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The 7th Colossus, resembling an electric eel and a catfish, is one of sixteen bosses fought in Shadow of the Colossus. This colossus swims in a giant, murky lake at quadrant D1.

Path to the colossus[]

See also: Map for this path
Shadow_of_the_Colossus_-_7th_Colossus_1_2

Shadow of the Colossus - 7th Colossus 1 2

Video - Path to Hydrus

Head north from the shrine across the land bridge. From here, there are two ways of getting to the lake. The most direct path is to proceed as if traveling to the 3rd colossus, but to continue on to the Stone Arch Gorge (quadrant D2), then head north to the lake. It is easy to get lost this way, however, as there aren't too many opportunities to get help from the sword's light in the dark canyons. The easier, but slightly longer way is just to go straight north to quadrant F1, then go west through the Dried Marsh (quadrant E1). The entrance to the lake will be in plain view, and the sword can be used anytime. There is a stone path leading out to around the middle of the lake, where there will be a pillar with a spiral walkway wound around it. The player can use this walkway to reach the lake, or they could just dive in. Either way, Agro will have to watch from where she is.

Walkthrough[]

Shadow_of_the_Colossus_-_7th_Colossus_2_2

Shadow of the Colossus - 7th Colossus 2 2

Video - Battle with the 7th Colossus

The colossus will be swimming deep underwater when Wander dives in. There is no special way of luring it up; just swim around above it and eventually it will make a pass at Wander. When it does, the player will have to grab on, but doing so isn't easy. The colossus is protected by three, giant, electric spikes protruding from its back, which activate a sphere of highly-damaging electricity when submerged. The only safe spot is the area of fur at the end of its tail.

Once Wander's been dragged through the water, the colossus will swim around at the surface of the lake, going in and out of the water to try and dislodge Wander with its electrical spikes. The sword will show the player a small place where they can stab at the base of each spike to disable them, but be very careful; this requires a near-fully charged stab at least, and the electricity will deal a massive amount of damage to Wander if he's too slow. One may not have time to disable all three spikes before it dives back underwater, which will eventually force Wander off. The colossus will soon resurface, however, and Wander doesn't have to disable any spikes he took out previously. When one finally makes their way to its head, they'll find its only major sigil. The colossus will continuously bob its head up and down in the water, so time stabs thoughtfully, as the colossus cannot be stabbed when submerged.

Time Attack times in Original and PS3 versions (Normal, Hard): 12:00, 8:00
Time Attack times in PS4 Remake (Normal, Hard): 9:00, 7:30

Weakspots[]

Location Percentage of health
Normal Hard
On its head 100% 100%
Behind each spine (3) Kills electric organs

Tips and tricks[]

  • It is possible to run past the first two spikes, but the player must be extremely quick. With the small health bar given in Time Attack, the damage incurred from messing up will nearly kill the player. The final spike must be taken out, as it protects the colossus' head.
    • It is possible to roll underwater while riding the colossus, and this can help with bypassing the electricity (On PS4 it only works with classic controls).
  • There are are a few ways to know that the colossus has submerged when on him. These are all helpful in Time Attack, as the player can then just quickly let go and repeat the process of getting on it.
  1. The first and easiest one is the music changing. If the colossus goes underwater while on it and “Silence” starts playing, that means it won’t come back up.
  2. The second one is the depth. When submerging, the colossus will go really deep, and most of it will go underwater.
  3. The final one is time, as when parts of the colossus go underwater when it tries to shake Wander off, it will take a few seconds for it to resurface. If most of its body doesn’t come back up in that time zone, it means it has submerged.

Attacks[]

Attack Damage (Normal) Damage (Hard) Description Demonstration
Surface Shock 15 40 When the colossus goes to the surface, its three electric horns will come out, dealing damage each time Wander touches the electricity. Try to avoid swimming directly above it. EelSurfaceShock
Submerged Shock 15 40 The colossus will keep submerging and resurfacing once Wander is on its back. Don't stay close to the horns during the process or you'll receive countinuous damage. EelSubmergedShock

Music[]

Phase Plays in Music
Intro Plays after passing under the arch at the beginning of the bridge over the colossus' lair. Lakeside

Phase 1 Plays once Wander hits the water and the battle starts. Silence

Phase 2 Plays once Wander grabs onto the colossus. In Awe of the Power

Trivia[]

General[]

  • This is one of only two colossi that are fought in a body of water; the other water-dwelling colossus is the 12th.
  • This is the first of three limbless, serpentine colossi the player faces over the course of the game, the other two being the 10th and 13th colossi.
  • This is the second-longest of all the colossi after the 13th.
  • This is one of the furthest-situated colossi from the central Shrine of Worship and is also one of the most northerly of all; the 11th and 15th colossi are roughly as far north as the 7th.
  • The 7th colossus makes a lot of whale-like noises.
  • After being defeated, the 7th colossus' body is seen sinking to the depths of the lake in which it resided. However, upon revisiting the lake after it has fallen, its body will have risen to the surface again. This is so that the player can enter Reminiscence Mode if they wish to do so. This is also true of the 5th and 12th colossi.
  • Prior to Wander entering the lake and initiating the fight, the 7th colossus can be easily spotted due to the fact that its three electrical spines discharge electricity even before the fight begins. However, if one observes the colossus before the fight begins, it remains totally stationary and will only move once Wander enters the lake and its introductory scene plays.
  • This is the last colossus until the 14th to have an introduction scene that shows the area where the battle takes place.
  • Of all 16 colossi, this is the only one that Wander is capable of rendering completely harmless; once its three electrical spines have been nullified, the 7th colossus has no other means of attack and will no longer be able to inflict any damage at all. It will continue to make passes at Wander as though it is still capable of electrocuting him, but since it cannot do this, it merely passes beneath Wander without him taking any damage.
  • While all colossi have all or nearly all of their health in their major sigils, some colossi have minor sigils which count as a very small percentage of the colossus' health. The 7th colossus is a unique case, however, as the three minor sigils behind each electric organ combined is nearly 35-40% of its total health.
  • While at first the 7th colossus might seem very docile like the 5th or 13th, it is in fact hostile, as when it swims up towards Wander, its eyes turn orange. However, it always passes just a little bit below Wander, seemingly unable to physically ram him from below.

Earlier versions[]

  • A Famitsu interview details the 7th colossus' development: "Commonly referred to as 'Eel'. It's a bit of a stretch, but I wanted to draw a water battle. I wanted the game to have a scene where you'd cling to a creature underwater without being able to move. Oh, and I know both catfishes and eels can emit electricity, but we decided to call it Eel. I remember this Colossus was so long that the designer had a hard time controlling it. The strategy hasn't changed, but it took us a while to get it working properly."[1][2]
  • Earlier concepts of the 7th colossus show Wander being able to hold onto his sword after stabbing it in the colossus' body. This feature is also seen in the pilot movie of "NICO".[3]
  • Also in two early concepts, Wander is seen holding onto a harpoon while fighting it, possibly suggesting the weapon was planned to be a normal item.
    • The harpoon is also seen in the 12th colossus' concepts.
  • This was the 5th colossus in the E3 Demo version. Its fight was more frustrating, as the water stopped you from being able to grab onto its fur, making you go back to where you started. Its electric spikes were also different, having an animated circuit-like texture in place of the minor sigils. The major sigil was also placed at the same spot as the final spike, so the player would deal damage and disable the final spike at once. It also had bright green fur.
  • According to the data sheets, the 7th colossus did not have a unique HUD icon, which is an icon in the shape of the colossus that used to show the weakpoint locations in early builds. It most likely used another colossus' icon, possibly being the one from the 13th colossus.

Gallery[]

Original[]

Remake[]

Earlier versions[]

References[]

  1. https://teamico.fandom.com/wiki/File:FamitsuNicknameInterview.png | December 2nd, 2005 Famitsu - The Colossi Nicknames (1st to 10th Colossus)
  2. https://teamico.fandom.com/wiki/File:FamitsuNicknameInterviewTranslation.png | December 2nd, 2005 Famitsu - The Colossi Nicknames, translated by Kepekley23.
  3. https://youtu.be/M8oPPQhP_B8?t=119
SotCFullTemplate
The Game Shadow of the Colossus ( Demo  · Pal Release  · Shadow of the Colossus HD  · PS4)
Characters Wander  · Agro  · Mono  · Dormin  · Lord Emon  · Guards  · Shadows
The Colossi I  · II  · III  · IV  · V · VI  · VII  · VIII  · IX  · X  · XI  · XII  · XIII  · XIV  · XV  · XVI
Unused Colossi ( Devil  · Evis  · Griffin  · Phoenix  · Roc  · Saru  · Sirius  · Spider  · Worm  · Yamori A  · Buffalo  · Quetzalcoatl)
Magic Sigil  · Hard Mode
Colossus Arenas Temple  · Proto  · Arena  · Kirin's Hill  · Canyon · Canossa  · Lakeside  · Underground  · Geyser  · Gravewind  · Leo's Cave  · Poseidon's Lake  · Desert  · Ruins  · Parthenon  · Sanctuary
Unused Arenas ( Badlands  · Cave  · Crater  · Devil's Plain  · Dune  · Hillock  · I1  · Labyrinth  · Sluice  · Stonehenge  · Valley )
The Forbidden Lands Shadow creaturesSave shrinesFruit treesWhite-tailed lizards

The Shrine of Worship
Umbral GladeStone Arch GorgeDried MarshNorthern SpanDesert FortressMisty FallsRavine EntranceHalf-moon CanyonWestern PlainRound Stone HillLair to the WestStone Bridge CliffCliff PathLair on the MesaWestern CapeArch Bridge PlainBlasted LandsAutumn ForestEastern BluffValley PlainSouthwestern CapeSouthern PlainGreen CapeThe Broken Seal

Soundtrack Roar of the Earth
Walkthrough Time AttackGolden Coins
Other media Nico  · Official artbook/guidebook  · Collectible figurines  · Film adaptation
Giantology campaign
Hoaxes Jebal-Barez skeletonTamil Nadu tsunami giantSulu Sea eel statuePolarneft conspiracySayre family vacation
Characters Eric BelsonCasper ShillingEd GuylerArkady SimkinBoris AtlasovAndrew and Ellie Sayre
Media Giantology podcasts (FirstInterview with Arkady SimkinThirdFourth) • IPICP memo
SotC Template CoverLogov2 Walkthrough
Characters Wander  · Mono  · Agro  · Dormin  · Lord Emon  · Guards  · Shadows
Colossi I  · II  · III  · IV  · V · VI  · VII  · VIII  · IX  · X  · XI  · XII  · XIII  · XIV  · XV  · XVI
Locations The Forbidden Lands  · Shrine of Worship  · Colossus Arenas
Main Items Power-ups (Lizards · Fruit) · Weapons (Ancient Sword · Sword of the Sun · Queen’s Sword · Sword of Dormin · Bow & Arrow · Ancient Bow · Harpoon of Thunder · Life Sword) · Collectibles (Relics)
Gameplay Hard Mode  · Save shrines  · Time Attack  · Reminiscence Mode  · Watermellon  · Barrel
Media Roar of the Earth (OST)  · Official Art and Guide Book  · Nico Bonus DVD  · Film  · Interview Archive
Releases OPM Demo  · PS2 original  · PS3 remaster  · PS4 remake  · Credits
Early Builds Preview version  · PSU Preview version  · E3 Demo
Unused Content Unused Colossi  · Colossus Test Stages  · Unused Locations  · Beta Mountains  · Development Timeline of Shadow of the Colossus
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