Shadow of the Colossus FAQ/Walkthrough by Shotgunnova |                   |
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       )/     )/     )/     )/     )/     )/     )/  |     .-~-~-~-~-~-.     |
      //     //     //     //     //     //     //   |     |           |     |
     //     //     //     //     //     //     //    |     | |¯¯¯¯¯¯¯| |     |
    //     //     //     //     //     //     //     |     '-'-~-~-~-'-'     |
   //     //     //     //     //     //     //      |                       |
  //     //     //     //     //     //     //       | |¯¯¯¯|         |¯¯¯¯| |
 //     //     //     //     //     //     //        | |    |         |    | |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/      \¯¯¯¯¯¯¯/      \¯¯
 TABLE OF CONTENTS                                   /        \     /        \

   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      Reminiscence Mode................................................. RTTM
      Lizards and Fruit................................................. LZFT

 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

I. CONTROLS                                                              [CNTR]
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\     /____/\ \_______|  |_______/ /\____\  __>

 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

           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...

COLOSSUS 14 (Clades Candor)                                              [WK14]

  "A guardian set loose... A closed off city beyond the channel... It lusts
                               for destruction..."

                      (7                                )
                       \_/ /¯¯¯¯¯¯¯¯|    11  |¯¯\______/
               /¯¯¯¯¯¯¯¯¯ (         |        |   __   __
              /    /¯¯¯¯¯' \_____   |        |  (  (_)12)
             / (   \     , /¯¯\ 3\  |        _)__\ /¯¯¯¯
            (   ¯¯¯)¯¯¯¯¯ (    \ _\ |_      (    //¯¯¯¯¯\
             \ 14 / /¯¯¯¯\ \____\\____)      \  //     /
              \__/ (_____/               _/\  \//     (
                /     9 )         (¯¯¯¯||2  \   )      \
           /¯¯¯¯    ¯¯¯¯           \___||    ¯¯))       )
           \                      _|¯¯¯| ¯¯¯¯¯¯/_______/
       ____/ /¯¯\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯||____/ TEMPLE         \___/¯¯¯¯¯\
      |     /             _-~-'¯ _)                           5   \
       )|¯¯¯          .-~'                         (¯\  /¯¯|_______)
      |10\_______    /          |¯\          (¯¯¯¯¯\\ ¯¯
      |     _____\  /           |  \/¯¯|1|¯¯\ \   / 4¯¯¯)
       \   /     \\/     13     |       ¯    ) \_ ¯¯¯¯¯¯
        ¯¯¯       )             (           (    '~-._
               __(________ _     \           )  ___   '~-.______________
              \      ____//_\     \         /     8\                    /
               |    (    6  ))     \     (¯¯   \___/                 .-'
               '~-.  ¯¯¯¯¯¯¯/       '-~.__\                         /
                   ¯¯\¯¯¯¯¯¯                                     .-'
                      \¯\_                                      /
                       \   /       /¯¯\          __________.-~-'
                        ¯¯¯¯¯¯¯¯¯¯¯\__/  \ _____)

 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

 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

 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.

COLOSSUS 15 (Praesidium Vigilo)                                          [WK15]

   "A giant has fallen into the valley... It acts as a sentry to a destroyed

                      (7                           15   )
                       \_/ /¯¯¯¯¯¯¯¯|    11  |¯¯\______/
               /¯¯¯¯¯¯¯¯¯ (         |        |   __   __
              /    /¯¯¯¯¯' \_____   |        |  (  (_)12)
             / (   \     , /¯¯\ 3\  |        _)__\ /¯¯¯¯
            (   ¯¯¯)¯¯¯¯¯ (    \ _\ |_      (    //¯¯¯¯¯\
             \ 14 / /¯¯¯¯\ \____\\____)      \  //     /
              \__/ (_____/               _/\  \//     (
                /     9 )         (¯¯¯¯||2  \   )      \
           /¯¯¯¯    ¯¯¯¯           \___||    ¯¯))       )
           \                      _|¯¯¯| ¯¯¯¯¯¯/_______/
       ____/ /¯¯\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯||____/ TEMPLE         \___/¯¯¯¯¯\
      |     /             _-~-'¯ _)                           5   \
       )|¯¯¯          .-~'                         (¯\  /¯¯|_______)
      |10\_______    /          |¯\          (¯¯¯¯¯\\ ¯¯
      |     _____\  /           |  \/¯¯|1|¯¯\ \   / 4¯¯¯)
       \   /     \\/     13     |       ¯    ) \_ ¯¯¯¯¯¯
        ¯¯¯       )             (           (    '~-._
               __(________ _     \           )  ___   '~-.______________
              \      ____//_\     \         /     8\                    /
               |    (    6  ))     \     (¯¯   \___/                 .-'
               '~-.  ¯¯¯¯¯¯¯/       '-~.__\                         /
                   ¯¯\¯¯¯¯¯¯                                     .-'
                      \¯\_                                      /
                       \   /       /¯¯\          __________.-~-'
                        ¯¯¯¯¯¯¯¯¯¯¯\__/  \ _____)

 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

           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.

COLOSSUS 16 (Grandis Supernus)                                           [WK16]

    "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..."
                      (7                           15   )
                       \_/ /¯¯¯¯¯¯¯¯|    11  |¯¯\______/
               /¯¯¯¯¯¯¯¯¯ (         |        |   __   __
              /    /¯¯¯¯¯' \_____   |        |  (  (_)12)
             / (   \     , /¯¯\ 3\  |        _)__\ /¯¯¯¯
            (   ¯¯¯)¯¯¯¯¯ (    \ _\ |_      (    //¯¯¯¯¯\
             \ 14 / /¯¯¯¯\ \____\\____)      \  //     /
              \__/ (_____/               _/\  \//     (
                /     9 )         (¯¯¯¯||2  \   )      \
           /¯¯¯¯    ¯¯¯¯           \___||    ¯¯))       )
           \                      _|¯¯¯| ¯¯¯¯¯¯/_______/
       ____/ /¯¯\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯||____/ TEMPLE         \___/¯¯¯¯¯\
      |     /             _-~-'¯ _)                           5   \
       )|¯¯¯          .-~'                         (¯\  /¯¯|_______)
      |10\_______    /          |¯\          (¯¯¯¯¯\\ ¯¯
      |     _____\  /           |  \/¯¯|1|¯¯\ \   / 4¯¯¯)
       \   /     \\/     13     |       ¯    ) \_ ¯¯¯¯¯¯
        ¯¯¯       )             (           (    '~-._
               __(________ _     \           )  ___   '~-.______________
              \      ____//_\     \         /     8\                    /
               |    (    6  ))     \     (¯¯   \___/                 .-'
               '~-.  ¯¯¯¯¯¯¯/       '-~.__\                         /
                   ¯¯\¯¯¯¯¯¯                                     .-'
                      \¯\_                                      /
                       \   /       /¯¯\          __________.-~-'
                        ¯¯¯¯¯¯¯¯¯¯¯\__/16\ _____)

 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


           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!

SAVESHRINE LOCATIONS                                                     [SVPT]

                      (       15                 14     )
                       \_/ /¯¯¯¯¯¯¯¯|        |¯¯\______/
               /¯¯¯¯¯¯¯¯¯ (         |        |   __   __
              /    /¯¯¯¯¯' \_____   |  13    |  (  (_)12)
             / (17 \ 16  , /¯¯\  \  |        _)__\ /¯¯¯¯
            (   ¯¯¯)¯¯¯¯¯ (    \ _\ |_      (    //¯¯¯¯¯\
             \    / /¯¯¯¯\ \____\\____)      \  //     /
              \__/ (_____/      21       _/\_ \//     (
                /       )  20     (¯¯¯¯||    |11)      \
           /¯¯¯¯    ¯¯¯¯           \___||     ¯))       )
           \     18           19  _|¯¯¯| ¯¯¯¯¯¯/_______/
       ____/ /¯¯\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯||____/   1            \___/¯¯¯¯¯\
      |  22 /             _-~-'¯ _)                               \
       )|¯¯¯          .-~'      2                  (¯\10/¯¯|_______)
      |24\_______    /  3       |¯\          (¯¯¯¯¯)\ ¯¯
      |     _____\  /           |  \/¯¯| |¯¯\ \   /  ¯¯¯)
       \23 /     \\/ 4          |       ¯    ) \_ ¯¯¯¯¯¯
        ¯¯¯       )             (           (    '~-._
               __(________ _     \           ) 9___   '~-.______________
              \      ____//_\     \         /      \                  8 /
               |    (       ))     \     (¯¯   \___/                 .-'
               '~-.  ¯¯¯¯¯¯¯/       '-~.__\                         /
                   ¯¯\¯¯¯¯¯¯                                     .-'
                      \¯\_               6                 7    /
                       \5  /       /¯¯\          __________.-~-'
                        ¯¯¯¯¯¯¯¯¯¯¯\__/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

TIME ATTACK                                                              [TMAT]

 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

 | 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


 • 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

V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]

[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.

[Q] - I heard there is a small hawk that Wander can ride on? Where is it?
[A] - It's found in map section B4, near the southern cliffside outside of the
      cave where Colossus 10 was found. Move to the ridge's top and look for a
      couple (3) boulders that Wander can stand on -- it overlooks the entire
      descending path. Turn around and face toward the shrine and look for a
      larger-than-normal hawk that flies around; eventually, it will make a
      beeline straight for Wander and go over that rock. If the jump is timed
      just right, Wander can grab hold to the hawk's legs and it'll carry him
      around for awhile. Eventually the bird will bump into the edge of a
      cliff and our hero will be forced to depart.

VI. UPDATES & CONTRIBUTIONS                                              [UPDT]

 03-06-08 ----------------------------+ Added to GameFAQs
 04-29-08 ----------------------------+ Updated FAQ section


 - 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.


 - 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. ^__^

VII. LEGALITY                                                            [LGLT]

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.

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