, alongside challenging terrain changes that will demand agile wall-jumping and grappling to navigate safely.
Since healing can only occur while grounded, be particularly cautious during the wall-heavy sections. Mastery of Nail Arts becomes crucial here, alongside thoughtful Charm selection. Charms such as Dream Wielder and Quick Focus aid in restoring Soul and expediting healing, while Shaman Stone and Spell Twister enhance your magical prowess.
Wave 1
- Default terrain
- Heavy Fool x2
- Winged Fool x3
Wave 2
- Three extra platforms added
- Armoured Squit x2
Wave 3
- Spikes on the floor
- Armoured Squit x2
Wave 4
- Two platforms removed
- Winged Fool
- Armoured Squit
Wave 5
- Six new platforms introduced
- Primal Aspid x2
- Armoured Squit x2
- Volatile Gruzzer x5
Wave 6
- Platforms removed, with one triple platform added
- Heavy Fool
- Belfly x3
Wave 7
- Triple platform removed, one platform added
- Belfly
Wave 8
- Default terrain
- Jump x8
- Great Hopper
Wave 9
- Walls close to 25%
- Great Hopper
Wave 10
- Walls return to full size; arena height set to 50%
- Grub Mimic
Wave 11
- Arena height returns to full size; one platform added
- Shielded Fool x2
- Winged Fool x2
- Heavy Fool
- Armoured Squit x2
Wave 12
- Walls close to 50%
- Heavy Fool
- Winged Fool
Wave 13
- Spikes on the floor
- Armoured Squit x3
- Winged Fool
Wave 14
- Walls return to full size; three platforms added
- Winged Fool x3
- Armoured Squit x2
Wave 15
- Spikes removed initially; one platform added, with spikes emerging mid-wave
- Battle Obble x9
Wave 16
- Spikes and platforms eliminated; arena height reduced to 50%
- Battle Obble x4
Wave 17
- Arena height increased to 75%
- Oblobbles x2
Upon defeating the Oblobbles, you will receive a payout varying from 2, 000 to 2, 020 Geo, along with a Pale Ore and the Conqueror achievement for your efforts.
Trial of the Fool
With the first two trials completed, it’s time to tackle the final and most demanding challenge, the Trial of the Fool, for an entry fee of 800 Geo. This significant trial is widely regarded as one of the toughest challenges within the base game of Hollow Knight.
During this trial, players will face a much accelerated pace of enemy spawns and encounter significantly stronger foes. The terrain will continuously shift, providing little respite as you battle against wave after wave.
It is imperative to approach this trial only if you are fully equipped with upgrades and abilities, including a maxed-out Nail, all enhanced spells, at least eight pips of health, and two extra Soul Vessels for healing.
For optimal performance, explore various Charm setups suitable for your tactics. Whether focusing on melee with Charms like Mark of Pride, Quick Slash, and either Hiveblood or Unbreakable Heart or pursuing a spellcasting approach with Dream Wielder, Spell Twister, and Shaman Stone, along with Grubsong and Thorns of Agony, being strategic is key.
Wave 1
- Default terrain
- Heavy Fool
- Sturdy Fool
- Armoured Squit x2
- Shielded Fool x2
- Primal Aspid
- Winged Fool x2
- Sharp Baldur x2
Wave 2
- Two platforms added; spikes appear on the floor
- Sturdy Fool x2
- Primal Aspid
Wave 3
- Arena height reduced to 75%
- Battle Obble x3
- Winged Fool
- Furious Vengefly x2
Wave 4
- Platforms and spikes removed
- Heavy Fool x2
- Belfly x6
Wave 5
- Default terrain
- Death Loodle x3
Wave 6
- Four platforms added
- Death Loodle x5
Wave 7
- Default terrain
- Death Loodle x3
Wave 8
- Four platforms added; spikes on the floor
- Armoured Squit x4
- Primal Aspid x3
- Winged Fool x2
- Garpede x4 (move across the arena and leave on their own)
Wave 9
- Default terrain
- Shielded Fool
- Heavy Fool x2
- Mantis Traitor x2
- Mantis Petra x4
- Soul Twister x2
- Mistake x3
- Soul Warrior
- Folly (spawns repeatedly until Soul Warrior is defeated)
Wave 10
- Six platforms added; spikes on the floor
- Volt Twister x3
- Soul Twister x2
Wave 11
- Default terrain
- Soul Warrior
- Soul Twister
Wave 12
- Walls closing to 50%
- Winged Fool x2
- Sturdy Fool
- Lesser Mawlek x4
- Brooding Mawlek
Wave 13
- Walls close enough to halt your progress; then extend to accommodate three Garpedes
- Carpet x8
Wave 14
- Walls expand to 50%; spikes added to the floor
- Winged Fool x3
- Armoured Squit x4
- Primal Aspid
- Petra Mantis
- Battle Obble x4
Wave 15
- Arena height lowered to 50%
- Armoured Squit x2
Wave 16
- Walls and ceiling return to full size; three platforms added
- Death Loodle x14
Wave 17
- Default terrain
- Heavy Fool x3
- Sturdy Fool x2
- Mantis Traitor
- Winged Fool x2
- Petra Mantis
- Shielded Fool x3
- Soul Twister
- Former Twister
- Sharp Baldur x2
- Armoured Squit x2
- Good Tamer
Triumphing in this ultimate trial will reward you with a Geo payout of 3, 000 to 3, 020 and the prestigious Fool achievement. No additional items are provided, but successfully completing this challenge is a notable accomplishment in its own right.
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