Shadow of the Colossus FAQ/Walkthrough by Shotgunnova | | _______________________________________________________| |_ ŻŻŻŻŻŻ\\//ŻŻŻ\\//ŻŻŻ\\//ŻŻŻ\\//ŻŻŻ\\//ŻŻŻ\\//ŻŻŻ\\//Ż| | )/ )/ )/ )/ )/ )/ )/ | .-~-~-~-~-~-. | // // // // // // // | | | | // // // // // // // | | |ŻŻŻŻŻŻŻ| | | // // // // // // // | '-'-~-~-~-'-' | // // // // // // // | | // // // // // // // | |ŻŻŻŻ| |ŻŻŻŻ| | // // // // // // // | | | | | | /(_____/(_____/(_____/(_____/(_____/(_____/(_________|_|____|_________|____|_|_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/ \ŻŻŻŻŻŻŻ/ \ŻŻ TABLE OF CONTENTS / \ / \ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Reminiscence Mode................................................. RTTM Lizards and Fruit................................................. LZFT Map .............................................................. MAPZ III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT Colossus 01 ...................................................... WK01 Colossus 02 ...................................................... WK02 Colossus 03 ...................................................... WK03 Colossus 04 ...................................................... WK04 Colossus 05 ...................................................... WK05 Colossus 06 ...................................................... WK06 Colossus 07 ...................................................... WK07 Colossus 08 ...................................................... WK08 Colossus 09 ...................................................... WK09 Colossus 10 ...................................................... WK10 Colossus 11 ...................................................... WK11 Colossus 12 ...................................................... WK12 Colossus 13 ...................................................... WK13 Colossus 14 ...................................................... WK14 Colossus 15 ...................................................... WK15 Colossus 16 ...................................................... WK16 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APND Saveshrine Locations.............................................. SVPT Time Attack....................................................... TMAT V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS [CNTR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____ | | ____ L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON / _ \________|__|________/ _ \ / _| |_ _ /_\ _\ <-- TRIANGLE BUTTON DIRECTIONAL --> | |_ _| [SELECT] [START] [_] (_)| <-- CIRCLE BUTTON PAD | |_| [ANALOG] (X) | <-- X BUTTON / ____ ____ \ / / \ __ / \ \ \ /\ \____/ / \ \____/ /\ / \ / \______/ \______/ \ / \_____/ LEFT ANALOG RIGHT ANALOG\_____/ (L3) (R3) Analog control is available for Fear Effect, but in reality, the d-pad is a much better use for movement due to its precision controls in dodging and moving -- there is no diagonal movement, after all. It's off by default, too. Buttons lacking function have been omitted. .--------------.------------------------------------------------------------. | Walk | Tilt left analog slightly | | Sprint | Tilt left analog sharply | | Crouch | R1 button | | Roll | R1 button + Triangle + Direction | | Jump | Triangle | | Use Weapon | Press/release square button | | View Map | Start button | | Change POV | Right analog stick | | Climbing | Jump at ledge + Hold R1 button (+ Direction to shimmy) | | Pull-Up | Grab ledge + Hold triangle and release | | Sidegrab | Grab ledge + Hold left analog L/R + Press/release Triangle | | Swimming | Tilt left analog (Hold R1 to swim underwater) | | Call Agro | X-Button | | Saddle Up | Press Triangle near Agro if level; hold R1 midjump to grab | | Spur Agro | X-Button (while saddled) | | Heel Agro | Tilt left analog stick down sharply | | 180 Turn | Heel Agro + Press X-Button while coming to stop | | Saddle Stand | Riding Agro + R1 Button + Tilt left analog up | | Saddle Hug | Hold R1 (more aerodynamic?) | | Stab Colossi | Hold Triangle + Press/release square button | | Midair Stab! | Square button (while in midair) | | Fast Recover | Spin left analog (after being knocked down by colossi) | '--------------'------------------------------------------------------------' _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II. TH' BASICS [THBS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Reminiscence Mode [RTTM] _________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There are two special (optional) modes of play to do in SOTC. The first, a Reminiscence Mode, allows the main character Wander to replay previous showdowns with colossi. This cannot be done with the sixteenth colossus, however. This mode offers no extras besides reliving each boss' glory days against the hero. To start this mode, Wander must locate the fallen bodies of his enemies and pray there (O-button). _________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Lizards and Fruit [LZFT] _________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There are no restaurants in this game, and the only way to get a meal is to forage with the local flora and fauna. White-tail lizards appear all through the game, including near saveshrines. Using the sword/arrow/Agro to knock 'em over, Wander can pick up the chow down with the O-button. Lizards increase max stamina. Fruit trees also grow around the land, and are usually found in places the hero may not bother to check (dead-end cliffs, seaside overlooks, etc.). Use an arrow to knock one down, pick it up with O-button, and have a nice salad. These will increase maximum health! Have trouble finding these? Maps that help with their whereabouts can be won in Time Trial Mode, both difficulties. _________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Map [MAPZ] _________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here's the map for the region with the colossi locations numbered in order of appearance. Basically, if you're reading the walkthrough, y'can check back here to see the spawnpoint. _____________|ŻŻŻŻŻŻŻŻ|__________ (7 15 ) \_/ /ŻŻŻŻŻŻŻŻ| 11 |ŻŻ\______/ /ŻŻŻŻŻŻŻŻŻ ( | | __ __ / /ŻŻŻŻŻ' \_____ | | ( \_/12) / ( \ , /ŻŻ\ 3\ | _)__\ /ŻŻŻŻ ( ŻŻŻ)ŻŻŻŻŻ ( \ _) |_ ( //ŻŻŻŻŻ) \ 14 / /ŻŻŻŻ\ \____\\____) \ // / \__/ (_____/ _/\ \// ( / 9 ) (ŻŻŻŻ||2 \ ) \ /ŻŻŻŻ ŻŻŻŻ \___|| ŻŻ)) ) \ _|ŻŻŻ| ŻŻŻŻŻŻ/_______/ ____/ /ŻŻ\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ||____/ TEMPLE \___/ŻŻŻŻŻ\ ( / _-~-'Ż _) 5 \ )(ŻŻŻ .-~' (Ż\ /ŻŻ|_______) (10\_______ / |Ż\ (ŻŻŻŻŻ)\ ŻŻ ( _____\ / | \/ŻŻ|1|ŻŻ\ \ ( 4ŻŻŻ) \ / \\/ 13 | Ż ) \_ ŻŻŻŻŻ ŻŻŻ ) ( ( '~-._ __(_______ _ \ ) ___ '~-.______________ \ ____)(_\ \ / 8\ / | ( 6 )) \ (ŻŻ \___/ .-' '~-. ŻŻŻŻŻŻŻ/ '-~.__\ / ŻŻ\ŻŻŻŻŻŻ .-' \Ż\_ / \ / /ŻŻ\ __________.-~-' ŻŻŻŻŻŻŻŻŻŻŻ\__/16| ____/ |__|_/ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 1 (Minotaurus Colossus) [WK01] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Got the hang of the controls? There is a small tutorial that displays all of the buttons after the opening cutscene. Using the sword-shining ability out in the sunlight, the rays' focal point will point due south from the Shrine of Worship (current temple). Mount Agro and gallop in that direction, to a small indentation in the cliff. The player will know s/he is in the right location 'cause the screen goes letterbox for a moment in a scene. The only part of the controls to master is the climbing, which has to be done first-hand (with R1 and Triangle). After getting a little ways up, a piece o' fallen debris blocks the way -- roll under it with R1 & Triangle. Next up, a large square pillar blocks the way to the path's top. Grab onto the external ledge, then shimmy behind it. To make the jump across, hold R1 and Triangle while pointing the left analog down (making Wander look backwards); then, release Triangle to make the leap and catch the ledge. From there... --- WEAKSPOT: Left leg (back) : Head (back) : Right arm (back - HARD MODE ONLY) RESTSPOT: Mounted platforms (mid-back) : Upper back (lower head) BEHAVIOR: This colossus will stomp around unassumingly, until Wander gives away his presence somehow. It's slow and lumbering, and seems to have a poor turn radius -- see how it has to back up slightly to face our hero? If Wander is within arm-range, the colossus will swing its club in a downward motion. Unlike its movements, this blow can actually arrive fast enough to knock the protagonist away. To evade, it's best to start running/rolling when it backs up and pivots, before it starts the swing. Since the downward motion shakes the ground in a small area of effect, rolling laterally with the movement's a good idea (to escape at least some of the damage). Its second attack is to simply stomp the ground in a forward motion, using the area of effect to inflict damage. This is very slow and easy to see coming, allowing for a quick dash behind the beastie. The colossus' can be easily mounted at this point. Maneuvers to get rid of Wander, depending on where he is: • Shakes leg front to back • Shakes upper torso side to side STRATEGY: Given how slow it moves and turns, baiting it into a frontal attack of any kind, then sprinting behind it as it follows through gives access to its furry back legs. Its left one has a trigger glyph on it, which when stabbed enough times, causes it to drop on one knee. This allows for better ascension by way of its back hair (or its face, which is close enough to the ground that Wander can climb it by running to the front). To get onto the large stone platform mounted on its back, shimmy on either side of it, jump-and-grab straight up to the ledge, and pull up. Refill stamina here or on the two mini-platforms above. From here, a vertical climb up the middle back region is a cinch. It can shake side-to-side attempting to dislodge Wander, but this spot also acts as a restspot when it's finished. The back of its head is the weakpoint, and there's really nothing it can do to stop the inevitable "brain drain". Three powerful thrusts will do the poor guy in. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 2 (Taurus Magnus) [WK02] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "In the seaside cave...it moves slowly... Raise thy courage to defeat it." Before setting out, the voice from the temple says that altars similar to the one in front of the shrine will act as save/healing points. Thanks, bub! This next colossus is located across the bridge north of here; then, using a lowroad to get down to the riverbank. How do y'know it's the right way? Some growling in a cutscene right before will tip the player off. Approach the odd rectangular "seal" down there to kickstart the skirmish. WEAKSPOT: Paw (underside) : Head (back) : Leftside stomach (HARD MODE ONLY) RESTSPOT: Its back : Any small platform at the top of its appendages BEHAVIOR: This colossus is quite content to walk about, stomping the ground and causing tremors at a leisurely basis. Wander can get rattled if he's underfoot, but when on Agro, damage can be easily avoided. When provoked, it will turn towards its target and rear up on its hind legs, exposing the soft underside of its front paws. This can take awhile if Wander is riding around, and being a hard person to face. Maneuvers to get rid of Wander, depending on where he is: • Body is tremulant shortly (if attached to appendage) • Shakes side-to-side violently (if Wander is on top of back) • Shakes head side-to-side (apx 8 seconds) STRATEGY: Provoke the foe with an arrow, then sit still at mid-range, letting the colossus rear up on its hind legs. Fling an arrow into one of its paws, which will make it collapse on one side (whichever was hit with the arrow). This allows access to its furry back -- mount by running and grabbing, or jumping off Agro for increase distance. Once attached, start moving towards its far back as its shell has no place to grab towards its front legs (although it is possible to jump up with the motion of the colossus and land there). Resting is possible once at the top, near its external spine. Climb the vertebrae sticking out, making for its head, which is the easiest place to stab. The glyph there is worth about 3 full penetrations of cold steel. Lastly, the very back above the tail has a glyph. Since the shell provides good resting spots, as well as protection against falling off accidentally, the way backwards is just as easy as the way forwards. It has no defenses against punctures here, oddly 'nough. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 3 (Terrestris Veritas) [WK03] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "A giant canopy soars to the heavens. The anger of the sleeping giant shatters the earth." Like before, the swordlight directs the player back towards where the last colossus was fought. After crossing the northern bridge, this time, instead of taking the lowroad to the riverbank, take the highroad that leads to the dark plains beyond. Turn northwest into a misty, dim-lit gorge that spits Wander out near a lake. The "canopy" the temple voice spoke of obviously refers to the huge ruin raised above the water's surface. Swim out to the curvy walkway, moving higher... The ledged pillar sticking out to the side is the link to the flattop arena grounds; grab hold and jump 'cross the gap, finding a stairway up to the opponent. WEAKSPOT: Crest of head : Front torso : Left arm (back - HARD MODE ONLY) RESTSPOT: Where its arm connects to the sword (pre-armor break) : Nape of the neck : Stone ring around torso BEHAVIOR: Hey, who said colossi have to be all about animals!? This sword-wieldin' foe can inflict major damage on our pint-sized hero, and goes about doing it in a few ways. The first involves ramming the sword vertically into the ground, which happens if Wander is at mid-range. This creates a small area of effect to damage slowpoke heroes, but pre-empting the strike zone by rolling away will work also. When Wander is at long-range but within arm-range, it will slam its massive sword down, creating a huge area of effect. If Wander is underneath that slab of rock when it plummets, it's OHKO time! Rolling laterally can evade some of the damage, but the best way to do it is to run AWAY out of armlength, which also gives access for mounting the sword afterwards (since no knockback effect!) If at uber-close range, the beast stomps around like it's nothing. Since there are no places to grab hold on its bare-bones legs, there's no reason to be in this predicament. Wander can really go flying here, however, if he gets stomped colossus-style. Maneuvers to get rid of Wander, depending on where he is: • Shakes/moves sword (if on arm) • "Headbangs" (if on head) • Twists body back and forth (if near torso) STRATEGY: "The anger of the sleeping giant shatters the earth". That clue is key to this guy's weakspots. As the player can see, it's armored enough that even if Wander manages to get onto its torso, there's nothing to do there. First step: break its armor. Instead of letting it "drill for oil" with its vertical, mid-range puncture attack, meander just inside of its sword range -- this baits in into slamming its sword down lengthwise. If Wander is standing on the white-marble platform on the field when the sword descends, a ripple effect will shorten the sword and blow some of the armor off as a result! Climbing the beast can still be tricky, however. The only access to its chest region lies with the sword. After baiting it into a "slam" attack as described above, there is 7-8 seconds where the hero can run up its length and cling to the fur at the blade's connection point. (This also serves as a restspot when the giant is lumbering about.) Ascend the furry forearm, up to the shoulder and bare upper back. Finding its shiny glyph forehead and doing a sword lobotomy will be payback to relish. Three attacks depletes. The last weakpoint is the front torso. A daring player may be able to jump from the forearm to the ledged "belt" around there, but for those of us who are slow-and-steady types, descending the back and shimmying to the front is the best bet. There's a walkable ring of stone there which can serve as a restspot, also! Three fullpower strikes will give this guy a military funeral. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 4 (Equus Bellator Apex) [WK04] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "In the land of the vast green fields... Rows of guiding graves... It is giant indeed but fearful, it is not." This one's a little easier to find. Trek southeast of the temple, locating a dark n' dusty ravine pathway. Traverse it to find an enclosed, mysterious glade down the way. Southeast of here is the awakenin' spot of a magnificent steed... WEAKSPOT: Nape of neck (minor) : Back of head : Shoulder/base of neck (x2 - HARD MODE ONLY) RESTSPOT: Upper back BEHAVIOR: This stony stallion is content to walk around after Wander -- in fact, he doesn't lose sight of him until he goes into one of the four small bunkers nearby. His claw-like hooves are pointed, and make tremors while providing no cling-on spots. When Wander enters a bunker, the pony stomps around and will wait outside patiently for awhile to see if the teen emerges. Once the hero infuriates the colossus, it will stampede towards him (yes, there is an element of haste!) to get better access. Equus will bend down to find Wander inside the bunker, if he revels where he is at mid-range and where the colossus can see him. Maneuvers to get rid of Wander, depending on where he is: • Shakes body side to side (when on back) • Shakes body violently (when weakpoint stabbed) • Shakes head violently (when weakpoing stabbed) STRATEGY: This strategy takes a little more patience than those before it. Starting it off: lure the horse into the sunlit glade between the four bunkers. When the fight begins, this is accomplished by moving to the tiny hillock farthest away from the beast and waiting for it to draw close. At this point, get off Agro and jump into that cave. Quickly travel to the cave OPPOSITE the one y'just entered, which will have Wander emerge behind the beast. Equus will bend down to check the bunker when it gets close enough, providing a mounting point from its backside. Because differing heights can make this annoying, if Agro is nearby, he can become a stepping stone to jumping up (as opposed to whistling for him and alerting the colossus to Wander's location). Once mounted, climb this bronco's upper back to its neck. There's a glyph there that can be stabbed a few times for minimal damage. Its placement is done to make Equus bow its head, allowing Wander access over the obstructing collar and onto its noggin. 4-5 stabs will put this horse down for good. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 5 (Avis Praeda) [WK05] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "It casts a colossal shadow across a misty lake...as it soars through the sky... To reach it is no easy task..." The large gorge north of the Shrine of Worship has many bridges, but to find the next colossus, go east and parallel to the formation. There is a winding path that leads right by the "Cliff Path" saveshrine. Further east through the misty mountain pass, the lake is spread out some bridge ruins. Swim out towards the top of a canal entrance, the very top part still showing, and swim underwater for a moment to get access through. A pillar in the shallows has grips that lead up to an outlook point -- the avian colossus is revealed here. Drop down through the pathway hole to fall into some water... WEAKSPOT: Wingtips (both sides, minor) : Upper Tail RESTSPOT: Anywhere on its body (save head) when it's gliding BEHAVIOR: This meadowlark starts the battle perched on a pillar far away from Wander, and doesn't move until provoked. It then swoops down to try and attack the hero, before turning around and attempting it again. After 2 strikes diving attacks, it circles the arena in a leisurely pace. If it sees the protagonist again, it makes no difference; he has to send another arrow up to draw its attention. Maneuvers to get rid of Wander, depending on where he is: • Irregular wing-flapping (if on wing) • Yaws left/right (if lower wing/body stabbed) • Barrel rolls (if wingtip weakpoint stabbed) STRATEGY: The many ruins here provide relatively poor access to climbing up to the bird; thus, making it come to Wander is the best choice. There are numerous "stepping stone" blocks -- mossy white marble -- that usually appear in threes, remnants of old bridges connecting the once-dry location. These let Wander stand just above the water's edge and give a good trajectory. Send an arrow at the feathered friend to draw it's attention -- being a bird of prey, it'll dive for Wander. The two frontal sides of its wings are furry (near its head), and when it tries to catch Wander with its motion, the player has to make him leap into the path and catch. It has to be done near- perfectly lest Wander simply flounder about in the deep end. Once onboard, make for one of the wingtips -- the most unstable part of its flying motion. It's wings are slightly banded, meaning Wander can jump up and grab hold like a ledge when it's flying at an angle. Making this sucker's weakpoints bleed is a cue for it to barrel-roll and other long-lasting stamina-draining activities. Due to this, the player will most likely fall repeatedly! The last and easiest weakpoint is its upper tail. Because it's the farthest away from the wings and normal body, its movements are a lot less rattling, and easier to see coming to boot! Stabbing here 2-3 times will bag this turkey. Taxidermist time! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 6 (Belua Maximus) [WK06] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "A giant lurks underneath the temple... It lusts for destruction...but a fool, it is not." This one involves a large scenic tour! Southwest of the temple is a darkened wood; past it, an expansive, rocky plain known as the "Blasted Lands." This sunny, mist-swept land is perfect for spotting the swordshine's focal point: a temple carved into the side of a SW hill. At its base, a tunnel. As The Jam once said: we're goin' underground. A small cutscene plays down there, showing the player the ledged inner wall of the structure. At its bottom... WEAKSPOT: Back of head : Base of spine : Left hand (topside - HARD MODE ONLY) RESTSPOT: Upper back BEHAVIOR: If Wander is practically underfoot, the gargantuan will attempt to flatten him with his shoe. As a frontal attack, it can be avoided with a roll, even if its tremor knocks the hero down flat. Other than that, it only looks for the hero when he hides behind one of the pillars. Yeah, not much to this simple-minded freak. Maneuvers to get rid of Wander, depending on where he is: • Shakes appendage (if on arm) • Swings beard (if on face) • Shoulder shimmy (if frontal/back upper shoulders) • "Headbangs" (if on head) • Bend-back and shake (if on back) STRATEGY: As soon as the bearded behemoth is revealed behind the wall, don't dawdle -- head for the wall with ornamental goblets, climb up and over. Repeat this a few more times to find the white marble pillars of the far end. Meanwhile, the giant will be walking through the walls willy-nilly (or avoiding them). Shoot an arrow to get the foe's attention, then hide behind a pillar -- this causes the colossus to bend over for a look-see. At this point, attempt to climb onto its chest via the beard; just take note of how shaky and unstable the latter is, 'cause it ain't gonna be a very good vantage point to the other locations. Use the swaying motion as an advantage -- when it swings pendulum-like as the giant moves forward, leap off to one side and grab the frontal shoulders! Access to the top where Wander can refill stamina will well-earned once yer there. Like it's tremulant face, putting a dent in its head weakpoint can be difficult. The best way I've found is to stab is slightly once to calm the guy down, then use that as preparation for a supersized blade injection! It's final weakspot is down its back, left side, like an inflamed tattoo. Three big stabs apiece will give this guy a shave he'll never forget! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 7 (Draco Marinus) [WK07] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "A ruin hidden in the lake... A ripple of thunder lurks underwater..." Ah, another water-lurker. Cross the northern landbridge and head parallel to the ornate, raised bridge connecting to the Shrine of Worship. At the very north, once in the desert region, head west parallel to the cliff. Along the path is a "Dried Marsh" saveshrine which'll landmark the path. At the watery ruins, a cutscene will notify the player this is indeed the correct location. Follow the small bridge to a spiral tower, going down with the flow instead of cresting it. Jump in the water and... WEAKSPOT: Base of each electrical spire (minor) : Top of head RESTSPOT: Back (anytime it surfaces) BEHAVIOR: Lazily swimming around a region where Wander is, it lurks beneath the calm water as it waits for the hero to be a sitting duck. If there's no one in the deep end, it simply circles endlessly in a slightly randomized loop. If Wander gets in the water, its attention can be gotten. It makes an upward-swimming trajectory for Wander's current spot (although he can move away) and attempts to electrocute him with the spires attached at intervals on the back. Only its tail may actually surface if the protagonist moves away, which is good -- that part has no defenses. Maneuvers to get rid of Wander, depending on where he is: • Dives deep, frenetic movements (if attached anywhere) • Surfaces & dives, various intervals (if attached anywhere) STRATEGY: As the battle starts, make for the half-sunken connection bridge nearby. Use this to view the circling path it swims, showing that doesn't surface when Wander simply bides his time on dry land. Get in the water near its swimming trajectory when it comes 'round. If it spots Wander, it will make a beeline straight for that spot. Its three large vertebrae are electric, and will shock the water and our hero if they happen to connect. Instead, when the dragon's attention is received, swim towards and over it; this way, when it surfaces and re-dives, its harmless tail can be grabbed onto! [If y'somehow fall off or it dives deep during the course of ascension up its back, one'll most likely have to restart from the back too!] Unfortunately, its furry parts only cover hard unpenetrable scales, so Wander's left to seek out the weakpoints straightaway, having no "damage to calm movements" outlet like the bearded giant before. As the snake spirals, oscillates, and slithers amidst the water, it also resurfaces for a few seconds. Use this time to refill air and stamina as Wander runs along the length toward each electrical promontory. At the base of each, on the same side, is a weakpoint. When the serpent dives the electrical field kicks in; when surfacing, there is nothing to fear. Strike quickly within the window of opportunity to both damage and deactivate the shocking defenses. Simply hitch a ride like a remora if health is critically low. Repeating this thrice gives access to the head's weakspot, which itself is worth three full stabs. This snake in the grass will be thrown off the mortal coil faster than a Lv1 Arbok. :p _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 8 (Parietinae Umbra) [WK08] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "A tail trapped within a pail deep within the forest... A shadow that crawls on walls." The 8th colossus is one of the more fun fights in the entire game. Find this lout by going southeast from the temple into a dark ravine entrance, and as the path forks around a mesa's base, go left (SE). When the air dust clears, a tunnel will be almost directly south -- take it to a small enclosed lake. The ruins on the opposite shore lead down into a dead-end room...or is it? A pillar is ridged, and Wander can jump at its peak onto the broken catwalk. From here, the enclosed "pail" reveals the... WEAKSPOT: White-fur sections of legs (4) : Underbelly (2) RESTSPOT: Underbelly (tentative) BEHAVIOR: When provoked, the lizard-like colossus will "shadow walk" up the walls, searching for Wander. This can be done up/down, left-right. When it finds him, usually by looking through a window or gaping walkway hole, it shoots an electric pellet or two. This is easily avoidable with a roll, but the residual charge means that if it does hit Wander, the effect will constantly drain his life if he remains inert. Maneuvers to get rid of Wander, depending on where he is: • Damaging back spikes (if Wander is dumb enough to jump there) • Rolls side-to-side on back (if knocked off wall) STRATEGY: The shadow-walking lizard is a one-trick pony, basically. When its attention is gotten, it will scurry up a wall in an attempt to find its prey. The electrical pellets it shoots can be deadly if Wander is slow to evade, but the tiered layout of the structure -- with a number of pathway gaps and side-stairways -- means that it should not be a problem 'less y'forget to (and I've done that... >__> ) Its weakspots are found on its legs, any four of them. These cannot be stabbed but are vital in opening a window to stab the main weak- -spot. As it climbs a wall, it is often very easily confused, and by switching to a window across/opposite the lizard, it gives good access to shooting the white fur locations of its appendages. But, its grip is great, meaning that 2 must be shot to dislodge and drop it onto its back. If only 1 is shot, then it just finds the spot and slings a few projectiles that way. When it's on its back, get down (or jump down) onto its softened underbelly, where there are two glyphs to exsanguinate. Like a turtle, it strains to flip itself off its spiky shell, and there is about 20 seconds of time to get in a few potshots. 'Fact, a quick player can take this sucker out in two stab sessions (3/per w'spot). _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 9 (Nimbus Recanto) [WK09] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "The land where trees nary grow... It sleeps in a dry lake bed... A rude awakening." The ninth colossus is a cinch to find -- simply cross the north bridge and turn west through the rocky plains. At some point in this excursion, as the swordlight guides the player, the land will become dry, barren, dark, and dusty. A cliff area here will show waterspouts on separated landmass...well, it looks separated but there's a small landbridge nearby that allows access. (The first time through, I jumped the canyon manually!). Locate the gigantic cave nearby to start the thing rollin'. WEAKSPOT: Pawlinks (sort of like cufflinks: a ring that protects ankles) : Head RESTSPOT: Outer ridge of shell : Upper shell BEHAVIOR: Not content to laze about when a stranger is stepping onto its turf, the tortoise goes to work immediately by shooting electrical pellets from its mouth. This frontal attack could suck like the previous boss' ability, except these have...well, homing functions. Agro's speed can get around this, however and the turtle will be rendered helpless damage-wise. Do not let Wander walk around on his own without reason! Its portly legs can provide much crushing power, and although Agro can weave in and out, Wander turns into a bloody pancake pretty easily. The creature may rear up on its hind legs for a supercrush attack, but rolling towards its rear can get out of harm's way. Maneuvers to get rid of Wander, depending on where he is: • "Segmented" shell slides around (when on back) • "Headbangs" (when stabbed in head) • Lateral headshake (when stabbed in head sometimes) STRATEGY: This mammoth tortoise has rock-solid defenses as well as absolutely no boarding points, unlike a few other colossi. So how to defeat this gargantuan? The landscape itself! Hot-water geysers are spread around the barrens, and are the key to getting a sight on that dang underside glyph. Quite frankly, this is an Agrocentric mission -- if you're not on Agro, this thing will rip Wander apart with its (near)homing pellet projectiles, four in a pack. Agro at least provides protection and speed, and is needed to lure the tortoise around the dusty lakebed. There is no "right" way to lure it onto a geyser, mostly because the waterspouts run on their own schedule, and it can be hard to sync the two up. To aid on this end, once the 'spout is underneath the colossus, start running in a circle around it to stall its movements. When the spout activates, assuming it hits the underside square, the tortoise will tip two of its legs up in an attempt to get the scalding water away from its cushy bottom. The two legs it pivots on reveal glyphs on the paws' undersides, and when struck with an arrow (or sword if you're a goofball o_o) it tips the turtle onto its side. Still on Agro, round to the correct side to show its underbelly. Use it to climb onto its ridged shell, and, hopefully, keep hold as it flips rightside-up. The shell has a platform all around its waist and tail, meaning if y'fall off as it rights itself, landing there is a possibility. Use the trail up its back to get to its head, where six (6) stabs will make soup outta this fella. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 10 (Harena Tigris) [WK10] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "An isolated sand dune...its tracks are well hidden... Shaking the earth, its gaze is upon thee..." The "sand tiger" is hidden well indeed. Cross a northern bridge and go due west, following the lip of the massive canyon. At the far west, a mountain range will run perpendicular; follow that north a ways, until a pass opens for further exploration west. This opens up into a small clearing where a savepoint ("Lair of the West") is near a tunnel entrance. Follow it down to a sandy cavern, where nary a soul stirs. Or... WEAKSPOT: Upper back : Flattened tail-end RESTSPOT: Upper back (when inert) BEHAVIOR: This gigantic sandworm is quite a challenge if its trick isn't figured out. In normal play, it burrows beneath the earth and stays there, sensing for motion. If Wander is...wandering about, it pinpoints the location and barrels towards him. This can be seen a mile away but there's no way to combat it other than getting out of the way or getting on Agro and evading somewhat. Even one hit from the speed-demon dragon can knock the hero's block clean off, no joke. It has no other attacks, and is content to simply use this cheapo technique. The only time its head comes out of the sand is when it's trailing Agro and can't catch him. Maneuvers to get rid of Wander, depending on where he is: • Spontaneous movements (after being shot in eye) • Squirms (after being stabbed in weakspot) STRATEGY: Like the previous battle, this is an Agrocentric spelunking trip. Wander alone can do no damage (EVER) to this freak, but as a tag- team, the two can combine their strengths. First, climb aboard the steed and start galloping around the arena. Take note of where the lengthiest part is, because that may help for the next part. When the burrowing serpent emerges and locks on to the Agro, flee from it and make it trail. At full speed Agro can hold his own and keep out of the dragon's maw; it's around this time that the colossus' ugly face emerges to get a better look. Now here's the second hard part. Use L2 to make Wander look in the serpent's direction, and with the bow/arrow out, aim with R2. This will make our hero turn around in the saddle and trade gazes with the reared head. The objective is to hit one of its beady red eyes, which requires a steady hand most definitely! As long as Agro is fleeing, that's the window of opportunity 'fore it catches up. When an eye is hit, it writhes around and burrows its head in the sand; the rest of its body, however, remains uncovered for a decent duration. Since it doesn't stop 'til it crashes into the interior wall, the tail portion is probably the easiest to leap onto and lacerate. Getting access to its front is probably easiest from the head region which, even though it doesn't have any hanging spots, can still be ascended in an awkward style of jumping (plus, it'll eliminate the need to climb up its overarching midsection). _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 11) COLOSSUS 11 (Ignis Excubitor) [WK11] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "An altar overlooks the lake... A guardian set loose... It keeps the flames alive." The lake Dormin speaks of is actually a small oasis, far north of the Shrine. Cross a landbridge and keep parallel to the large connection bridge that runs due north. Past the "Northern Span" savepoint ruin, look for an earthen pit with a small oasis at the bottom. There's a zig-zag cliff route descending along there, although jumping off into the cool water is perfectly acceptable as a way down. East of there is a small overlook carved out of the bluff, with the northern side gaining entrance to the interior. Climb up to the platform overlooking a similar torch-lit one. Now it's just a leap of faith... WEAKSPOT: Bare back RESTSPOT: None! BEHAVIOR: This playful puppy starts out invincible with hide all armored. Since it's far smaller than the other colossi, it's more agile and quick to attack Wander. It will bumrush our hero and headbutt 'im but only if he's on a level playing field; otherwise, he sprints around the outlook point and can't do anything. The exception to this is when Wander climbs onto a torch pillar: the beast will headbutt that in an attempt to knock the hero down to him. If Wander gets too close with a lit torch, a paw "tap" will knock him back a ways. After falling off the outlook and losing his back plating, he'll start acting like a mad dog! This means more fleet-footed, crazier actions like headbutting and tackling. Throughout this whole fight, he doesn't leave the hero alone for a second! Haha... -___- Maneuvers to get rid of Wander, depending on where he is: • Sprints around field quickly w/ little time to stop (if on back) STRATEGY: As said, this overgrown cujo will start out invincible -- thick plating'll do that! The first stretch of the fight is fought on a lake outlook, and calls for use of the torch pillars around the mini-platform. Climb one to its top and bait the headstrong doggie into running into it (done naturally); this knocks a stick down from the kindling. Pick it up with the O-button and climb back up to the fire. "Attack" as if the stick's a sword, setting it ablaze. Jump down and start swinging the handheld torch at the dog, who'll be afraid of it and back away slowly. Using this technique, make it fall off the outlook's far ledge. This will break its full-plate back armor, revealing a weakspot. [NOTE: The torch snuffs out on its own, so there is an element of haste in shooing it off a cliff.] The second stretch of the fight involves getting clearance to jump onto its back. Without the added weight, the pooch is now faster and more dexterous; and, the lower scenery offers little in the way of height advantages. The two best places to get high ground are (1) near where Wander climbed up near the torch-lit platform (2) the dead-end, stone-carved area near the lake, in the southern area of what would be the second floor. Since the beast has trouble turning in tight spots, either would be suitable (although the former can be slightly more unforgiving as that tight spot allows the colossus to repeatedly attack and impede Wander if he screws up). Once on his back, it's high gear to hold on! He'll run all over the place trying to get the hero off, and the times he does stop, it's very short. Overall it takes about 3-4 full stabs to kill it. Gonna be hard, but don't forget y'can drain health with arrows too! Only about a fourth bar, but better than nothing right? _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 12 (Permagnus Pistrix) [WK12] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "Paradise floats upon the lake... A silent being wields thunder... A moving bridge to cross to higher ground." Take the bridge north of the starting temple, then turn east, looking for a 2nd bridge that extends northeast (it's near the Half-moon Canyon savepoint). It leads into a sheltered glade, with its only exit beckoning Wander along a cliffpath that abruptly ends at the top of Misty Falls -- a saveshrine of the same name can be found here as Agro's left behind. Shimmy around the pillar near the path obstruction to get on the other side, progress north as far as possible, and jump in. The current is practically nonexistant, so just keep swimming upstream. Past the ancient bridge, look for a stone formation just barely above the surface. Step on it and... WEAKSPOT: Chest RESTSPOT: Upper shell : Upper head BEHAVIOR: This sleeping giant uses its horns to shoot electrical projectiles not unlike some colossi previously seen. These come from its dual horns, so obviously it's a frontal-only attack. As a waterdweller its turn radius isn't quite as slow as some land bosses. If Wander makes it to high ground and hides, the colossus will put its two front hooves on the structure for stability and fire its thunderbolts when our hero's head sticks out. Its weakspot on the chest is also exposed here -- making it come out of the water of its own volition is the only way to get this to show! Maneuvers to get rid of Wander, depending on where he is: • Thrashes in place (if on back) • Bows head, squirms (if on head) • Bends head back (if on head) STRATEGY: Figuring out this one's trick can throw the player for a loop if s/he's not careful. Like always, the first task is mounting. This foe's a good swimmer and trying to circle behind in a roundabout way ain't gonna work; instead, swim underwater between its limbs and body, which is quicker and may also get a free push from its motions. Its seaweedy back is easy to climb, and there's little it can do to stop an advance towards its head region. But...what's this? It has no weakspot to stab like the others! To get its true weakspot (on chest) to show, the three teeth-shaped stones on its head're the key. As Dormin said, this colossus can be used to get to higher ground, namely the couple of ancient structures dwarfed by this giant. Use the sword to hit the stones on its head, which is wires it to go in a certain direction (middle = forward, left/right...duh?) as well as making it completely complacent tempoarily. Make tracks to the nearest pavilion. When it gets in the vicinity of a building, leap off and use the central cylinder to obscure any good projectile shots. The beast will raise its front hooves onto the structure to get its bearings, revealing its meaty chest weakpoint in the meantime. Leap onto its fur and cut into the still-beatin' heart. Six incisions'll do the trick, doctor. Note that the structures the colossus leans on can break, so no dilly-dallying! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 13 (Aeris Velivolus) [WK13] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "The vast desert lands... A giant trail drifts through the sky... Thou art not alone..." The most majestic of the collosi can be found en route to where the third's location is: the Blasted Lands. Southeast of the temple is the dark wood to use as an outlet into the sun-blasted valley. Continue heading south -- the green plain will fade to beige sand. Use the swordlight to find a brokedown building foundation, which is where Mr. Dragonfins emerges. No, that's not its real name. >__> WEAKSPOT: Underside of fins (3) RESTSPOT: Body (in flight) BEHAVIOR: This is a truly noble creature, in that it never attacks Wander while simply turning the other cheek as he puts swords and arrows into its beautiful body. It's so...sad ;____; It's normal behavior is easy to spot: it flies around endlessly. When the three "air sacs" on its underbelly are punctured, they will lose their luster and deflate; when all three are down, the serpent will lose altitude and skim the ground with its four frontal...err, glider fins. Eventually the sacs will reflate (but this takes more time than one would think) and it repeats the cycle again. Maneuvers to get rid of Wander, depending on where he is: • Squirms (when weakpoint stabbed) • Barrel-rolls (when weakpoint stabbed) • Dives into sand (after Wander has been on for 'x' amount of time) STRATEGY: Agro, once again, is the key to beating this battle. Break out the bow and arrow and start following the paths it weaves in the sky. The underside has three "air sacs" along its length that are just begging for an arrow. When all 3 are punctured, the creature will lose enough air that its front four fins will skim the sand for a while. These fins are ridged and thus the entryway to its upper body. The ol' "trail and grab" Agro-catapult strategy will have to be done for a decent chance at boarding -- basically aim a good trajectory that leads the target and jump off at full speed with R1 held. If things go well, Wander rides Mr. Dragonfins airlines. ^___^ Grabbing hold expedites the time it takes for the sacs to recover, and its fins will go horizontal after a li'l while. Jump off onto its back and start looking for weakpoints -- they're found under the three raised scales. These scales will CLOSE when the dragon is ready to dive into the sand, however, and this occurs after Wander has taken his time steel into the skin. It may take a few tries, but with such a beaut doing the pacifist thing, it's a hollow victory... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 14 (Clades Candor) [WK14] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "A guardian set loose... A closed off city beyond the channel... It lusts for destruction..." Ride 'cross the northern bridge then turn west/NW to find the intertwining canyon area. Maintain an northeasterly course, and locate the corner -- a large grassy trail wrapping 'round itself, filled with rocky crags n' other debris. Towards the hill's summit, there is a path marked with ancient steel poles on either side -- follow this through an indoor pond, then to the city ruins. Drop down from the entrance, squeeze into the northern gate opening. The old canal bed has a broken "stepping stone" pillar up to the grassy area again. The large Aztec-like temple shown in the cutscene can be approached. Do so and... WEAKSPOT: Bare back RESTSPOT: Back (only when stunned, although this is useless given its size) BEHAVIOR: This armored lioness can be quite hassle with its single-minded attack strategy: headbutt anything including buildings. Truly, it craves destruction as Dormin stated. When standing at level ground the cat will rush headlong into Wander, with little maneuvering room for its target. If its prey is at higher ground, it bumps into the support pillars/building base to shake 'im down. This is repeated incessantly, even if there's no headway. Sometimes when Wander is on higher ground the beast will stroll around aimlessly, like his rage has evaporated. Throw an arrow at his hide to remind him who he's up against! This has to be done a few times when pillar-climbing is involved, no doubt. Hold R1 to kneel and avoid being dropped like a loose coconut. Other than reckless destruction, the beast has no projectiles or climbing capabilities -- where he's at, he stays there. However, its attacks can still pack a punch, and Cenobia has the upper hand in speed. Avoid open spaces that can result in a huge beating, or roll into a canal to temporarily avoid. The scenery itself proves to be a huge help in these cases. Maneuvers to get rid of Wander, depending on where he is: • Repeated body shaking (when on back) • Rushes around like a rabid animal (when on back) STRATEGY: We've already fought an armored beastie; so how to get this one to cough up its plating? Use the scenery against him! But it won't be as simple as last time. This ancient city is filled with ruins, a veritable climbing course. Use the fallen pillar near where Wander starts to get onto the flat bridge, then the disused wall segment nearby. The debris here practically gives the correct way forward by its placement. When a snag in the pattern is reached it's mostly due to the still-erect pillars. Climb to the top and let the maddog headrush into them. after two strikes it will fall in a planned direction. Climbing walls/pillars with large foundations is _not_ the way to go unless they're in the pathway initially! Also, the architectural attacks' shakes can be avoided by jumping pre-emptively. Toward the end of the platforming course that would put Mario to shame, the last pillar will be bumped into a wall, destroying it and putting Wander back near the town entrance. Locate a "ladder" of ledges on one side of the unstable platform and climb on top. Stay as close to the wall away from the noticeable crack, 'cause when kittie smacks into the pillar support here, the thing comes crashing down, ripping his back shielding clean off. From here, it's the same as the similar dog colossus from the desert: look for a place to dive onto his back. When it rushes at any object, it is momentarily stunned and gives easy clearance to board. It still sprints around like a crazed marathon runner though, so hanging on for a few stabs that way is going to lead nowhere. 3-4 good jabs will rend this colossus into kibble. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 15 (Praesidium Vigilo) [WK15] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "A giant has fallen into the valley... It acts as a sentry to a destroyed city..." Cross the northern bridge one last time, this time making east toward the "Desert Fortress" saveshrine. The colosseum there is easily found, accessible from the southern side. A giant pillar has fallen over in the inner walkway, but using the ledge as a workaround...well, works. In the large arena, take a trip to the far edge of the cliff where-- WEAKSPOT: Top of head : Palm of sword hand (once sword is dropped) : Right upper chest (HARD MODE ONLY) RESTSPOT: Upper back BEHAVIOR: At close-range, the beast will use its giant hooves to try and stomp the hero. This attack can hurt, but is necessary to getting to the 2F arena. Avoiding is easy (roll away laterally) and can be seen coming from a mile away; just look for it to squat down on its haunches a little. Mid-range is sword attackin'. This attack is completely useless to the player at level ground, but needed to get onto the 3F arena. It is the typical "roll out of range parallel" evading type seen far back as the third colossus. At the top of the arena, this attack is capable of destroying the overarching bridges, so don't stand in the middle like a goofus, eh? Maneuvers to get rid of Wander, depending on where he is: • "Headbangs" (if on head) • Shoulder-shake (if on back region) STRATEGY: This is a multi-part fight like the last, although this one's far more annoying for those who still haven't gotten the controls down pat. First: getting off the lowest part of the colosseum. Each side of the arena has rectangular tiles on it -- these stick out over the edge of the foundation. The player must find the location where one of these is immediately below the lowest part of the wall (2 on each side). Bait the colossus into stomping the tile which slants it enough to grab hold to the 2F area. Each of the 2F parts is a dead-end corridor with debris in it. The fragile ceiling has block segments that can fall if the colossus is baited into a sword attack. Make it attack a section near a fatter ceiling block, which allows Wander to climb to the 3F (both by the way of finding grooves and climbing up onto the intact blocks). A stairway on one side will be accessible from there, leading up to the 4F. From here, it's just jumping onto the colossus when it is near enough. DO NOT STAND IN MIDDLE OF BRIDGE! Only jump after its destroyed. Since the head is right under the bridge, that's the easiest spot to drain. However, even after 3-4 good hits, there's still one to get: the palm of the sword-hand. Descend down the back and get on Argus' right forearm to find a triggerspot -- when stabbed, he'll drop his weapon. Climb towards the armpit and drop-and-catch to where his palm is. It's hairy and can be caught, but make sure it is relatively safe or it's time to climb all the way back up n' stuff. One stab should take it out if the head was picked clean. Also, its "sword slam" attack can be done bare-handed, for an easy opportunity at getting to its palm. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ COLOSSUS 16 (Grandis Supernus) [WK16] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "Finally, the last colossus... The ritual is nearly over... Thy wish is nearly granted... But someone now stands to get in thy way... Make haste, for time is short..." The southern tip of the continent is the final colossus' location. The best way to arrive is going southeast from the temple near the gigantic mesa, and southwest from there (don't go through the Blasted Lands for gawd sake...). At the spot the sword shines, there is a massive gate with a prism in the middle. Shine the focused swordlight through to open it, finding the "Broken Seal" savepoint nearby. Make sure to use it! Ride Agro up the nearby stair to the mountain completedly surrounded by the ridge. Jump the bridge with Agro and...well, watch what happens. Time to climb! A rim runs all along this path segment; ascend and locate the "stumbling" blocks on end that vault the hero to a mossy wall. From the top, the manmade stairwell leads up to a dead end. Or is it? Use the ledged statues to get even closer to the summit. After dismounting... WEAKSPOT: Forehead RESTSPOT: Anywhere on its lower, ledged body BEHAVIOR: Straight up out of some Stephen King novel, the immobile sixteenth colossus is truly evil. As it can't move, it simply looks at the hero and fires lightning-quick concussive charges, enough to knock Wander backwards or off a cliff ledge. This is its only form of attack, and spams it as long as Wander is approaching at a distance. Maneuvers to get rid of Wander, depending on where he is: • Shaking head (if on head) • Shouldershake (if on upper back) STRATEGY: This guy can be downright tough n' annoying. Its projectile blasts are used with pinpoint accuracy, so using the sheltering pillars and debris is the only course. Roll toward the first one near the entrance stairs and dive into the tunnel. Emerge down the path, a little closer to the target, near some shields. They look flimsy, but hold up pretty well. Roll to each and the 2nd tunnel which'll lead to the mountain exterior. Shimmy closer (pay attention to the boss' placement now) and immediately roll inward toward the raised part of the cliff, using it as a shield from the projectile. This third tunnel's opening is almost near the base, and there are still shields to use as protection. Getting from the 1st to the 2nd can be hard, but getting to the 3rd is even harder! Apparently the boss' vision is obscured when dust is raised, so bait a blast toward the 2nd shield and when it lands bolt-and-roll for the 3rd. The last tunnel can be accessed from there, leading to the base of Malus. --- Ascending the immobile frame of this titan is easy -- nothing is standing in the way except the player's own missteps. Climb up the backside until some hairy skin with a triggermark is shown; stab it to make the boss' left hand reach back. Climb it to its topside, stab it to make it quit moving, then climb up the gauntlet toward a 2nd triggerpoint near the electrical bracelet (player = avoid!). Stab it and the right hand will draw near. Jump backwards onto the hairy flesh and climb to the TOP of the hand for "STAB"ilizing. This will make the hand stay flat and give a rest spot (if you stabbed on the underside of the hand it will lay flat and make Wander hang until he falls!). The swordlight can reveal a weakspot in the upper-left shoulder, so toss an arrow to make its hand hold the wound. Jump aboard and climb to its head, which, surprisingly, does not flail around as much as y'think. Five puncture wounds will demolish this building boss. Afterwards, there will be some scenes in the Shrine of Worship involving a few scripted fights. WANDER CANNOT WIN EITHER OF THE SCENES, so I'm not gonna bother revealing too much story spoilers. Enjoy the magnificent ending! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SAVESHRINE LOCATIONS [SVPT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________|ŻŻŻŻŻŻŻŻ|__________ ( 15 14 ) \_/ /ŻŻŻŻŻŻŻŻ| |ŻŻ\______/ /ŻŻŻŻŻŻŻŻŻ ( | | __ __ / /ŻŻŻŻŻ' \_____ | 13 | ( \_/12) / (17 \ 16 , /ŻŻ\ \ | _)__\ /ŻŻŻŻ ( ŻŻŻ)ŻŻŻŻŻ ( \ _) |_ ( //ŻŻŻŻŻ) \ / /ŻŻŻŻ\ \____\\____) \ // / \__/ (_____/ 21 _/\_ \// ( / ) 20 (ŻŻŻŻ|| |11) \ /ŻŻŻŻ ŻŻŻŻ \___|| Ż)) ) \ 18 19 _|ŻŻŻ| ŻŻŻŻŻŻ/_______/ ____/ /ŻŻ\/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ||____/ 1 \___/ŻŻŻŻŻ\ ( 22 / _-~-'Ż _) \ )|ŻŻŻ .-~' 2 (Ż\10/ŻŻ|_______) (24\_______ / 3 |Ż\ (ŻŻŻŻŻ)\ ŻŻ ( _____\ / | \/ŻŻ| |ŻŻ\ \ / ŻŻŻ) \23 / \\/ 4 | Ż ) \_ ŻŻŻŻŻŻ ŻŻŻ ) ( ( '~-._ __(________ _ \ ) 9___ '~-.______________ \ ____//_\ \ / \ 8 / | ( )) \ (ŻŻ \___/ .-' '~-. ŻŻŻŻŻŻŻ/ '-~.__\ / ŻŻ\ŻŻŻŻŻŻ .-' \Ż\_ 6 7 / \5 / /ŻŻ\ __________.-~-' ŻŻŻŻŻŻŻŻŻŻŻ\__/25| ____/ |__|_/ 01 - Shrine of Worship 13 - Northern Span 02 - Autumn Forest 14 - Desert Fortress 03 - Blasted Lands 15 - Dried Marsh 04 - Arch Bridge Plain 16 - Stone Arch Gorge 05 - Southwestern Cape 17 - Umbral Glade 06 - Southern Plain 18 - Western Plain 07 - Green Cape 19 - Stone Bridge Cliff 08 - Eastern Bluff 20 - Round Stone Hill 09 - Valley Plain 21 - Ravine Entrance 10 - Cliff Path 22 - Lair to the West 11 - Half-moon Canyon 23 - Western Cape 12 - Misty Falls 24 - Lair on the Mesa Savepoint shrines are scattered throughout the Forbidden Land, and allow our friend Wander to...well, save his game. All except the 25th (The Broken Seal) are available from the get-go, although there's little reason to go out of one's way to find them. Once they're approached, they'll appear on the map for the rest of the game. The Fruit/Lizard maps obtained from Time Trial Mode can help locate the respective items, but 'til I get an ASCII map up, make sure to use this good one: http://www.gamefaqs.com/console/ps2/file/924364/39546 _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ TIME ATTACK [TMAT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Time Trial Mode is unlocked once the game has been completed. By praying at the corresponding statue in the Shrine of Worship, each colossus can be fought with a time limit. Completing the fight within the objective will earn Wander new items -- these will appear in the Shrine of Worship's back pool. Normal and Hard Mode both have their own time trial items, and these don't carry over each other. Pick 'em out of the new "Item" menu by pressing start button. NOTE: Items won cannot be used in Time Attack Mode! |ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | NORMAL | 02 | Whistling Arrow | Noises can distract colossi | | | 04 | Cloak of Force | Damage inflicted++ | | | 06 | Mask of Strength | Damage inflicted++ | | | 08 | Lizard Detection Stone | Display nearby lizards | | | 10 | Fruit Tree Map | Displays world's fruit trees | | | 12 | Mask of Strength | Damage inflicted++ | | | 14 | Cloak of Deception | Wander becomes invisible to bosses | | | 16 | Flash Arrow | Explosive arrow. Damage++ | |--------+----+------------------------+------------------------------------| | HARD | 02 | Harpoon of Thunder | Arm projectile. Damage inflicted++ | | | 04 | Sword of the Sun | Can use swordlight in darkness too | | | 06 | Fruit Tree Map | Display world's fruit trees | | | 08 | Shaman's Cloak | Decreases damage incurred | | | 10 | Lizard Detection Stone | Display nearby lizards | | | 12 | Shaman's Mask | Decreases damage incurred | | | 14 | Cloth of Desperation | When falling, R1 to safely glide! | | | 16 | Queen's Sword | Full stab depletes colossi weakpt. | |________|____|________________________|____________________________________| Since this mode can't be unlocked unless the game is beaten, I'm not going to go over all the same in-depth strategies and weakspot stuff -- it should be absorbed by the player already! Just take note of which mode yer using in to know which weakspots are in play. My best time in Normal are in [brackets], just so readers can have a rough idea on feasability. Not every fight will go down to the wire, supposing things are done right... • COLOSSUS 1 (Minotaur) Hard - 2:50 Normal - 2:30 [1:03:xx] First and easiest...if done correctly. Whistle for Agro (who can't get up) to make the boss quit advancing away, and ambush the triggerspot on its back left leg until the cutscene shows it kneeling down. At this point climb up its back like normal and ascend to the weakspot on its head. If the player is trying for the quickest time, when it first kneels down, hitch a ride on its beard and get to the weakpoint from that vantage. Find it hard to get on the beard? Remember: Wander can move during the kneeling cutscene! It's just a matter of location and luck. • COLOSSUS 2 (Bull) Hard - 4:30 Normal - 4:00 [2:12:xx] Instead of waiting for it to rear up on its hind legs, someone aiming for the quickest time will want to go to close-range and stick an arrow in its paw when it's lifting it up to move/side-step. Make sure it's one of its front paws, which gives easier access to the head portion. After a thorough stabbing, make the way to its tail for the easier spot. • COLOSSUS 3 (Knight) Hard - 5:00 Normal - 6:00 [3:36:xx] First things first: get that armor broken! This can be especially peeving as the guy likes to hit just out of range. Solving this uses a simple tactic though. At the start, run towards the thing to the marble ring in-between the two fighters. The colossus should back up to put Wander in range for its sword-slam technique; move in a bit to force it for another step back. Bait it into its technique and RUN AWAY FROM THE ONCOMING BLOW. If all goes well, Wander will end out of attack range as it breaks its own plating. Climb up its forearm like normal, rest fully on its shoulders and try to take out its head glyph (3 full stabs) with minimal accidents. Save the front torso one for last, by dropping down the bare back and landing on the stone ring "belt" that serves as a stamina recover point. • COLOSSUS 4 (Horse) Hard - 5:00 Normal - 5:30 [3:22:xx] Knowing how annoying this one can be to board, make sure baiting it into kneeling on the bunker hillock is done immediately. The best way to do so, like before, is to draw its attention, stand on the hilltop, and jump off into the tunnel when it starts approaching. Exit at the OPPOSITE tunnel entrance and jump on via the ladder-like tail. If all goes well, this should take about 1:45. (To be honest, I don't know why it sometimes screws the first "bait procedure" up sometimes. I ran to the far hillock, did not shoot provoke it, and it all went a lot smoother. Try it if y'need help doing this, I guess.) Once on its saddle, stab its nape triggerspot to make its head lower and reveal the sweet spot. I should also note that it shakes its noggin' pretty often, so slicin' with small thrusts may save time in the long run! • COLOSSUS 5 (Bird) Hard - 5:30 Normal - 5:30 [3:49:xx] Some people have complained about how getting on the bird is hard, but the obvious way to do it is make the bird come to the player, not some highwire act...right? As the battle starts, jump down into the water and swim to the middle marble "stepping stone" platform top (apx 0:40). Sling an arrow to make it divebomb Wander, and board the furry part of its wings. When the condor-like colossus glides, use that time to move and refill stamina -- it is VERY easy to lose it and fall off. For this reason, instead of doing both wings, think about doing wing-tail-wing or tail-wing-wing. Basically, if Wander falls off at any point he lands far away from those stone platforms, and it runs up the clock to the end...just restart. And make sure to swim underwater to move faster, too. • COLOSSUS 6 (Bearded Giant) Hard - 6:30 Normal - 3:30 [3:27:xx] Yeah, this time limit can be hard to work with. Immediately head to the other side of the room with the pillars, jumping over the barricade walls like they're snakepits. This takes about 0:45 at best. Hide behind a column to lure the giant into a crouching position, and board his beard. Remember how unstable the beard is? Use its pendulum motion to get onto its frontal shoulders quicker, and then onto the crown of its head for stabbity time. Falling down its back to the spine's base should be last up, of course. • COLOSSUS 7 (Sea Serpent) Hard - 8:00 Normal - 12:00 [6:21:xx] This battle takes a long time for a reason. Once in the water, do not get on dry land; this wastes the clock. Wait for the dragon to spot its prey and beeline towards Wander; head toward and over the colossus and grab the tail when it briefly surfaces. As the creature's snakish occilations give small room for error, make sure to advance as much as possible each time the opportunity arises. The electrical spires will damage Wander only in the water; stab at any strength the glyph at the base of deactivate. The 4th and final mark is at the beastie's head. Obviously, for such a lengthy colossus, this is more of an endurance test than anything. In fact, there doesn't seem to be a way to defeat this one WITHOUT falling at some point due to low breath/stamina. =/ • COLOSSUS 8 (Lizard) Hard - 7:30 Normal - 8:00 [2:56:xx] Before this could be done at a fun leisurely pace, but the player will have to put his back into this one. For starters, whistle immediately to draw the attention (this can be done at any height) and locate the baddie. Shoot its paws like normal and JUMP FROM WHATEVER HEIGHT WANDER IS AT -- this'll save a lot of time. A quick player can take off 60% of the health just in the first 1:30 if s/he's a speed demon. Whistle again, run up to the 2F of the building, stay out of sight, and let repeat as necessary. This strategy calls for Wander to self-inflict damage by being stupid, so there's not a lot of room for error on the electrical pulse/dust attacks. My time can be beaten at about 2:20, I bet! • COLOSSUS 9 (Tortoise) Hard - 5:30 Normal - 7:30 [3:56:xx] This battle already takes a long time, but with a time limit...frustration city! Mount Agro, aggrivate the colossus with arrows, and get to the geyser nearby. God willing, it'll be baited into the hot steam and lift its legs up. Fire an arrow into one of the "pawlinks" showed by its slanted hooves, knocking it over. Remember: whichever side is carrying the weight in that vulnerable state, that's the side the shell will be facing when it falls over...meaning, try to shoot the arrows from Agro for a better result. The boarding part should take around 2:10-30 if all goes well (Wander's gotta get to Agro at the start, after all!). Making it to the head should be an easy feat, since the shell is a straightforward path flanked by pillars to keep Wander up. :p • COLOSSUS 10 (Sand Serpent) Hard - 5:00 Normal - 6:00 [2:54:xx] This fight should be a cinch for those who've got the controls down. Start the skirmish by mounting Agro and immediately clopping around the place. When the sand is kicked up and the colossus rears its head, after trailing a ways, shoot it in the eye and move perpendicular away for a moment before turning parallel WITH it. When it hits a wall/pillar, pick a spot on its upper/lower back and stab it like it's a porterhouse. There are a few ways to make this battle over quicker: (1) jump off Agro onto its squirming back if possible (2) run up its stuck-in-sand head to get to upper back, instead of going from back to front (3) don't stay in front of the colossus when it's been shot in the eye, if y'don't want to get bucked off. • COLOSSUS 11 (Dog) Hard - 5:30 Normal - 5:30 [1:56:xx -- about :30 of wasted time] As it starts, quickly move toward the gap near a pillar. Instead of making for the top, save time by letting the beast headbutt (by hanging on side) it to make the torch fall. Grab it, ignite it on a torch, and wave it to make the colossus take a spill down the cliffside. For time's sake, jumping down to its stunned person and performing a dive-stab is recommended. If it somehow runs back to the torch-lit part of the temple, the only way to mount it will be to let it ram into the torch structure and do it that way. The latter is not one the player should aim for, but it can allow at least one big stab. Should only take 3 full-stamina punctures to neutralize this guy, but since it's so fast, consider doing mini-ones as it stops/starts on the trail. • COLOSSUS 12 (Sea Bull) Hard - 10:00 Normal - 9:30 [4:20:xx] This one's relatively simple like before. Swim underwater 'neath its arms, eventually getting onto its back plating. Once arriving at its head, use the sword on the three teeth-shaped rocks which act as a rudimentary "steering wheel" of sorts. Direct it towards one of the pavilion buildings and jump on when close enough. If Wander hides behind its center cylinder, the bull puts its legs onto the platform, revealing its fleshy weakpoint on the stomach. Repeat twice as needed. When it destroys a platform, its ledged helmet is in near the water; if the camera angles don't completely screw it up, it's possible to catch a ride immediately back up its face! This can save about 0:45 at worst. • COLOSSUS 13 (Sky Dragon) Hard - 13:00 Normal - 12:00 [6:01:xx] Immediately get on Agro and use L2 to locate where the boss is. The best time to puncture its "air sacs" lining the underbelly is when it's coming out of the ground, actually. When all 3 are ripped and its front fins are skimming the sandy surface, leap off Agro onto the ridged wings and climb as high as possible before they become horizontal. The three (3) weakspots are underneath the lifted scales on its back, 2 full attacks worth each. 3-5 attacks per ride is about the normal consistancy, so this battle can really be drawn out if the player isn't fast BOTH times. My time isn't that good, and even then I could only achieve it after near-perfect everything! :p Even so, this is definitely the hardest "get a good time" colossus. • COLOSSUS 14 (Cat) Hard - 9:00 Normal - 9:00 [6:37] Remember this meower? It's the one Wander has to repeatedly avoid by climbing the architecture and letting the colossus knock the pillars over. As before, after the last pillar is toppled, it breaks the wall near the town entrance. Climb the ladder wall nearby and bait the beastie into breaking its back plating with the falling platform. It also has a 3-stab mark underneath (like the armored dog) but has a trick to letting Wander get in potshots: if it headbutts anything, it's stunned momentarily. Jump on, stab once or twice, leap off onto a piece of ruins, rinse and repeat. It takes about 4-5 minutes simply for a chance to put this sucker down... Other time-saving tips: - During the first pillar-fall-over scene, Wander can jump onto bridge - Avoid open spaces (where boss can bat hero around like a mousie toy). - By holding R1 down as the pillars fall, Wander can often jump onto next instead of falling off or reclimbing. - The boss dawdles around frequently, with a short attention span. After the 1st headbutt on a pillar, fire an arrow at the colossus to make it act quicker. After it's time to make the platform fall on it, the boss can start out simply wandering around. Fire another arrow at it from afar to make it remember who's the boss. • COLOSSUS 15 (Sentry) Hard - 11:30 Normal - 10:00 [6:57 - fell off!] Killing the sword-wielding gorilla is tough enough in regular play (even harder with extra weakpoint in hard mode), but timing it...whew! Bait it into stomping the tiles to get to 2F, then swinging its sword to get access to 3F and 4F. Make it break the bridge finally -- this should take between 2:20-3:00. The head spot should be first, then the backside of the sword arm which will make him drop his sword and reveal the palm weakpoint. It's all like before. The headpoint can actually take awhile, given that each step shakes it and disrupts Wander's thrust. Thus, mini-stab the head once to shut the colossus up and use that time to make a bigger incision. • COLOSSUS 16 (Gigas) Hard - 13:00 Normal - 9:30 [6:59:xx] These times include both the approach (and evasion of projectiles) to the mountainous ascent to its peak. This part should take, at speediest, apx. 2:30. Climbing its shell is the easiest stretch, and should take around 90 seconds to the small of the back. Stab, make its left armor near there and back-jump to it. Vault up its gauntlet to the next stab point by the electrical ring, and back-jump to its right arm when it stretches over. Make sure to get onto the upper part of the hand immediately and stab, which will make it stop and move flat. The triggerspot on its shoulder is hidden but the swordlight doesn't need to be used; just sling an arrow and jump off onto the shoulder at the right time. Stab its forehead repeatedly afterwards! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [Q] - I want to get to the Secret Garden on top of the Shrine of Worship plz!! [A] - Demo-only, son. =( [Q] - When the colossus, what sprays out? Blood? [A] - It's the essence of Dormin breaking free. [Q] - What are the real names of the colossi? [A] - They're not found in-game but have been leaked officially through the internet. Names are: 01 - Valus 02 - Quardratus 03 - Gaius 04 - Phaedra 05 - Avion 06 - Barba 07 - Hydrus 08 - Kuromori 09 - Basaran 10 - Dirge 11 - Celosia 12 - Pelagia 13 - Phalanx 14 - Cenobia 15 - Argus 16 - Malus [Q] - Is there anyway to beat the humans in the Shrine of Worship [A] - Is there anyway to prevent getting sucked into the void as Wander? [A] - Nope, these are scripted and must be lost eventually...sadly. [Q] - How do I get a brown/white Agro? [A] - After beating Normal Time Attack mode, hold [] at the title screen while making a selection from the menu; the white color is obtained in the same way, except it's Hard Time Attack mode. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VI. UPDATES & CONTRIBUTIONS [UPDT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 03-06-08 ----------------------------+ Added to GameFAQs ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ MUCH OBLIGED TO: ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Sailor/Ceej, for continuously hosting my crap - The SOTC messageboard, for being a wellspring of information - The other writers who blew the game wide open: Reyn, Hayes, DomZ, Alex, etc. ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ THINGS I NEED... ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - I accept all (useful) alternate strategies and hints. - If anyone can make a smaller ASCII world map without it being unrefined, I'd sure be lend an ear about cutting down whatever overlap I've got. ^__^ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VII. LEGALITY [LGLT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: * Gametalk.com * cheatcc.com * GameFAQs.com * MyCheats.com * Neoseeker.com * Supercheats.com * Gamesradar.com * Honestgamers.com * Cavesofnarshe.com E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ YOU'VE GOT ME Document İ Shotgunnova, 1997-2012 (and countin'!) LIKE AN ADDICT Shadow of the Colossus namesake İ respective owners 10 A.M. AUTOMATIC E N D O F D O C U M E N T