The 12th Colossus is one of sixteen bosses fought in Shadow of the Colossus. It is found within a large lake in quadrant G2.
Path to the colossus[]
- See also: Map for this path
The 12th colossus' lair is northeast of the shrine, so the player will want to turn left when exiting. Hold up the sword once in the sunlight to get an idea of where to head. Look for two stone pillars in this direction to find a land bridge. Cross it and head along the eastern cliffside to find another set of pillars, indicating another bridge. Crossing this bridge, however, will put one in the middle of an enclosed forest. It's easy to get lost in here if the player doesn't know the way, but fortunately the way through is simple: As soon as the forest is entered, take a sharp right turn to find the exit close by. Once outside, take a sharp left turn to find a narrow path leading to the lake above the Misty Falls. Eventually, the player will reach what appears to be a dead end, as a giant boulder has long since wedged itself between the cliffs and a pillar on the other side of the path. This pillar, however, has a ledge the player can work their way across, leaving Agro behind. Don't jump into the water just yet, or one runs the risk of being forced into the strong currents of the upper waterfalls, and falling off them means death. The player can save at the nearby save shrine. Jump off the ledge on the other side to find another path, and follow this path until it ends, then jump into the lake below. Swim north, past the pillars, and set foot on one of the ruins dotting the lake.
Walkthrough[]
Watch the colossus' tusks; if they turn bright orange, seek cover. It will often attack by shooting a highly-damaging pulse of energy from these tusks; though they appear electrical in nature, Wander will not be harmed if he dives underwater. He needs to get onto the colossus' head first, even though there is no sigil. There are two ways to do this:
- The easier, but more time-consuming method is by swimming around him and climbing up its mossy back. This is easier if Wander remains hidden (underwater) for as long as possible.
- The more difficult, but quicker method involves taking cover on land. The colossus will become curious eventually and will put its two front limbs up on the structure to get a better look. The player can use this opportunity to jump onto one of the many "rims" on its head. (See the video for an example of how to do it). Be careful; it's a difficult jump to pull off.
There are teeth atop its head, around its rim. Hitting these with Wander's sword reveals something unusual: the colossus will go in the direction respective to the position of the tooth hit. Use this to steer the colossus towards one of the many covered ruins. Jump to the rooftop of the ruin when the colossus is as close as it will go, and very quickly take cover behind the central stub (expect to be attacked very shortly after landing).
When hidden from view, the colossus will soon sink into the water before lunging out onto the platform. This will expose a small patch of fur on its belly, its sole weakspot. After a few good stabs, the colossus will destroy the ruin, and the player will have to direct it towards another one to repeat the process.
- Time Attack times in Original and PS3 versions (Normal, Hard): 9:30, 10:00
- Time Attack times in PS4 Remake (Normal, Hard): 8:30, 9:30
Weakspots[]
Location | Percentage of health | |
---|---|---|
Normal | Hard | |
On its belly | 100% | 100% |
Teeth on its head (7) | Used to direct its movement |
Tips & tricks[]
- Once Wander has made it to the top of a platform, the 12th colossus will almost always shoot at him. It's recommended to take cover for the duration of the blast, but don't stay hidden forever. It actually jumps onto the platform more consistently when it can see you.
- Since Wander can only get in a few stabs before the colossus goes back underwater, it is recommended that the player charges them up to their maximum power before stabbing its sigil. Doing this, and quickly, should kill it after using only two platforms. This is a big help on Time Attack.
Attacks[]
Music[]
Phase | Plays in | Music |
---|---|---|
Phase 1 | Plays after the colossus has heaved itself above the waters surface and the battle starts. | Creeping Shadow |
Phase 2 | Plays while the colossus is reared up on a platform. | In Awe of the Power |
Trivia[]
General[]
- This is the only colossus that does not have eyes. The tips of its tusks serve as its eyes instead; they change color from blue to orange when attacking, like the eyes of all the other colossi.
- The 12th colossus doesn't actually swim. Rather, it walks along the bottom of the lake, similar to how hippopotami move through the water.
- The 12th colossus' tusks resemble the 2nd colossus' horns. These two colossi also have body resemblance.
- The 12th colossus' stance is quite gorilla-like, with two short rear legs and two long arms.
- Like the 4th colossus, the 12th possesses a set of skeletal ribs protruding from its underbelly.
- The 12th colossus has the longest introductory sequence of all the colossi at roughly 42 seconds long.
- The 12th colossus makes some vaguely bull-like roars and bellows during the time Wander fights it.
- After being defeated, the 12th 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 7th colossi.
- The 12th colossus probably has the strangest and most alien appearance out of all the colossi. It has a shell like a turtle but the stature of a gorilla as well as tusks, something that is not found on either animal. Furthermore, it has teeth on top of its head. A close inspection of its tusks shows that they aren't actually tusks, as they appear to be made out of the same material as the colossus' helmet-like face.
- When the distances between individual colossi are compared, the straight line distance between the 12th and 15th colossi is the smallest, making both of them the closest colossi "neighbors".
- If the 12th colossus gets close enough to one of the ruined platforms, the player can go on the bottom part and jump on its head.
- Wander can direct the 12th colossus' movement by shooting its teeth with arrows or whacking them with the sword.
- The 12th colossus' only fur is on its belly; the "fur" on its back is actually moss. Its fur does have the same dark green color as regular moss.
- There is a glitch with the 12th colossus. After defeating it, if the player holds during its death cutscene, they can keep holding onto its belly until the black tentacles hit Wander.
- Although very difficult, it is possible to swim under the 12th colossus and grab onto its belly underwater. Defeating it this way is also possible.
- One can also glitch into the 12th colossus by constantly swimming against the right side of its body, near the arm.
- In the PS4 remaster, the 12th colossus' tusk have a metal barred casing around them up to the tips. In the death screen, however, these casings are gone.
Earlier versions[]
- As seen in the 12th colossus' development sketch in the gallery, it used to have eyes and the teeth on the top of its head didn't exist. At the time, the way to guide it was by hitting its horns, which were turned upwards. The old collision model of the colossus' head was also found in the Athretic Test Stage.
- In early concept arts, the developers were considering adding hanging "ears" for the player to climb up - these were apparently scrapped and given to the 4th colossus instead (whose concept art included climbable chest fur instead).
- Also in the concept art, the text "カメボスカスタム" and "カメボスII" are written, which translate to "turtle boss custom" and "turtle boss II", possibly suggesting that the 12th colossus was created using the same archetype as the 9th, also known by the original developers as Kame (turtle). This lines up with other pieces of evidence, such as the idol statues of both colossi being the exact same save for their heads, their being able to share animations in the SotC Viewer (normally this isn't possible), the 9th colossus' old strategy of using its horns to guide it which is shared by the 12th's (The horns were replaced by teeth), and the name of the save shrine near its lake in the Preview version being "Turtle Falls" instead of "Misty Falls".
- This was the 13th colossus in the E3 Demo version. It charged longer before firing projectiles, had a much wider back and its legs were mossy, making it possible to use them to climb to the top. Its belly weakness had a bright green glow and had an animated effect; and you could only shoot it with your bow, not being able to jump onto it and grab it as there was no fur. After getting its health to 50%, it recoils backwards and physically closes its belly weakpoint, then charges forward destroying the platform Wander is standing on. The music that played in the battle is 'Grotesque Figures', likely as a placeholder.
- In the Preview version, its belly still had the green glow from the E3 Demo, however it now had fur and had to be stabbed.
- The control assign sheet for the 12th colossus' additional animations in the E3 Demo has some interesting names for the teeth and stomach damage triggers, they are:
- Generic BREAST_R Damage Condition (Sword only) - For hitting the right set of teeth.
- Generic BREAST_L Damage Condition (Sword only) - For hitting the left set of teeth.
- Generic EYE Damage Condition (Sword only) - For hitting the front set of teeth.
- Generic MOUTH Damage Condition (Arrow Only) - For damaging the stomach with an arrow.
- In the Preview and earlier verions of the game, the center of the 12th colossus' arena had a large indentation. If the player led the colossus to it, it would be mostly submerged in the water, allowing the player to easily climb its head; or in the case of the 12th colossus' body in the E3 Demo's version being mossier, via the legs.
- The indentation is also seen in the arena's concept art.
- In the Preview version of the game, a short cutscene started when first arriving at the 12th colossus' arena and the theme "Commandment" played.
- According to the data sheets, the 12th 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 9th colossus.
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 |