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White Palace Hollow Knight: Buzzsaw Hell and How to Survive It
The White Palace stands as the ultimate test of platforming precision in Hollow Knight. Hidden within the Dream Realm, this ethereal monument to the Pale King’s hubris is a stark departure from the combat-heavy exploration found in the rest of Hallownest. It is a place of blinding light, infinite buzzsaws, and critical lore. To reach the true ending of the game, navigating this gauntlet is mandatory, as it holds the key to the Kingsoul charm.
Unlocking the Gates to the Palace
Accessing the White Palace is not a straightforward task. It requires the Awoken Dream Nail, which is obtained by collecting 1,800 Essence and speaking to the Seer in the Resting Grounds. Once your nail is sufficiently empowered, you must travel to the Palace Grounds located at the bottom of the Ancient Basin.
Guardians known as Kingsmoulds once protected this site. You will find the corpse of one such guardian slumped against a wall. Striking this shell with the Awoken Dream Nail transports you into the memory of the palace. It is important to note that the physical palace has vanished from the real world; what you are exploring is a preserved dream, a snapshot of the kingdom’s peak before the infection claimed everything. Ensure you have the Monarch Wings (double jump) and Mantis Claw before entering, as the verticality here is unforgiving.
The Survivalist Build: Best Charms for Platforming
Unlike the boss fights in Godhome, the White Palace is an endurance trial. You are not fighting enemies; you are fighting the environment. The standard combat charms like Strength or Quick Slash are largely useless here. Instead, you need a build that minimizes the penalty for failure.
The "Infinite Health" Setup:
- Hiveblood: This is the most essential charm for the White Palace. It regenerates the last mask of health lost over a short period. In an area filled with stationary hazards, this allows you to wait a few seconds after a mistake rather than resetting at a bench.
- Grubsong + Deep Focus: If you don't have Hiveblood, this combination is the next best thing. Grubsong grants soul when taking damage, and Deep Focus allows you to heal two masks for the cost of one. Combined, they significantly extend your lifespan.
- Mark of Pride / Longnail: These are helpful for "pogoing" (down-slashing) off spikes and buzzsaws. A longer reach gives you a wider margin for error when using hazards to gain height.
- Dashmaster: Useful for horizontal sections, though some players find it leads to accidental downward dashes into spikes. Use with caution.
Navigating the Three Sections
The White Palace is divided into three primary segments, each punctuated by a lever that must be activated to progress.
The Lower Atrium Upon entry, you will face a Kingsmould. These enemies hit for two masks of damage, so stay sharp. Once defeated, the central lift becomes your hub. You will need to explore the eastern and western wings to flip the switches required to power the lift. This section introduces the core mechanics of the palace: retracting spikes and moving buzzsaws. Timing is everything. Often, the safest place to stand is exactly where a saw has just passed.
The Upper Palace Once the lift is active, you ascend into a more complex layer. Here, the platforming becomes vertical. You will encounter Wingmoulds—flying, invincible creatures that serve as mobile pogo sticks. You must down-slash on them to cross large gaps. If you hit them, they retract for a second and then reappear. The rhythm of these sections is key. Do not rush; observe the cycle of the saws and the movement of the Wingmoulds before making your move.
The Throne Room Path The final stretch is a long, grueling climb. The density of saws increases, and the gaps between safe platforms shrink. Many players find the section with the vertical moving saws to be the hardest. A tip for this part: you can often use the Crystal Heart (super dash) from certain walls to bypass tricky platforming sequences entirely. Eventually, you will reach the Throne Room, where the desiccated corpse of the Pale King remains.
The Kingsoul and the Lore of the Pale King
At the end of the palace, hitting the Pale King's corpse will cause him to drop half of the Kingsoul charm. This charm is a symbol of the union between the Pale King and the White Lady. Once collected, you are automatically warped out of the dream.
The lore implications here are heavy. The White Palace's absence from the physical world suggests that the Pale King attempted to hide from the Radiance's infection by retreating into the Dream Realm, taking his entire court with him. The presence of Royal Retainers—who still bow to you—and the Kingsmoulds suggests a kingdom frozen in a state of eternal, desperate servitude.
Entering the Path of Pain
For those who find the base White Palace too easy, there is a hidden sub-area known as the Path of Pain. It is located behind a breakable wall in the second main room of the Upper Palace (just above the lift).
The Path of Pain is arguably the most difficult platforming challenge in the entire Metroidvania genre. It features long stretches of hazards with no floors and very few checkpoints. Unlike the main palace, the Path of Pain requires you to pogo off saws and spikes with frame-perfect precision.
Why put yourself through this? Completing the Path of Pain grants a brief, wordless cutscene that provides a massive revelation regarding the relationship between the Pale King and the Hollow Knight. It suggests that a "prime idea"—a spark of fatherly affection—was what ultimately allowed the infection to leak into the Hollow Knight, as it was no longer a "pure" vessel. You also receive the Seal of Binding entry in your Hunter’s Journal. Once completed, this area is sealed forever, so take a moment to soak in the atmosphere before leaving.
Secret Rooms and Hidden Details
The White Palace is full of structural secrets that expand on the Pale King's character:
- The Hidden Workshop: Located behind a breakable ceiling near the start of the second area. This room contains a mold for a Kingsmould and a Void-stained lore tablet, implying the King used Void to create his guardians—the very substance he claimed to be the enemy of life.
- The White Lady’s Room: A small, leafy alcove that serves as a reminder of the Queen’s presence before she moved to the Queen’s Gardens.
- The Throne Interaction: After the King falls, you can sit on the throne. A soft, melancholic music box version of the Palace theme plays. It’s a haunting moment of silence in a game otherwise filled with the screeching of saws.
Final Strategy Tips
If you are struggling with the timing of the saws, try turning down the game music and listening to the audio cues of the machinery. The "clink" of the spikes retracting is a perfect signal for when to dash. Furthermore, don't be afraid to use the "quit to menu" trick if you find yourself at one mask of health with no way to heal—reloading will put you back at the last bench you sat on with full health.
The White Palace is as much a mental challenge as it is a physical one. It tests your patience and your ability to learn from death. Whether you are there for the Kingsoul to unlock the Void Heart or you are a completionist tackling the Path of Pain, take it one jump at a time. The light of the palace is blinding, but the rewards—both in power and in story—are worth the effort.
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Topic: White Palace - Hollow Knight Wikihttps://www.hollowknight.wiki/w/Path_Of_Pain
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