![]() Their assault does more harm than good, however. Remarking on how the young man was used and is now possessed by the dead, Emon has his guards move in to put the husk out of its misery. In spite of the new look, Emon easily recognizes Wander. Getting to it isn’t easy, though, and Agro sacrifices herself to save Wander so the young man might complete his mission. It all seems to be leading up to something, but nothing’s going to be solved until Wander defeats the final colossus, which looms in the stormy night like a living building. On top of the mournful “victory theme” that plays as the titanic creatures fall, it makes you wonder: What exactly is that price Dormin mentioned? Does it have anything to do with why the disembodied voices are so eager to guide Wander from colossus to colossus? Most importantly, are you, the player, willing to complicitly tag along?Ī few question-raising cutscenes are sprinkled in along the way: Agro waiting for Wander to return to the Shrine (“Don’t they go back together?”) a dreamlike sequence in which Mono awakens (“Is this a vision of the future?”) the arrival of others seeking Wander and Mono (“Who are they, and what do they want?”) What’s more, for every colossus Wander fells, he’s inevitably struck by black tendrils that emerge from the giant corpses, knocking him out cold. Some are more aggressive than others, but many of the colossi are peaceful. Indeed, despite the size differential between Wander and his foes, he manages to slay them quite handily. Undeterred, the young man forges ahead, regardless of the unspecified toll Dormin ominously mentions…Īnd so, the slaughter-not the battle, not the journey, the slaughter-begins. The voices call themselves Dormin and claim that Wander can have Mono back only by felling 16 colossi, which will in turn destroy the idols connected to them. Wander dispels them with the light-bringing power of the Ancient Sword, and within moments, two intermingled and disembodied voices call out to him. ![]() No, the point (or, at least, what we’re initially led to believe is “the point”) is to resurrect her, which Wander plans to do by paying a visit to the Forbidden Lands.Īfter arriving at the Shrine of Worship and placing Mono on the altar, a group of shadowy creatures appear and spook Agro. Her death is never fully explained-it had something to do with “sacrifice” and a “cursed fate”-but it’s also not the point of the story. Shadow of the Colossus actually does open up with a cutscene, introducing us to protagonist Wander, his loyal steed Agro, and deceased damsel in distress Mono. Sorry to necro-reply Been_Scbcomp, but I came across this while WTF'ing SOTC and hopefully it will help someone else so they don't quit playing the game like I did last time.RELATED: 'Mass Effect' Ending Explained: You Just Saved The Galaxy, Now What? It snapped right onto the wall instead of falling short. I don't know if it was holding triangle the whole time or now having the sword equipped, but it was drastically different and one (or both) of these things made a difference. Next time I tried the jump doing it the exact same way but holding triangle and no weapon equipped, I jumped a lot farther and grabbed the wall. Sword or bow&arrow are the other options. While swimming back to to give it another shot, I noticed my character was swimming weird with the sword in his hand, so I changed my 'weapon' to 'hand'. I read /u/Been_Ssbcomp's post and figured I'd give that a try. Three years later I'm trying the remaster version on PS3 and had the same problem. I quit playing SOTC on PS2 because of this jump. but it's damn frustrating having to swim back like a swimmer with broken limbs after every failed attempt. It's not like it's a particularly tricky or puzzling jump. I can't believe they re-introduced the same problem. I think the original PS2 game had problems with this jump. It still wasn't a smooth motion where he just grabbed the edge and held on. When he finally did grab it, I could see that he "snapped" to the wall. If you jump for the corner he won't grab anything and he'll just fall. On so many attempts I would jump at it, and it would look like he was sliding sideways to the right mid-air as he approached the wall. Wander is supposed to grab the middle of the wall that is facing you as you reach the top. Maybe it has something to do with the wonky "relative to the current camera position" movement that this game uses. Then it must have taken me about 20 times or more on my replay. ![]() It took me two attempts on my first playthrough. There is something seriously messed up about this jump.
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