1
VALUS: The first colossus. It lives on an enclosed plateau, and carries a massive hammer. But it might as well have been designed to be scaled, with the large platforms across it's back. It's two legged and walks a bit like a person, but very slowly due to it's size. It's arms reach very far down, and it has fur all across it's back, the top of it's head, and on the one rather sore leg.
2
QUADRATUS: This second colossus. This one is four legged, has horns, and hooves that glow green underneath. It lives at a far lower alstitude than the main temple, in a cave near a shore in a canyon. This one has Valus' height, but now longer.
3
GAIUS: The third colossus stands on a massive platform in the middle of an even bigger lake. Though the lake is enclosed by cliffs, you can still see over them from the platform, all the way back to the main temple that you entered the game through. But on this platform, it's mostly made of dirt. The colossus is very thin except for it's massive stone sword and the other peices of stone on its body. But the stone center of the platform might be harder.
4
PHAEDRA: The fourth colossus is that skeletal dinosoar horse found in some strange green medow . . . one with a stone bed underneath of it and four dirt mounds with tunnels connecting them from underneath. Though Phaedra isn't too fast and can't attack you from too far, it will look for you wherever you go.
5
AVION: This, the fifth one is a giant bird with a giant tail that's over a lake and the ruins of some church like building or another. The place has a number of platforms sticking out of the water . . . and the bird will swoop down if attacked, and it is pretty deadly.
6
BARBA: the sixth one is found in a giant temple, mostly underground, found far away from the main one. This two legged monster has a really big, bushy beard, and likes to smash stuff, including you. Once you trespass into it's area, it will look everywhere for you so it can . . . smash.
7
HYDRUS: now, with the seventh colossus, you have to go back into the water, and now you really have to stay underwater. This monster is like a giant electric eel. You'll need to grab on, stay with it, and disable it's weapons to kill it.
8
KURUMORI: The eigth colossus is found in some kind of arena that goes pretty far underground, but with plenty of light with it's open, above ground top. This one can climb up the walls and shoot blasts of lighting that will continue to hurt you if you stay near where they hit. If provoked, Kurumori will climb up from the bottom of the pit, along the walls, to shoot you. There are, however lots of windows covered in metal bars along the edge of the many floors going around the center of the pit/arena are windows with metal bars, which the the monster can climb on/over but cannot get through.
9
BASARAN: Now you're back over open . . . dirt, for the ninth colossus. The sky is dark here and the only interesting thing is the geysers, the cave Basaran comes out from to attack you, some dead trees . . . well, Basaran is rather prominant. It's one of the largest colossi, and it shoots energy blasts. You do get to fight this colossus with your horse . . . and be carefull of the geysers, they'll knock anything over.
10
DIRGE: This giant sand worm, found in a massive cave. The fourteenth colossus will cut you down to only about one quarter of your health with one bash of it's rocky fin. The fins are the only parts of Dirge that actually stick out of the sand, and diving out of the way is your only hope of avoiding them. If you do get the speed to make it have to really chase after you, it might poke up it's massive eyes, and possibly try to jump out of the sand and get you with it's mouth. Of course, Agrol can easily go faster than the tenth colossus.
11
CELOSIA: Near the bridge out of the valley is what's either a pit or a small canyon. In it is probably the only fire you'll ever find in this constantly lit valley, plus a really fun Ico reference that will make the smallest colossus as afraid of you as you'll find yourself afraid of it. The eleventh colossus is completely armored, none of its fur is exposed. If it charges you and hits you, you'll be relieved to find that it doesn't hurt you too much, but that doesn't matter, since it charges you again right when you get up. This temple is, however, a good deal higher than the bottom part of the pit that it's inside of the side of. There's a big opening on one side with a big fall.
12
PELAGIA: The twelveth colossus, you'll see, looks kinda weird. It lacks eyes (or even much of a face, really), but instead it has glowing, energy shooting tusks (that change colors like the other colossi's eyes do). It's doesn't have normal colossus fur, but grass and short weeds. It also has rotting teeth on top of it's head . . . and there's something weird about the leg, and also it's weakspot. There are a bunch of weird stone gazeibos all along the edge of this small lake (almost resurvoirish). Their roofs are too high for you to get too, and the colossus's weakspot it too low. This one, though rather slow, can get pretty agressive about getting to you. It's top of the yead teeth are the only reason in Shadow of the Colossus to swing your sword, and trust me, the bonk noise they make when hit is a lot of fun.
13
PHALANX: In this massive desert, five plus ten equals thirteen for here we have a flying sand worm with the balls not to do anything to hurt you. You've gotta feel sorry for the thirteenth colossus. But you want to save the girl, Mono, right? Hit it where it hurts to bring it down. Though you might break it's balls, they will reinflate! So you'll have to be really fast.
14
CENOBIA: The fourteenth colossus and the evil twin of Celosia. This time, it's even more agressive when you get to out of reach places . . . if there's a platform higher than Cenobia in this miniature Aztec temple (with mega irigation systems), it will try (and often succesfully) ram it down. You just need to find the starting peice in these architectural dominos.
15
ARGUS: please delete the "U" and the "S" to describe the massive, gorilla like, butter knife carrying fifteenth colossus. A lot of the stone in this place is loose. This colossus can easily play with slabs of stone like footpedals, and knock down blocks like icecubes out of a tray. Really, it's butter knife it totally unecessary except pretty much as its sheild, so try and get rid of it.
16
MALUS: You've given up your closest loves, and by now your only hope is the Dormin, or the God of dermatology. What could be worse? A strange kind of trench warfare with a standing cathedral who likes to scratch it's shoulder and lower back, and finds it's pain in it's super energy blasting hands something to be curious about. Plus a windy thunderstorm which would be the payoff for long hair and a mini poncho if a person were looking at you. This colossi is even named bad. Malus can knock you back pretty far and take out a really big chunk of your health in one shot. It just toys with you, it waits for you to get up to shoot you back to where you game. The sixteenth colossus is the biggest and meanest of them all. Of all the colossi, this one seems incapable of blowing up the landscape, and though it's the biggest, it's designed for climbing, almost as if everything was set up for you. Who knows, maybe your entire, horribly painful time in the cursed land has been set up by someone else just for enjoyment . . . or money.
` If you haven't yet played Shadow of the Colossus, and you're stuck, read one of these descriptions and see if you can figure it out with the hints here, instead of the instructions as to exactly how to beat them. This might also be useful if you forgot which colossi there were, or you want to find out a bit without playing the game.
` Well, I got the names of each colossus from the Plot/Theory Analysis FAQ by "Ryu_Kaze" and "iamthedave", found at the gamefaqs.com section on Shadow of the Colossus (it doesn't allow direct linking to the guides). Ryu Sinclair got the names from a DVD that game with his version of SotC.
Ico and the Shadow of the Colossus
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