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The 3rd Colossus, resembling a knight, is one of sixteen bosses fought in Shadow of the Colossus. Its lair is a tilted arena in the middle of a giant lake in quadrant E2.

Path to the colossus

See also: Map for this path
Shadow_of_the_Colossus_-_3rd_Colossus_1_2

Shadow of the Colossus - 3rd Colossus 1 2

Video - Path to the 3rd Colossus

Initially, the path to the 3rd colossus is the same as the path taken before for the 2nd - go around the Shrine of Worship to the right until being presented a way north, then proceed across the land bridge. This time, however, go left when the path forks; this will take the player to the northern plains. The sword will direct Wander to the northwest now. It will point roughly to a ravine entrance; this is where to go. The ravine path will eventually lead to the shores of a lake, and a cutscene will start, emphasizing the giant island in the middle of the lake and a path to take to go up. Wander must leave Agro behind here. Jump into the lake and swim to the path on the west side of the arena. This pathway will eventually end, and the player must jump to a ledge on an adjacent pillar. Grab on and go to the right. Here, Wander must leap off this ledge to reach the arena, just like what was required to reach the 1st colossus. Though the lake is a very long way down, Wander won't die if the maneuver is performed incorrectly, but it does takes a while to swim back. Once having jumped successfully, climb up to the top of the arena to begin.

Walkthrough

Shadow_of_the_Colossus_-_3rd_Colossus_2_2

Shadow of the Colossus - 3rd Colossus 2 2

Video - Battle with the 3rd Colossus

The colossus will often attack Wander with its "sword" - a massive pillar of rock in place of a right hand - by swinging it and bringing it down to the earth with a massive crash. The obvious thing to do here is to run up the sword to start the ascent towards its major sigils, but there is a complication to this strategy: after running all the way up the sword, the way up is blocked by a great band of stone around the colossus' right wrist. To proceed, the barrier must be shattered.

In the center of the arena, there is a peculiar, shimmering plate. Prompt the colossus to swing its sword down upon this plate; once it brings its weapon down on the solid plate, the force of the impact will shatter the guard around its wrist. After this happens, it will almost always perform the sword attack again; make sure Wander is not on the plate this time, as the sword will simply crash off of it. Note that if Wander is too close to the colossus, it will preform a stabbing action into the ground versus an overhead swing; it must do the latter to run up the sword so Wander can start climbing. The player may wish to get the weakpoint on its midsection before the one on the head, though it can be a trickier jump than it looks.

Time Attack times in Original and PS3 versions (Normal, Hard): 6:00, 5:00
Time Attack times in PS4 Remake (Normal, Hard): 6:00, 6:30

Weakspots

Location Percentage of health
Normal Hard
On its midsection 50% 33.3%
On top of its head 50% 33.3%
On the back of its left arm N/A 33.3%

Tips and tricks

Attacks

Attack Damage (Normal) Damage (Hard) Description Demonstration
Weapon Strike 20 (Shockwave)
40 (Direct hit)
40 (Shockwave)
Instakill (Direct hit)
The colossus will swing its club at the player if they're far enough away from it. If the player is on soil its sword will be stuck in it for a few seconds; if the player is on the metal platform at the center however, it will bounce. Get away from its reach as much as possible. KnightSwordSwing
Weapon Thrust 20 (Shockwave)
40 (Direct hit)
40 (Shockwave)
Instakill (Direct hit)
At a medium distance, the colossus will thrust its sword downwards into the ground, creating a huge shockwave. Just like the previous attack, it will bounce if it hits the metal platform. As soon as it begins lifting its sword, go further back. KnightSwordThrust
Stomp 20 (Shockwave)
35 (Direct hit)
40 (Shockwave)
Instakill (Direct hit)
If Wander stands near its feet, it will lift either its left or right leg depending on the player's location. The attack is easily avoidable. KnightStomp

Music

Phase Plays in Music
Intro Plays when Wander arrives at the shore. Lakeside

Phase 1 Plays once the colossus first sees Wander. In Awe of the Power

Phase 2 Plays after the colossus' armor shatters. The Opened Way

Development History

This colossus was created at the start of the game's development in early 2003, and it used to be tested in Stage 6 before being placed on the world map. Its nickname during development was 'Knight'.[1]

Knight

Sketch of Knight taken from the official artbook.

Sketch of Knight taken from the official artbook.

The first iteration of Knight was never shown. However, concept art of it exists, with it being very similar to its later appearance. During its time being tested in Stage 6, it likely had a tower of some sort, as a script named ">ST06A_TOWER_DAMAGE<" was found in the PS3 Data Sheets. This may related to two objects called "Tower_A" and "Tower_B". Both use "sz_moyou" textures which are used primarily on the colossus' model suggesting they were related. Both towers were also split into many parts meaning they were likely very large and could be destroyed, possibly by the colossus. It is unknown how the towers were used in the fight.

Knight in the first seamless map.

Knight in the first seamless map.

At the start of 2004, Knight was placed on the first seamless world map, which was completely flat except for the copied and pasted cliffs from the 'parts library'. As its arena wasn't finished yet, it was placed on a flat plain similar to most quadrants at the time, with the exception of having six platforms around the area to test its strategy. At first, the colossus would have to step on the platforms to break its neck armor, in addition to making it hit them to break its arm guard.[1]

Unused sweeping attack.

Unused sweeping attack.

This version of Knight had a more traditional-looking sword, instead of the club of its later incarnation. It had the ability to perform a sweeping attack with it, which was likely removed due to its later arena being tilted, possibly causing collision issues.

The HUD icon of Knight.

The HUD icon of Knight.

As seen in early footage and listed in the data sheets, Knight 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.

On top of Knight. Note the metallic plates placed on the arena. Broken pieces of its armor can also be seen on the ground.

On top of Knight. Note the metallic plates placed on the arena. Broken pieces of its armor can also be seen on the ground.

Later in 2004, when the proper world map was being created by using a 2D height map, Knight was placed in its proper arena in quadrant E2, where it stayed until the end of development. Its arena featured long and thin spirals placed around it, and had several metallic plates placed throughout the ground, before it had a platform in the center. The arena also only had one entrance going up to it, instead of two like in later versions.

The boss_zou entry in the BossStatus data sheet from the E3 Demo suggests that Knight used to be the 7th colossus at some point in development around the 2004 era.

E3 Demo

Main article: Shadow of the Colossus (E3 Demo)#VI
Knight in E3.

Knight in E3.

In the version of the game from May 11th 2005 (known as the E3 Demo), Knight, now the 6th colossus, had some differences.

The colossus' shake animation in the E3 Demo.

The colossus' shake animation in the E3 Demo.

The colossus had a few small differences in its chest armor, and its shaking animation was wildly different. The theme 'Grotesque Figures' played for its battle. The lighting of the arena was also a lot darker.

Death model of Knight from the E3 Demo compared to its actual model. It shows its earlier incarnation.

Death model of Knight from the E3 Demo compared to its actual model. It shows its earlier incarnation.

The death model of Knight had additional pieces on its back and at the top of its head, just like the earlier design of it when it still had the stone eyes.

The bridge from the E3 Demo.

The bridge from the E3 Demo.

The end of the bridge leading up to the Arena was not broken, and used to connect to the top without the need for jumping. Also, the platform in the center had a mirror-like property to it.

Arena already had its introduction cutscene, but it could only be played if the player was coming 'D2'. The camera also went through some walls of the area, likely because it's still the same cutscene from the early version of the location.

Upon release, all of the above was changed, and the boss became the 3rd colossus.


Trivia

Gallery

Original

Remake

Earlier versions

Other media

References

  1. 1.0 1.1 https://teamico.fandom.com/wiki/File:FamitsuNicknameInterview.png | December 2nd, 2005 Famitsu - The Colossi Nicknames (1st to 10th Colossus)
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