The 11th Colossus, resembling a komainu statue, is one of sixteen bosses fought in Shadow of the Colossus. It is found in a small but deep canyon underneath the north end of the gigantic bridge at quadrant F1.
Path to the colossus[]
- See also: Map for this path
The canyon where the 11th colossus dwells is at the north end of the enormous bridge. Head north from the Shrine of Worship and follow the bridge north until the canyon has been reached. To get to the bottom of the canyon, take the winding slope on the canyon's eastern rim, jump into the small pond below (be sure to aim for a deep spot), or use the Cloth of Desperation on Hard. Once at the bottom, head west across (or around) the shallow lake. The temple to the west is the destination; the player can enter through a side passage to the right. After turning left and entering the temple, climb up some ledges to the right and jump across the gap to begin the battle. Try and jump as close as possible towards either of the walls.
Walkthrough[]
After ten battles against enormous (and mostly slow) colossi, Wander now faces a colossus with the size and speed of a modern tank. The colossus will charge at Wander right from the start, so run for cover. There are four braziers set into the walls with gaps just big enough to dive into, so run here; at the very back, it cannot reach Wander, despite it trying to claw at him. Climb to the top of a brazier and the colossus will ready a heavy charging attack to try and knock the player down to where they're vulnerable. This attack, however, will dislodge a burning torch from the fires. Pick it up right away (with O or in the original or PS3 port, or on PS4), as the colossus is incredibly aggressive and will attack without hesitation. Climb back up the brazier, and press O with the stick equipped next to the flame to make Wander light the stick on fire or strike the flame with the stick to light it.
Here, the colossus displays a fortunate weakness: It is afraid of fire and will back away fearfully from the burning torch if Wander carries it towards it. The goal is to force it off the eastern ledge and into the canyon below. However, it's not as simple as that. To do this correctly, the player has to be within a certain distance for the colossus to be scared and back off; if they get too close, it will attack with a quick swipe of its claws. Additionally, there is a limited time of 45 seconds before the torch burns out entirely, which causes the colossus to immediately charge again, forcing the player to repeat the process of lighting the torch. A good strategy is to walk slowly toward it, but keeping out of the reach of its claws. Wander can even strike it on the face with the stick.
After forcing the colossus off the ledge, a cutscene will play - it will fall off the ledge a long way to the canyon floor, shattering its armor on impact. This exposes a patch of fur on its back and its weakspot. From this point, Wander has two main options:
- The first is using the bow to wake up the colossus. This avoids having to ride it all the way back up to the cave. Simply aim and shoot an arrow at it while standing at the cliff edge and the colossus will run back up to the cave on its own.
- The second is jumping onto it. This causes the colossus to get back on its feet again and run around the canyon wildly, trying to buck Wander off which makes a fully-charged stab all but impossible. Eventually it will run into the temple and leap back up to the cave.
Finally, the player can use the braziers to jump onto the colossus, deal some damage and defeat it.
- Time Attack time in Original and PS3 versions (both difficulties): 5:30
- Time Attack times in PS4 Remake (Normal, Hard): 4:30, 4:15
Weakspots[]
Location | Percentage of health | |
---|---|---|
Normal | Hard | |
On its back | 100% | 100% |
Tips and tricks[]
- During this battle, it is advised to avoid the colossus' attacks at all cost to prevent getting knocked to the ground, as this will cause Wander to be unconscious for few seconds. Usually, when Wander is about to recover, it will charge again, and Wander will be knocked unconscious yet again for a few more seconds, repeating the process. Once this happens, the colossus will repeatedly knock Wander down until he's dead.
- You can help circumvent this by wiggling the left stick or pressing buttons in quick succession when unconscious, as it will make Wander recover faster.
- After the colossus has been forced out of the altar and its armor has been shattered, it will remain stunned on the ground for quite some time. If the player is careful, Wander can jump straight off one of the cliffs and perform a "jump-stab attack" that will deal as much damage as a fully-charged stab.
Attacks[]
Music[]
Phase | Plays in | Music |
---|---|---|
Phase 1 | Plays once the colossus lands on the temple floor and the fight begins. | Liberated Guardian |
Phase 2 | Plays once Wander lands on top of the colossus after its armor is shattered. | A Despair-filled Farewell |
Trivia[]
General[]
- Both the 11th and 14th colossi are described by Dormin as "a guardian set loose". The song "Liberated Guardian" plays during both of these battles, as well as during the fight against the 8th colossus.
- In the Shadow of the Colossus official artbook and guidebook, the 11th colossus is stated to represent a lion.
- The 11th colossus makes a lot of very deep snorting and bellowing sounds, vaguely similar to the sounds a lion makes.
- This is the only colossus which the player has to fight with a weapon other than the sword and the bow: The burning torch.
- This is one of only three colossi that are shown to be able to jump, the other two being the 10th and 14th colossi. Along with the 14th, it is also one of only two colossi that are ever seen running.
- Out of all the colossi, the 11th is the only one that shows any sign of fear, as it will back away from the lit torch. This is ironic given that in English releases Dormin said "It keeps the flames alive".
- This is likely a poor translation of the original "炎を絶やさぬ" which would be better rendered as "Don't let the flames go out." Which is consistent with Dormin giving advice to Wander during their descriptions of the colossi.
- The 11th colossus is only slightly larger than an adult African elephant.
- The 11th and 14th colossi are very similar in most ways. They are the smallest colossi, the most aggressive, fully armored and cannot be damaged until that armor is broken and both make lion-like sounds. However, the 11th colossus is slightly more aggressive than the 14th; if Wander is on top of a pillar, the 14th colossus will only attack once, then circle around or even walk away from the pillar until provoked, whereas the 11th will attack Wander regardless. Also, the 11th colossus shows fear of fire, but it is unknown if the 14th fears fire (or something else) as well.
- The 11th colossus shares something in common with the 15th in their descriptions by Dormin; the 11th colossus is referred to as "A guardian set loose...It keeps the flames alive...", while the 15th is described as "It acts as a sentry to a destroyed city...", and Dormin clarifies in these descriptions specific roles for both of them, namely that they are protectors of their respective environments. The same can also be said of the 14th colossus, although it is only ever referred to as "A guardian set loose..." like the 11th is; its role is never defined to the same extent as the 11th or 15th colossi.
- This is one of the most northerly of the colossi, with its lair being roughly as far north as both the 7th and 15th colossi.
- While most players think that after the 11th colossus falls off the cliff, it will get back up in seconds, it will really stay down for a long time. Wander could walk up behind it and jump onto its back.
- On the other hand, if the player decides not to attack the 11th colossus immediately after it falls, it will get up and slowly walk back up the hill into the room across from the one in which the battle started. It will jump back to the original battle arena once it reaches this room. Even if the player initially pursues the colossus after it falls, but can get away and hide long enough, it will stop charging and begin walking to the room. It is even possible for Wander to follow it and (possibly) jump onto its back from behind.
- Even if Wander has already shattered the colossus' armor, players can repeat the process of dislodging a torch and luring it off the edge. The same cutscene will play, though the music track will not silence nor will the colossus receive any additional damage.
Earlier versions[]
- There exists a texture segment in the PS3 data sheets named "leo_chain" with the texture "hn_beltiseki_A" in it, which is a texture whose name is similar (although not the exact same) to the ones from the Griffin A model. This may mean that this object existed in the same time of development as the screenshots of Griffin, and could relate to the rings seen in the earliest sketches of the 11th colossus, when it did not have armor.
- According to the artbook's colossi nicknames interview and various sketches, the 11th colossus' arena used to be filled with water. The colossus was supposed to fall into the lake and be able to swim in it, however, the lake ended up being downgraded heavily into only being near the entrance, and the colossus' swim animations were removed as they looked slow and weak.
- The text "グリフィンカスタム" written in one of the 11th colossus' concept art seen in the gallery below, which translates to "griffin custom", possibly suggests that it was made using the same archetype as the unused colossus known as Griffin. This information lines up with both of them having something to do with fire in their strategy, and textures in the sheet data from the 11th colossus matching those of Griffin B, another variant of the Griffin.
- The note "獅子舞+バッファロー+装甲" is also written in the concept art below, it translates to "lion dance + buffalo + armour-clad", and suggests a connection with the unused Buffalo colossus. The Lion Dance is a traditional Japanese dance performed as part of the New Year celebrations.
- This was the 10th colossus in the E3 Demo version. Not much was different in this version, other than it having a lightning effect on its weakpoint; which was also the case for the 1st and 14th colossi.
- According to the data sheets, the 11th colossus had a unique HUD icon, which is an icon in the shape of the colossus that used to show the weakpoint locations in early builds.
Gallery[]
The game | ICO ( Demo · Revisions from U.S. version · Ico HD ) | |
Characters | Ico · Yorda · The Queen · Shadows · Shinkan | |
The Castle | Idol Gates · Yorda's language · Saving Benches Altar • Warehouse • Spiral Stairs • Old Bridge • Stairs • Trolley 1 • Trolley 2 • Crane • Chandelier • Drawbridge • Main Gate • Graveyard • Dark Room • Sunbeams • Stone Pillar • East Crag • East Arena • East Idol Stairs • East Reflector • Waterfall • Sluice • Cogwheel • Gondola • Water Tower • West Crag • West Arena • West Idol Stairs • West Reflector • Cage • Pipe • Elevator • Wharf • Queen's Room • Sandy Beach | |
Other Media | Ico ~Melody in the Mist~ · Official Game Guide · Ico: Castle in the Mist |
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 |