See title. Does he get any special dialog if you do this? Only got this idea AFTER I defeated the Nightmare King, so I'm curious to know if he says anything special when you go up to him with all three unbreakable charms.
What happens to Leg Eater if you banish the Grimm Troupe before he goes to Divine
hollow-knight
Related Solutions
Yes they do, although it's unclear to me from which point on exactly. Looking at the disassembly and memory search of the linear section where the list of all enemy kills is stored during runtime shows a clear picture. Here is an small excerpt (there seems to be an unbelievable amount of different monsters in this lovely game) of this memory section on my OSX running the game:
rw- 0x1868C1800 0
rw- 0x1868C1808 0
rw- 0x1868C1810 15
rw- 0x1868C1818 0
rw- 0x1868C1820 0
rw- 0x1868C1828 0
rw- 0x1868C1830 18
rw- 0x1868C1838 1
rw- 0x1868C1840 0
rw- 0x1868C1848 15
rw- 0x1868C1850 0
rw- 0x1868C1858 0
rw- 0x1868C1860 0
rw- 0x1868C1868 0
rw- 0x1868C1870 0
rw- 0x1868C1878 3
rw- 0x1868C1880 20
rw- 0x1868C1888 0
rw- 0x1868C1890 0
rw- 0x1868C1898 10
rw- 0x1868C18A0 17
rw- 0x1868C18A8 1
rw- 0x1868C18B0 20
rw- 0x1868C18B8 0
rw- 0x1868C18C0 35
rw- 0x1868C18C8 10
rw- 0x1868C18D0 0
rw- 0x1868C18D8 0
rw- 0x1868C18E0 10
rw- 0x1868C18E8 10
rw- 0x1868C18F0 0
rw- 0x1868C18F8 1
rw- 0x1868C1900 0
As you can see I haven't really slaughtered all enemies yet, let alone found all foes (as the list is linear in the stack with 8 byte jumps per enemy and I can look up the byte offset from a known kill count, in my current game for example I have no corresponding monster entry in the game UI for the count of 0x1868C18C0
, while I do have one for 0x1868C18B8
and 0x1868C18C8
showing up right after each other). Looking at the disassembly of the code-path while executed, the best I could come up with is the following (pseudo code):
class Enemy {
Enemy e { uponInstantiation := Game.generateObject() }
int maxKillCount { uponInstantiation := 15 }
int curKillCount { uponInstantiation := 0 }
boolean inUIList { uponInstantiation := false }
function onEnemyDies() {
e.incKillCount()
if (Game.getPlayer().hasHuntersJournal()) {
if (!e.inUIList) {
e.inUIList = true
}
if (e.curKillCount < e.maxKillCount) {
e.showEnemyInUI(e.maxKillCount - e.curKillCount)
} else {
e.showEnemyTextInUIAfterKillCountEqualsMax()
}
}
}
function incKillCount() {
e.curKillCount < e.maxKillCount ? e.curKillCount++ : e.maxKillCount;
}
}
Judging from the first and last entry in my UI list of monsters, there is a clean 8 byte jump span of 132 entries from lowest found kill count in the stack to the highest one, and I have barely discovered 100 of the monsters in my current state of the game. I'm really looking forward to discovering more ;).
As mentioned in the comments, the additional content immediately appears at the places on the map where it can be accessed. However, it is useful to know where to find them if already have explored a lot and don't want to backtrack.
Grimm Troupe
Apart from the minor improvements (e.g. charms), the major part of the Grimm Troupe update is available after 'summoning the troupe' at a small cave accessible from the large cliff on the west of the Howling Cliffs. After that that, the Grimm Troupe appears in Dirtmouth.
Hidden Dreams
The Hidden Dreams content doesn't really have a quest like the Grimm Troupe, but a noticeable piece of content is the Dreamgate (unlocked after gathering enough Essence) and some two bosses in dreams that are hidden:
1:
"Grey prince Zote". Found in Bretta's house. Unlocked after both saving Bretta and defeating Zote in the colosseum. This of course requires you to not let Zote die when you encounter him, so this is the only part on which you could miss out in your current play-through.
2:
"White defender". Found in a hidden room near the Dung Defender. Unlocked after defeating the Dung Defender and all three Dreamers.
Best Answer
He doesn't have any special dialog, he just continues on same as before.